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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 melee is not a throwaway backup swing. It is a real configurable action system.
That matters because the example content already proves Duck Shot can support:
- fast knives
- heavier breach tools
- hybrid melee-plus-magic artifacts
- projectile-free close-range utility items
What the melee module actually does
melee.actions lets a weapon react to contact and swing events without pretending to be a normal firearm shot.
At the public-content level, that means you can build:
- a quick stab weapon
- a slam weapon
- a breaching hammer
- a melee item that also has alternate right-click powers
The basic melee.actions shape
melee:
actions:
enabled: true
triggers:
SWING:
cooldown_ticks: 6
actions:
- type: SOUNDS
target: SELF
stages:
- time: 0
key: minecraft:entity.player.attack.sweep
volume: 0.8
pitch: 1.0
HIT_ENTITY:
cooldown_ticks: 8
actions:
- type: DAMAGE
amount: 7.0
target: TARGET
HIT_BLOCK:
cooldown_ticks: 10
actions:
- type: PARTICLES_V2
profile: melee.impact.heavy
target: LOOK_BLOCK
range_blocks: 6What the example triggers are teaching you
The current examples use three public trigger families:
SWING
Use this for:
- wind-up feedback
- whoosh sounds
- very light pre-hit particles
This is the best place for "I started the attack" feedback.
HIT_ENTITY
Use this for:
- direct damage
- knockback or impulse
- potion effects
- impact particles
This is the core contact event for melee combat against living targets.
HIT_BLOCK
Use this for:
- slam waves
- breaching effects
- ground-ripple visuals
- point-of-impact spectacle on terrain
This is how the heavier melee tools feel physical instead of decorative.
The action types that matter most
The example melee-heavy files rely on a small set of action types very effectively:
DAMAGEIMPULSEPOTIONPARTICLES_V2SOUNDSGROUND_RIPPLE_WAVE
Those six action types already cover most of the public melee fantasies people actually want to build.
Copyable knife pattern
Use this when you want a fast, readable melee weapon.
melee:
actions:
enabled: true
triggers:
SWING:
cooldown_ticks: 5
actions:
- type: SOUNDS
target: SELF
stages:
- time: 0
key: minecraft:entity.player.attack.sweep
volume: 0.65
pitch: 1.18
HIT_ENTITY:
cooldown_ticks: 7
actions:
- type: DAMAGE
target: TARGET
amount: 6.8
- type: IMPULSE
target: TARGET
vector:
x: 0.0
y: 0.16
z: 0.78
relative_to_look: true
strength: 1.0
- type: PARTICLES_V2
profile: melee.knife.hit
target: TARGETWhy this works:
- the swing feedback is fast
- the hit gives enough push to feel sharp
- the config stays small and readable
Copyable breach-hammer pattern
Use this when the tool should feel heavy and physical.
melee:
actions:
enabled: true
triggers:
HIT_ENTITY:
cooldown_ticks: 11
actions:
- type: DAMAGE
target: TARGET
amount: 11.6
- type: IMPULSE
target: TARGET
vector:
x: 0.0
y: 0.32
z: 1.10
relative_to_look: true
strength: 1.0
- type: POTION
target: TARGET
effect: SLOWNESS
duration_ticks: 80
amplifier: 1
HIT_BLOCK:
cooldown_ticks: 16
actions:
- type: GROUND_RIPPLE_WAVE
target: SELF
damage: 8.2
require_on_ground: true
pattern_mode: FORWARD
steps: 9
step_interval_ticks: 1
step_distance_blocks: 1.05Why this works:
- entity hits feel heavy
- block hits become shockwave events
- the tool has a clear "breach" identity instead of feeling like a slow knife
Hybrid melee items are already a real Duck Shot pattern
The example BREACH_HAMMER.yml, ARCANE_RECALL_KNIFE.yml, and ARCANE_RECALL_TOMAHAWK.yml show something important:
an item can have a serious melee section and still keep a separate alternate-power lane.
That means you can build:
- a hammer with a leap on right click
- a recall knife
- a melee weapon with a spell pulse
without forcing all of that identity into one giant combat block.
When melee should stay melee
Use the melee section when:
- the core fantasy is close-range contact
- hit timing matters more than projectile travel
- the item should not need reload or ammo identity
Move to the magic or projectile side when:
- range is the real fantasy
- travel time matters
- the item is supposed to feel like a cast, bolt, or thrown artifact
Good public design patterns
Fast knife
Prioritize:
- low cooldown
- clean hit sound
- light impulse
- readable hit particles
Heavy hammer
Prioritize:
- stronger cooldown
- bigger impulse
- block-hit payoff
- slam-wave identity
Hybrid relic
Prioritize:
- simple left-click melee
- one strong right-click power
- clearly different sounds and particles for each lane
Common mistakes
Treating melee like a firearm with zero projectile speed
If the item is melee-first, author it through the melee actions cleanly instead of leaving it as a fake gun.
Making every block hit do everything
Start with one job:
- damage wave
- displacement
- breaching spectacle
Then add more only if the tool still reads clearly.
Forgetting hit readability
Melee needs fast feedback. Slow or muddy sound staging makes close-range tools feel unresponsive.

