Gimmick Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Gimmick: colorful ten-pellet scattergun

AoA 3.7.1 / Minecraft 1.20.1. Source profile and concept candidate; no native upgrade accepted.

What it actually does

Gimmick is a configured BaseShotgun subclass with ten pellets, Spreadshot ammunition and a long heavy-shotgun firing sound. Its inspected subclass overrides the firing sound; it does not establish a special random-effect, transformation or living-eye mechanic. The playful inspection idea below is an optional new proposal.

Released input Value / boundary
ID aoa3:gimmick
Base damage input 4.5; not a guaranteed combined ten-pellet damage total
Pellet count 10
Durability 800
Fire delay 68 ticks, nominally 3.4 seconds at 20 TPS
Stored recoil Approximately 1.3; not camera degrees
Stored knockback factor Approximately 0.2; not measured displacement
Ammo Spreadshot inherited from BaseShotgun
Firing mode Non-automatic inherited return
Loop-created projectile LimoniteBulletEntity; age input 4, multiplier 1, piercing 0
Sound override ITEM_GUN_SHOTGUN_HEAVY_FIRE_LONG

The inherited spread expression is 0.1 ร— pelletCount ร— (1 โˆ’ 0.15 ร— FORM level). It is not a measured angle or range. The ammo/effects factory and the actual pellet spawn loop are separate paths, so a projectile class name alone cannot establish what is spawned. Final damage, immunity, enchantment interactions and net ammo consumption need native tests.

Original appearance and unknowns

Actual released Gimmick sprite, nearest-neighbor enlargement

The sprite has a broad gold/yellow front, bright green collar/support and rear cap, warm dark brown center, angled lower grip and a distinctive red-orange raised top shape. Those colors and the compact eccentric silhouette are the design anchor. Wood, enamel and a pivoting crest are interpretations rather than official manufacturing lore.

The exact-ID packaged recipe/loot scan found no direct recipe or loot entry in the inspected release. That is an acquisition gap to investigate, not proof the item is unobtainable: trades, code-side rewards and other paths still require checking. No dimension, maker or crafting recipe is invented here.

Concept candidate

Gimmick concept with optional expressive inspection and attachment studies

The gold flared muzzle, green fittings, brown body and red crest remain recognizable. The sheet explores an alternate muzzle collar, green open sight and an optional inspection reveal with a decorative eye. The eye and moving crest must remain clearly identified as new cosmetic/animation ideas. They are not released behavior or established lore.

The shot panel illustrates a ten-pellet concept; artwork is not authoritative projectile-count evidence. The game implementation must count actual authoritative spawns. Comfortable hand placement, support geometry, trigger clearance and source-proportion comparison remain open before final model approval.

Full feature direction

  • Firing and recovery: a weighty short flash, ten small readable pellet cues and a satisfying deliberate recovery. Preserve the slow baseline cadence unless an explicit upgrade changes it.
  • Inspect: crest lifts, a small decorative eye reacts, then the mechanism closes exactly. Keep this optional, interruption-safe and free of orphaned objects or particles.
  • Attachments: alternate gold shrouds, green sight, ergonomic support, resource-service presentation and explicit spread/converter modules. Changed pellet count, spread, damage and resource values must agree with actual behavior.
  • Reload/service: optional and coherent with Spreadshot use; no hidden magazine system or ammo duplication.
  • Variants and salvage: retain the canonical silhouette; new functional variants and transferred effects require their own recipes, conflicts, progression and persistence rules.
  • Customization: both Minecraft-fit and concept-faithful textures, earned charms, skins, stickers/emblems and separate projectile/trail/impact/decal/finisher channels.
  • All animation states: equip, idle, movement, aim, fire, recovery, inspect and applicable service transitions with actual player hands and moving-part clearance.
  • Performance: ten source pellets already increase per-shot work relative to a two-pellet shotgun. Budget trails and impacts per valid event; do not multiply effects by render pass, eye or client. Measure equivalent workloads.

Acceptance work

  • Find and verify the actual exact-version acquisition route.
  • Capture original fire, flight, impact, resources, cadence and enchantments.
  • Confirm ten authoritative spawns and proper hit/immunity behavior in-game.
  • Refine silhouette, model, textures, real hand fit and all animation clearances.
  • Integrate native geometry/materials, multiplayer, progression, save/load and optional mods.
  • Measure frame/startup costs and effect cleanup under sustained fire.

Source receipt ยท Complete weapon requirements.

Original AoA identity and assets: Tslat and contributors. New concept generated with the built-in image tool. Final art and native acceptance remain open.

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.