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

Actual released Mark Maker sprite

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

KA-500 and Weapon Parts produce Mark Maker

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.

Mark Maker and Lunar Upgrade Kit produce Moon Maker

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

Mark Maker concept, external appearance and cosmetic storyboard

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.