
Wiki
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.
Weapon Authoring
Learn the actual weapon-file structure, support files, and player-side feedback systems.
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.
Combat Systems
Tune firing, impacts, special utility items, and the Particles v2 effect stack.
Server Operations
Handle permissions, runtime tools, integrations, and real troubleshooting on live servers.
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
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: trueExample grapple structure
The default Duck Shot grapple content also uses:
toolandgrappleclassifications- 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_blockscooldown_ticksmax_pull_ticks
Allowed target types
allow_blocksallow_itemsallow_mobsallow_players
Pull feel
pull_multiplier.selfpull_multiplier.targetpull_multiplier.target_player- movement speed caps
- arrival distance thresholds
Utility behavior
consume_item_when_depleteditem_auto_storeitem_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:
toolgrappleutility
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

