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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

Magic Casters, Wands, Staffs, and Spell Actions

Use the magic action system for wands, staffs, spell relics, and hybrid items without pretending they are ordinary guns.

Duck Shot's magic lane is a real public authoring surface, not a hidden test feature.

The example content already shows:

  • wands
  • staffs
  • recall knives
  • hybrid melee-plus-magic tools
  • utility casts that behave more like spells than firearms

What the magic module actually is

Duck Shot magic lives under magic.cast.triggers.

That means a magic item is still authored as a Duck Shot weapon file, but the actual gameplay comes from triggered actions instead of ordinary bullets.

In practical terms, that lets you build:

  • a right-click bolt
  • a shift-right-click pull or blast
  • a relic with multiple spell lanes
  • a spell weapon that still keeps a light melee fallback

The basic magic.cast shape

YAML
magic:
  cast:
    enabled: true
    triggers:
      RIGHT_CLICK:
        cooldown_ticks: 8
        actions:
          - type: DAMAGE
            target: LOOK_ENTITY
            range_blocks: 26
            amount: 9.4
          - type: PARTICLES_V2
            profile: magic.arcane.bolt
            target: LOOK_ENTITY
            range_blocks: 26
      SHIFT_RIGHT_CLICK:
        cooldown_ticks: 16
        actions:
          - type: IMPULSE
            target: NEARBY_LOOK_ENTITY
            range_blocks: 7.2
            toward_caster: true
            strength: 1.95
            set_velocity: false

What the example files are teaching you

ARCANE_WAND.yml

This is the clean spell-weapon baseline.

It shows:

  • a direct bolt on right click
  • an area pull on shift-right click
  • strong spell particles
  • sound identity that reads as arcane instead of ballistic

AETHER_SCEPTER.yml

This is a staff-style crowd-control pattern.

It shows:

  • a push or blast lane
  • a cyclone-style pull lane
  • a melee fallback for close range

BLOCK_LEVITATOR_WAND.yml

This is a utility-heavy magic example.

It shows that a spell item can do more than damage. It can lift, throw, and manipulate the feel of the fight in a more systemic way.

ARCANE_RECALL_KNIFE.yml

This is the hybrid pattern.

It proves a melee item can still carry a proper magic lane without becoming unreadable.

The action types that matter most for magic

The current magic examples lean heavily on:

  • DAMAGE
  • IMPULSE
  • POTION
  • PARTICLES_V2
  • SOUNDS

That means a spell in Duck Shot is usually built from:

  • hit logic
  • movement logic
  • status-effect logic
  • visual identity
  • audio identity

Copyable wand pattern

Use this when you want a clean two-button spell item.

YAML
magic:
  cast:
    enabled: true
    triggers:
      RIGHT_CLICK:
        cooldown_ticks: 8
        actions:
          - type: DAMAGE
            target: LOOK_ENTITY
            range_blocks: 24
            amount: 8.8
          - type: IMPULSE
            target: LOOK_ENTITY
            range_blocks: 24
            vector:
              x: 0.0
              y: 0.22
              z: 1.0
              relative_to_look: true
              strength: 1.0
          - type: PARTICLES_V2
            profile: magic.arcane.bolt
            target: LOOK_ENTITY
            range_blocks: 24
      SHIFT_RIGHT_CLICK:
        cooldown_ticks: 16
        actions:
          - type: IMPULSE
            target: NEARBY_LOOK_ENTITY
            range_blocks: 7.0
            toward_caster: true
            strength: 1.85
            set_velocity: false
          - type: POTION
            target: NEARBY_LOOK_ENTITY
            range_blocks: 7.0
            effect: LEVITATION
            duration_ticks: 40
            amplifier: 0
          - type: PARTICLES_V2
            profile: magic.arcane.singularity
            target: LOOK_ENTITY
            range_blocks: 24

Why this works:

  • one trigger handles direct damage
  • one trigger handles area control
  • both triggers feel distinct immediately

Copyable staff-style crowd-control pattern

Use this when the item should feel heavier and more controlling than a quick wand.

YAML
magic:
  cast:
    enabled: true
    triggers:
      RIGHT_CLICK:
        cooldown_ticks: 10
        actions:
          - type: DAMAGE
            target: LOOK_ENTITY
            range_blocks: 24
            amount: 8.2
          - type: IMPULSE
            target: LOOK_ENTITY
            range_blocks: 24
            vector:
              x: 0.0
              y: 0.28
              z: 1.35
              relative_to_look: true
              strength: 1.0
      SHIFT_RIGHT_CLICK:
        cooldown_ticks: 17
        actions:
          - type: IMPULSE
            target: NEARBY_LOOK_ENTITY
            range_blocks: 6.6
            toward_caster: true
            strength: 1.85
            set_velocity: false
          - type: DAMAGE
            target: NEARBY_LOOK_ENTITY
            range_blocks: 6.6
            amount: 5.6
          - type: POTION
            target: NEARBY_LOOK_ENTITY
            range_blocks: 6.6
            effect: LEVITATION
            duration_ticks: 38
            amplifier: 0

Why this works:

  • the right click is the directed blast
  • the shift-right click is the crowd-control lane
  • the item reads more like a staff than a gun

Spell identity comes from the action mix

If two spell items use the same actions, they will feel similar even if the model is different.

To make a magic item feel unique, change:

  • the hit shape
  • the pull or push behavior
  • the potion effects
  • the sound family
  • the particle family

That is usually more important than changing the item material.

Hybrid items are a strength, not a problem

Duck Shot already supports items that mix:

  • melee and magic
  • utility and magic
  • throwable feel and magic-style effects

Use that on purpose.

If the item is supposed to feel like a spellblade or relic, let it keep:

  • a readable melee fallback
  • one clear spell button
  • one stronger alternate spell

That is usually easier to understand than six overloaded trigger paths.

Common mistakes

Treating magic like a gun with fantasy particles

If the item is spell-first, give it spell-first action logic and sound design.

Making every spell a damage spell

Duck Shot magic is much stronger when some items focus on control, pull, launch, recall, or utility.

Overloading every trigger

Start with one right-click lane and one shift-right-click lane. Add more only if the item still reads clearly.