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

Sabbath · violet and teal, withering sniper

AoA 3.7.1 / Minecraft 1.20.1 · source-backed baseline and partial concept study. No native upgrade acceptance.

What the weapon actually does

Sabbath is a Metal Slug sniper with SCOPE_3. Its impact hook checks for a living target, then requests Wither I for 280 ticks, nominally 14 seconds at 20 TPS. The named upstream source identifies Wither; the released bytecode records the 280-tick request; the bundled EffectBuilder converts its default level 1 to amplifier 0.

This is a target debuff request, not a shooter buff, explosion, automatic execution or guarantee that every creature accepts Wither. Immunities, cancellation and other mods remain native test cases. Preserve the successful-hit/impact path rather than triggering gameplay from cosmetic animation.

Released constructor input Value
Damage 44
Durability 450
Delay 97 ticks, nominally 4.85 seconds at 20 TPS
Stored recoil constructor input Approximately 0.035
Ammunition Inherited Metal Slug
Scope SCOPE_3
Firing sound Heavy sniper, long variant

The table records source inputs. It does not establish final combat damage, screen recoil, effective range or captured sound. Named source · Exact released evidence.

Original identity

Released Sabbath sprite, alpha-composited on neutral gray

Retain the broad dark body, violet sections, teal underside/rear accents, long raised sight with red end accents, short silver muzzle and slanted rear grip. These anchors distinguish Sabbath from other snipers without inventing a religious origin, a creator or a specific manufacturing dimension.

Illustrated infusion

Sabbath six-slot infusion recipe

Combine Sniper Frame with Ghoulasm, Primordial Skull, Darkly Powder, a ghoulish-ingot-tag member, a ghastly-ingot-tag member and a gunpowder-tag member. Ghoulish and Ghastly are separate requirements. The recipe diagram is order-independent, and tag icons are examples rather than an exhaustive tag expansion. 1.20.1 Infusion Table walkthrough.

The ingredients can inform a proposed spectral material direction. They do not prove that a depicted skull spirit, crystal enclosure or inspection wisp is an original mechanic.

Concept development

Sabbath revised concept with smooth guard opening

V2 removes the inward-pointing guard ornaments seen in V1 and uses a smooth open control area in both main views. The charcoal, violet, teal and red identity remains. The spectral wisp, crystal-like panels and optic shell are proposed visuals, not evidence of original projectile appearance or new gameplay. Actual hands, aim alignment, opposite-side construction and full animation still require testing.

Earlier V1: retained, but rejected as the hand-clearance target

Earlier Sabbath concept with problematic inward guard points

The inward-facing spikes and hooks should not pass hand-clearance QA. Retained for design history, not an accepted mesh or pose.

Optional modules and feedback storyboard

Sabbath module and effects concepts, revised labels and charm placement

The standard shroud preserves original rules. Spectral Lance and Wraith Orbit are proposed gameplay conversions, not cosmetic equivalents: a beam and orbiting discs require their own server-authoritative hit rules, bounded lifetime/range, ammunition/resource policy, cadence, damage and Wither application limits. No untested damage or free-resource bonus is implied.

The board also explores an exterior skull charm, alternate optic casing, static/glowing emblem, muzzle flash, flight trail, impact ring, temporary terrain mark and confirmed-kill motes. Original flight/impact capture remains explicitly pending. The terrain mark is a temporary overlay, never a changed block; the finisher requires a confirmed death event and expires. Native materials, animation, collision and performance remain open.

V2 moves the charm outside the guard and corrects V1’s misleading cosmetic-module labels. Its full swing envelope, actual hands and aim/inspect poses still need geometry tests. A gameplay-affecting charm would need a separate declared bonus; this illustrated charm is currently a cosmetic proposal.

Retained V1 board: rejected labels and charm placement

Earlier module board with labels and charm placement requiring correction

V1 called beam/disc conversions cosmetic and placed a charm across control-space. Those are not accepted design targets.

Feature-by-feature status records concept work separately from implementation and native QA.

Complete feature plan

  • Shape and materials: preserve the original color/silhouette hierarchy in Minecraft-fit and premium modes; readable purple/teal channels, bounded glow, texture/UV/normal review.
  • Parts and craftables: optional optic shell, exterior shrouds, grip finishes and earned charms. Any alternate spectral beam or projectile conversion needs an explicit separate resource, damage and cadence specification.
  • Motion: equip, idle, movement, aim, confirmed fire, deliberate recovery, optional reload, inspect and interrupt recovery, with real first/third-person hand meshes.
  • Effects: native original flight/impact captures first; optional muzzle, tracer, projectile, entity/armor/terrain/fluid impacts, expiring decals and confirmed-kill finishers. A skull-wisp inspect is cosmetic; no unconfirmed kill or debuff event.
  • Personalization: skins, static/animated/glowing stickers, custom emblems and gameplay-earned charms; effect choices and reduced-motion/intensity options.
  • Progression and compatibility: documented recipes, salvage and save/reload conservation; original fallback, server-authoritative hit/effect handling, optional TaCZ/turret integration and exact-version regression tests.
  • Performance: cache assets/settings, bounded game-time effects, and measured startup/memory/frame-time comparisons under equivalent scenes.

Acceptance gates

  • Original native scope, shot, impact, sound and Wither acceptance cases
  • Complete attachment, projectile, impact, decal and finisher concepts
  • Faithful mesh, two texture treatments and clear hand/guard/sight space
  • Full animation and interrupt-safe optional reload handling
  • Multiplayer, immunity/cancellation, migration and compatibility tests
  • Measured performance and reduced-motion/effect options

Armory · Complete weapon standard

Original AoA identity/assets belong to Tslat and contributors. New concepts remain proposals. No native or final-art acceptance is promoted.

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.

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