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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

Melee Weapons, Breach Tools, and Hybrid Actions

Build knives, breach hammers, slam tools, and close-range hybrid items through the melee action system.

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

YAML
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: 6

What 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:

  • DAMAGE
  • IMPULSE
  • POTION
  • PARTICLES_V2
  • SOUNDS
  • GROUND_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.

YAML
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: TARGET

Why 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.

YAML
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: 1.05

Why 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.