Moon Cannon Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki
Moon Cannon
Weapon overview ยท Original-to-concept gallery
Identity first
The Moon Cannon is an energy-assisted cannon with a distinctive forked magenta muzzle, three bright neck bands and a rounded dark chamber with raised pink details. Its released description says it converts a portion of damage into energy damage. The new design preserves that visual language instead of turning it into a generic rifle.

Premium concept study

Concept art only. Native upgraded weapon acceptance remains open. The crescent attachment and ion impact panel are proposed upgrades/cosmetics. They do not establish original area damage, terrain destruction, or an implemented attachment. Generated side views require reconciliation before modeling; the depicted grip and trigger are not hand-clearance proof.
What the released weapon actually does
Pinned source: AoA 3.7.1, Minecraft 1.20.1. Source evidence.
| Property | Inspected release |
|---|---|
| Registered damage input | 21 |
| Durability | 855 |
| Firing delay | 25 ticks |
| Constructor recoil input | 0.18; not a measured rendered kick |
| Base ammunition | Cannonball, inherited from BaseCannon |
| Automatic fire | No, inherited BaseCannon return |
| Projectile | MoonShotEntity; age parameter 120, piercing parameter 0 |
| Damage routing | 75% heavy-gun helper and 25% energy-projectile helper |
| Upgrade recipe | Energy Cannon + Lunar Upgrade Kit โ Moon Cannon |
| Firing sound reference | ITEM_ENERGY_CANNON_FIRE |
The two damage factors operate on the adjusted damage input. Living-target attribute scaling and the downstream helpers matter, so this is not a guarantee of 21 final health damage. The energy attack is attempted after the heavy attack branch even when that heavy helper rejects its attack. Preserve this ordering, including the conditional knockback behavior; do not combine the calls into an assumed equivalent single hit.
The packaged upgrade recipe is a verified lineage. It does not prove an invented manufacturer, planetary origin, or material lore. Native acquisition and balance still need in-game verification for the selected pack.
Proposed animation and feel
- Distinct cannon cadence: short rearward impulse, slower weighty settling and a sequential neck-band pulse.
- Forked emitter briefly converges its glow toward the projectile origin; solid geometry must retain clearance.
- Optional inspection exposes a cosmetic chamber diagnostic, then restores every moving component before firing resumes.
- Optional reload presentation must preserve the original cannonball cost and support the no-reload option.
- Sound layers follow the native fire event once; no duplicate damage or ammo use from animation callbacks.
Attachment and crafting studies
| Proposed component | Player-facing role | Required safeguards |
|---|---|---|
| Crescent focusing shroud | More focused visual discharge and an optional precision tradeoff | Explicit stat tuning; visible geometry and projectile origin stay aligned |
| Stabilizing rear brace | Reduced cosmetic sway / separately balanced handling | Real player-arm clearance and both handedness settings |
| Lunar lens sight | Pink aim reticle with a readable non-bloom center | Keep target visibility and accessibility settings |
| Resonance charm | Earned cosmetic plus explicitly described progression bonus | No hidden stacking or duplication when salvaged |
| Alternate neck assembly | Deliberate delivery variant, not arbitrary extra damage from decorative rings | Separate recipe, declared behavior, ammo/resource and multiplayer tests |
Full feature acceptance checklist
- Original sprite, versioned behavior and concept comparison approved
- Faithful model in both world-fitting and premium visual modes
- Independent moving parts, clean topology/UVs and readable materials
- Real native wide/slim arms, grip, trigger and support-hand clearance
- Idle, equip, fire, recovery, aim, inspect and optional reload animations
- Muzzle, projectile/tracer, impact, decals and optional defeat effects
- Audio timing, interruptions and reduced-effects settings
- Crafting, attachment swaps, salvage, charms, skins and stickers
- Native performance, server authority, saves and compatibility tests
Original projectile flight and impact captures are still required. The concept illustration is not a substitute for that evidence.
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.