Ghoul Cannon Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Ghoul Cannon · violet shell, heavy shot

Weapon overhaul · Concept gallery · Cannon progression and recipes

Detailed and world-fit Ghoul Cannon concept proposals

AoA 3.7.1 / Minecraft 1.20.1. Released-source profile and first concept study. Neither finish is an implemented texture mode yet. Native upgraded weapon acceptance remains open.

Preserve the original silhouette and materials

Actual released Ghoul Cannon sprite, enlarged

The source sprite is dark violet and black with grey end hardware, a broad hollow-sided front body, dark horizontal recesses and a descending rear grip. The concept develops that recognizable shape into a sculpted violet shell with restrained spectral accents. It deliberately avoids replacing the weapon with a generic modern rifle or an unrelated skull-face design.

The pictured incisions, vapor, surface weathering and glowing cavity treatment are proposed art. The actual recipe uses Ghoulasm and Ghoulish ingots, supporting a material-themed direction, but this study does not establish a canonical maker, origin dimension or detailed creation story. A name or color is not proof of lore.

Released behavior

Registration input Value
Damage 25.5
Durability 590
Firing delay 34 ticks
Stored recoil constructor input approximately 0.15
Ammo Cannonball
Automatic fire No, inherited BaseCannon behavior

GhoulCannon supplies the BALL_CANNON firing sound and creates GhoulBallEntity. It does not declare a dedicated impact/status-effect override. Do not advertise life stealing, fear, soul capture, poison or an explosion as existing behavior without additional evidence.

Shared cannon logic still applies: target armor/toughness influences the attack input; successful heavy attacks can apply shared knockback and shield behavior. The stored damage parameter is not a guaranteed final damage result or measured DPS.

Projectile and impact comparison

Released cannonball texture

The projectile constructor uses maximum age 120, piercing value zero and damage multiplier 1. Its gravity override returns 0.05. The renderer uses the ordinary cannonball texture and requests three SPARKLER particles per render invocation, colored RGB (193, 64, 215) at the projectile position.

That is not three particles per simulation tick. Upgraded trails need time-based emission and capped catch-up, with measured native costs. The glowing orb on the concept sheet is an artistic proposal; original in-flight and impact gameplay footage is still required. No original explosion or special defeat effect is established here.

Craft it in the Infusion Table

Pictured six-slot Ghoul Cannon infusion

Open the exact interactive recipe

  1. Put a Cannon Frame in the separate base slot.
  2. Fill six ingredient slots: Ghoulasm twice, Ghoulish-ingot tag twice, Gunpowder tag once, and Iron-ingot tag once.
  3. Keep three ingredient slots empty. Ingredient order is flexible, but repeated ingredients require separate occupied slots; one stack does not replace two slots.
  4. Check Imbuing and recipe availability. The bundled recipe omits infusion_level, so the inspected factory defaults to level 1. Datapacks and other releases may change this.

The displayed tag items are examples. Ghoulish ingot's bundled tag explicitly contains aoa3:ghoulish_ingot; the selected gunpowder and iron items must satisfy the effective tags in your installed pack. The diagram is reconstructed documentation, not a captured native crafting screen.

Proposed attachment and customization direction

  • Original-form shell: preserve the hollow-sided violet body and dark recesses as the default identity.
  • Spectral focus barrel: an alternate magical focusing treatment; any beam behavior would be a new, explicitly balanced mechanic, not an original feature.
  • Lantern shroud: optional visible containment styling and a quieter trail preset. Keep the target readable while aiming.
  • Grips and handling: visibly different fitted grip options with explicit handling tradeoffs; first-person hand fit and animation clearance are required.
  • Two visual finishes: detailed concept-fidelity materials and Minecraft-fitting textures on the same recognizable design. The sheet explores both; neither is a finished exported skin.
  • Earned charms, stickers and emblems: gameplay-unlocked cosmetics and separately documented perk-bearing charms, with clear attachment zones and no obstruction of moving parts or sightlines.
  • Feedback choices: customizable projectile/tracer/impact/decal and optional defeat effects. Never imply a cosmetic vapor effect changes hitboxes, damage or status effects.

Full production gates

  • Build and compare the actual mesh against the released sprite and concept, including both side views and first-person framing.
  • Validate a comfortable full-hand grip, trigger interaction and all moving clearances; the concept alone does not pass ergonomic QA.
  • Author equip, idle, aim, fire/recover, inspection and appropriate optional reload/recharge animations, including interruption cases.
  • Produce muzzle, projectile, tracer, impact, decal and defeat-effect boards with original-versus-proposed labels.
  • Build optional craftable variants and balanced attachment stats, plus reversible skins, charms and sticker placement.
  • Preserve resource-system behavior; reloading remains optional where appropriate rather than mandatory across every AoA weapon.
  • Capture original flight and impact in the target release and verify the recipe in native gameplay.
  • Qualify export, hands, animation, multiplayer authority, compatibility and performance before marking a playable upgrade ready.

Evidence

Structured class and recipe evidence · Pinned GhoulCannon source · Pinned projectile source

Source research, concept quality, exported assets and native acceptance remain separate checks.

Recoil interpretation

For this pinned 1.20.1 release, the stored constructor recoil input is not the inherited modifier getter: the inspected BaseGun.getRecoilModifier() returns approximately 0.35. The per-shot method and later client application determine the actual recoil path. Do not infer a stronger or weaker measured kick from the constructor column alone. This clarification does not change the original values, weapon balance or acceptance state. Resolved method routing.