Mark Maker Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki
Mark Maker · crimson precision upgrade
AoA 3.7.1 / Minecraft 1.20.1 · source profile and partial concept study · native upgrade unaccepted.
Original role and checked behavior
Mark Maker is a BaseSniper weapon using Metal Slug ammunition and non-automatic firing. Its subclass selects SCOPE_4 and the medium-rifle/long firing report. It declares no custom impact override. Its name does not establish enemy marking, debuffs or area damage.
| Stored constructor input | KA-500 | Mark Maker |
|---|---|---|
| Damage | 30 | 36.5 |
| Durability | 360 | 530 |
| Delay | 70 ticks | 70 ticks |
| Stored recoil constructor input | Approximately 0.06 | Approximately 0.05 |
These are stored inputs, not guaranteed final damage or real-world physical values. At 20 TPS the nominal input delay is 3.5 seconds. Mark Maker retains the checked cadence and scope selection of its KA-500 predecessor.
Original appearance and provenance

Preserve the broad charcoal front, crimson central shell and downward forward panel, grey bands, dark grip, red rear and raised dark-red optic with a small cyan detail. Its recipe lineage is established; a specific manufacturing culture or dimension is not established by the inspected class and recipe files. Do not turn a dramatic presentation backdrop into invented canonical lore.
Craft the upgrade, then follow its lineage

At the Divine Station, combine KA-500 + Weapon Parts → Mark Maker. KA-500's illustrated infusion recipe shows the prerequisite weapon. All Weapon Parts upgrades.

A further bundled recipe combines Mark Maker + Lunar Upgrade Kit → Moon Maker. This is a separate output item requiring its own behavior profile; the upgrade name alone does not prove celestial damage or preserve every attachment.
Divine Station walkthrough · Lunar upgrade atlas
Custom names, enchantments, charms, effect modules and third-party item data require explicit preservation and return tests on both upgrade routes. The existence of a recipe does not certify a safe migration for arbitrary custom data.
Premium concept and proposed effects

The concept develops the crimson, charcoal and silver palette into layered enamel panels with a distinct angular fore-end. Its optic-glint inspection and seal charm are optional cosmetic ideas. The proposed red tracer and ring impact are presentation only; they do not establish an original explosion, enemy marking effect or new damage area.
The illustration is not a model, finished UV set or native capture. The broad optic, pointed lower fore-end and charm must be checked against hand poses, sight alignment and every animation before approval. Original-fit and premium material modes both remain implementation work.
Full feature plan
- Model/materials: original silhouette and color anchors, clean UVs, controlled roughness, game-distance readability and two material modes.
- Optics: keep SCOPE_4 and a clear native aiming center; optional red-lined housings cannot obscure the target.
- Attachments: compact muzzle shroud, stability-oriented fore-end and a separately specified fantasy pulse conversion. Any changed damage, projectile count, cadence or resource cost must be explicit and server-authoritative.
- Animations: equip, idle, aim, successful firing, recovery, optional reload, inspection, swapping and interrupted transitions with first/third-person hands.
- Feedback: original projectile/impact/audio captures first; selectable muzzle, tracer, impact, decal and confirmed-kill finisher effects with reduced-effects settings.
- Personalization: earned functional charms, finishes, emblems and static/animated/glowing stickers, with collision-safe placement.
- Persistence: dismantling and special-effect transfer, full-inventory returns, save/reconnect and migration through KA-500 → Mark Maker → Moon Maker.
- Compatibility/performance: cached configuration, bounded particles, no repeated scans; actual TaCZ export, multiplayer, optional adapters and equivalent-work frame-time measurements.
Acceptance gates
- Native original scope, projectile, impact, sound and ammo captures
- Complete attachment, finisher, decal and alternate-mode concepts
- Faithful model, textures, two material modes and hand-fit review
- Full animation/interruption and upgrade-data preservation tests
- Native gameplay, multiplayer, compatibility and performance qualification
Source and recipe evidence · Complete feature standard · Concept collection
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.