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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 editor templates do not only create whole weapons. They also provide reusable list entries for staged sounds, staged particles, and condition-driven behavior.
That matters because these smaller entries are what make a weapon feel polished without turning the file into a wall of guesswork.
What these templates are for
Use the stage templates when you want to add:
- a reload click or bolt accent
- an echo tail after a main gunshot
- a delayed smoke trail after a flash
- a quick reusable condition rule
- a simple held effect for heavy weapons or support items
The big benefit is consistency. Instead of hand-typing every list entry from scratch, you start from a shape that already works.
Sound stage templates
The default sound-stage templates already include patterns such as:
- a single mechanical click
- a lock-on double beep
- a muffled tail
- an echo tail
Example shape:
sounds:
shoot:
audience: WORLD
stages:
- time: 0
key: minecraft:lever.action
volume: 1.0
pitch: 1.0
- time: 4
key: minecraft:entity.firework_rocket.twinkle_far
volume: 0.6
pitch: 1.25How to read that:
- the first stage is the immediate cue
- the second stage is a delayed tail
- different
timevalues let one action feel sharper, heavier, or more cinematic
Good uses:
- action and reload accents
- lock-on confirmation
- launch tails
- indoor echo flavor
Go deeper here:
Particle stage templates
The default particle-stage templates already include patterns such as:
- a small flash
- a smoke tail
- a spark burst
- a
particles_v2profile hook
Example shape:
particles:
shoot:
stages:
- time: 0
particle: FLASH
count: 1
offset_x: 0.0
offset_y: 0.0
offset_z: 0.0
extra: 0.0
- time: 2
particle: SMOKE_NORMAL
count: 8
offset_x: 0.1
offset_y: 0.1
offset_z: 0.1
extra: 0.01How to read that:
- the first stage handles the immediate pop
- the second stage gives the weapon a lingering tail
- the offsets control how tight or wide the effect feels
If you want to move into the modern reusable effect stack, use a profile hint instead:
particles:
impact:
stages:
- time: 0
profile: impact.dust.small
count: 1
offset_x: 0.0
offset_y: 0.0
offset_z: 0.0
extra: 0.0Go deeper here:
Condition templates
Condition templates are useful when a weapon should react differently based on stance, footing, offhand items, or other state checks.
Example rule:
conditions:
rules:
- id: block_ads_yellow_glazed
priority: 100
events:
- ADS_START
when:
block_under:
any:
- YELLOW_GLAZED_TERRACOTTA
actions:
block:
ads: true
notify:
actionbar: "<red>ADS blocked on yellow glazed terracotta."What this does:
- listens for
ADS_START - checks the block under the player
- blocks aiming only in that situation
- gives the player a readable message
That same structure can be adapted for:
- underwater restrictions
- sprint penalties
- crouch-only actions
- material-specific feedback
Go deeper here:
Held effect templates
The list templates also include simple held-effect entries for heavier items.
Example:
held_effects:
effects:
- type: POTION
potion: SLOWNESS
amplifier: 0
ambient: false
particles: false
icon: falseGood uses:
- heavy sniper movement penalties
- bulky launcher slowdown
- support-tool carry tradeoffs
Keep held effects readable and intentional. If every item adds multiple hidden penalties, the pack starts to feel arbitrary instead of tactical.
A good build order for staged polish
- make the item function first
- add one sound stage or one particle stage at a time
- test the timing before stacking more layers
- use condition rules only when the base item already reads well
- move repeated behavior into shared patterns instead of cloning giant blocks everywhere
That order keeps polish work from becoming the hardest part of the file.
Common mistakes
Too many stages too early
If a simple reload already has six sound stages and three particle stages, it becomes much harder to tell which part feels wrong.
Using conditions where a base config would do
Conditions are best for context-sensitive behavior, not for replacing normal baseline weapon tuning.
Treating staged particles and particles_v2 as competing systems
Use staged particles for local readable timing. Use particles_v2 profiles when you want reusable libraries and bigger cross-weapon consistency.

