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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.
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'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
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: falseWhat 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:
DAMAGEIMPULSEPOTIONPARTICLES_V2SOUNDS
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.
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: 24Why 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.
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: 0Why 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.

