Head Hunter Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki
Head Hunter · chestnut body, cobalt optic and precision rhythm
AoA 3.7.1 / Minecraft 1.20.1 · source-checked behavior and partial concept. No native or final-art acceptance.
What this weapon actually does
Head Hunter is a Metal Slug sniper using the inherited SCOPE_1 overlay. Its special impact hook detects a vertical band around a living target’s eye height. A qualifying server-side impact emits feedback and can set the player’s weapon cooldown to half the firing delay. This particular hook does not add a headshot damage multiplier. Damage, armor, enchantments and other systems still require their own checks.
| Released input | Value |
|---|---|
| Damage input | 41.5 |
| Durability | 380 |
| Firing delay | 92 ticks; nominally 4.6 seconds at 20 TPS |
| Stored recoil constructor input | Approximately 0.035 |
| Ammunition | Metal Slug |
| Scope | SCOPE_1, inherited |
| Firing sound | Medium sniper, long variant |
| Qualifying-hit base cooldown example | 46 ticks from impact, subject to the conditions below |
Named implementation · Released-class hashes and extracted inputs.
Exact hit conditions matter
The lower boundary is boundingBox.minY + eyeHeight − bbHeight × 0.105f; the upper boundary adds bbHeight × 0.225f. The impact’s Y coordinate must be strictly between those boundaries. Equality at either edge fails. This is a height-band approximation, not a skeletal head mesh, facing test or general critical-hit system. Unusual modded body proportions need explicit testing.
The target must be a living entity in a server level and the impact position must exist. The hook requests five particle packets with three damage-indicator particles each, scattered around the impact, then plays an experience-orb pickup sound at the shooter’s position at volume 1 and pitch 1.5. Original in-game appearance remains uncaptured.
Only after that feedback does it check whether the shooter still holds this item type in either hand. A player who does receives int(getFiringDelay() / 2f) cooldown ticks. It is not a persistent doubled-fire-rate buff, and it is not subtraction from whatever cooldown remained. At the baseline delay the assignment is 46 ticks; a late-arriving projectile may therefore behave differently from an immediate hit. Weapon swapping, offhand use, multiple impacts and delayed impacts belong in native regression tests.
Original identity and acquisition

Preserve the long warm brown body and descending rear stock, dark central shapes, gray raised optic and small vivid blue lens. The sprite’s material is not proof of a particular wood species, maker or origin dimension.
The inspected release’s data JSON contains the item as the Skeet advancement icon, but no direct Head Hunter recipe or loot-table item reference was found. An advancement icon is not a reward. Acquisition through code, trades, other versions or historical content remains unresolved; this page does not invent a recipe or claim the weapon is unobtainable.
Premium visual study

The concept interprets the brown sections as layered warm panels with graphite framing and a cobalt optic accent. It is an artistic proposal, not established lore. The illustrated receiver-to-stock grip still needs a hand blockout, opposite-side inspection and trigger-clearance testing before becoming a model target. The blue optic treatment is cosmetic; the original scope overlay is documented separately. Do not treat this sheet as final quality acceptance.
Full feature and customization plan
- Two presentation modes: Minecraft-fit texture language and premium concept-directed materials, sharing the recognizable original silhouette.
- Modules: optic shells, shroud profiles, stock and grip alternatives, handling modifiers, earned charms and visibly seated fasteners. Confirmed gameplay bonuses must be listed separately from visual changes.
- Precision feedback: a restrained blue optic pulse and short sound response only after the server confirms the qualifying hit. Avoid implying a kill, damage multiplier or permanent fire-rate bonus.
- Conversions: an optional fantasy pulse/beam module needs separate ammunition, cost, cooldown and damage rules. It must not silently replace Metal Slug behavior.
- Animations: equip, idle, aim, fire, recovery, locomotion, optional reload and inspect; interruption-safe state recovery and left/right hand clearance.
- Effects: baseline projectile flight/impact capture, proposed muzzle flash and tracers, material-aware impacts, expiring decals, reduced-effects mode and confirmed-kill-only finishers.
- Crafting and salvage: explicitly new attachment recipes, reversible variants, effect transfer, named builds, migration and resource conservation. Keep unresolved original acquisition clearly labeled.
- Personalization: skins, stickers, animated/glowing emblems, earned charms and selectable projectile/impact presentation with compatibility and visual-budget controls.
Acceptance gates
- Capture original native scope, projectile, impact and qualifying-hit feedback
- Test strict band edges, modded body sizes, offhand, swaps and late projectile arrivals
- Establish version-specific original acquisition without inventing recipes
- Complete variant, attachment, inspection and effects concept sheets
- Model and texture both presentation modes; validate hands and every moving pose
- Qualify TaCZ, multiplayer, turret behavior, save migration and performance
Weapon overhaul · Completeness standard
Original AoA identity/assets: Tslat and contributors. Proposed visuals and mechanics remain distinct from released behavior.
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.