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Duck Shot wiki

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Duck Shot Wiki

Public setup, weapon authoring, combat systems, particles, admin help, and troubleshooting for Duck Shot.

Getting Started

Start here for installation, first boot, and your first working Duck Shot weapon.

Example Library and Pack Planning

Separate the public starter pack, the deeper example library, and your own server-only content so the docs stay honest and useful.

Server Operations

Handle permissions, runtime tools, integrations, and real troubleshooting on live servers.

Combat Systems

Grapples and Tools

Configure traversal tools, item recovery, tool routing, and grapple-specific event flows.

Duck Shot includes a full grapple module, so traversal and utility items can live inside the same content ecosystem as the weapons.

What the grapple module does

When grapple.enabled: true, Duck Shot treats the item as a grapple tool instead of a normal ballistic weapon.

It can:

  • pull the player toward a block
  • pull mobs or items toward the player
  • optionally pull players
  • auto-store grappled items when inventory space exists

Minimal grapple example

YAML
grapple:
  enabled: true
  range_blocks: 30.0
  cooldown_ticks: 10
  allow_blocks: true
  allow_items: true
  allow_mobs: true
  allow_players: false
  require_line_of_sight: true
  consume_item_when_depleted: true
  item_auto_store: true

Example grapple structure

The default Duck Shot grapple content also uses:

  • tool and grapple classifications
  • uses instead of a normal magazine readout
  • custom action bar text
  • event hooks for cast, fail, pull, and arrival

That keeps grapples readable in menus and readable in-hand.

Key grapple knobs

Range and cooldown

  • range_blocks
  • cooldown_ticks
  • max_pull_ticks

Allowed target types

  • allow_blocks
  • allow_items
  • allow_mobs
  • allow_players

Pull feel

  • pull_multiplier.self
  • pull_multiplier.target
  • pull_multiplier.target_player
  • movement speed caps
  • arrival distance thresholds

Utility behavior

  • consume_item_when_depleted
  • item_auto_store
  • item_pickup_range_blocks

Why classifications matter for grapples

Duck Shot's classification system can route grapples into a Tools lane instead of the normal consumable or firearm categories.

That is why the example grapple setup uses tags like:

  • tool
  • grapple
  • utility

See ammo, Attachments, and Classifications for the routing side.

Grapple effects and events

Duck Shot exposes event ids for the major grapple phases, including:

  • cast
  • fail
  • block arm and arrive
  • entity arm and arrive
  • player arm and arrive
  • item arm and arrive

That means you can give grapples custom sound and particle language without rewriting the core logic.

Good grapple design

For movement-focused servers

  • allow blocks
  • keep line of sight on
  • tune arrival boost carefully
  • keep the action bar simple

For loot-recovery tools

  • allow items
  • keep item_auto_store: true
  • use limited uses

For combat utility

  • consider allowing mobs
  • be careful with player pulls
  • keep cooldowns honest