
Wiki
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 is not only a weapons/ folder. A lot of the plugin's real power lives in the support YAML files that sit beside the weapons and feed reusable behavior into many different items at once.
This page is the practical map for that layer so you can decide which file to open before you start changing knobs at random.
The support-file layer at a glance
These files matter the most once you move beyond one-off weapon edits:
ammos.ymlattachments.ymlclassifications.ymlgui.ymlblock_breaking.ymlintegrations.ymlvisual_states.ymleditor/create_wizard_schema.ymleditor/global_editor_schema.ymleditor/knobs.yml
The simple rule is:
- weapon files define one item
- support files define reusable systems that many items can share
What each file is for
ammos.yml
Use this when the same gun should support multiple round personalities without becoming multiple weapon files.
That file is where you author:
- ammo families
- ammo variants
- sound swaps
- trail and particle swaps
- homing, ricochet, and explosive behavior overrides
Go deeper here:
attachments.yml
Use this when one item should convert into another item through a clean upgrade recipe.
That file is where you author:
- attachment recipes
- item-to-item conversions
- lore continuity
- ammo transfer on upgrade
- player-side install feedback
Go deeper here:
classifications.yml
Use this when the server needs better identity, loadout, lore, or family behavior.
That file is where you author:
- role labels
- shared groups
- hotbar limits
- lore placeholders
- held effect hooks
Go deeper here:
gui.yml
Use this when the in-game browser feels wrong or the category layout is leaking the wrong items into the wrong places.
That file handles:
- menu sizing
- category routing
- give amounts
- editor live tuning
- category include and exclude logic
Go deeper here:
block_breaking.yml
Use this when the world reaction is wrong rather than the weapon itself.
That file handles:
- breakable materials
- damage thresholds
- chain breaking
- restoration timing
- crater-style spectacle without permanent grief
Go deeper here:
integrations.yml
Use this when the problem only exists at the boundary between Duck Shot and another system.
That file currently matters most for:
- Airdrops
- WorldGuard
- shared ecosystem safety
Go deeper here:
visual_states.yml
Use this when the weapon behaves correctly but looks wrong.
That file handles:
- base, ADS, reload, sprint, and shot CMDs
- ammo-tier visual mapping
- visual priority ordering
- per-weapon state mapping
Go deeper here:
editor/create_wizard_schema.yml
Use this when the create-weapon wizard needs a better creation flow.
That file decides:
- groups
- tracks
- category filtering
- template routing
- post-create actions
- recommended follow-up sections
Go deeper here:
editor/global_editor_schema.yml
Use this when the in-game admin editor needs a better layout for shared files.
The default editor setup already exposes selected editors for:
classifications.ymlvisual_states.yml- safe portions of
config.yml
editor/knobs.yml
Use this when you want to change the addable admin tools itself.
That file is where you define:
- sections
- knob ids
- path targets
- data types
- defaults
- activation rules
- parent/child relationships
If you are changing how the in-game editor thinks, not only what one weapon does, this file matters.
The best way to think about the system
Use this decision guide:
- change the weapon file when one item should behave differently
- change a support file when many items should share the same system
- change an editor schema when the admin or creator workflow itself needs to be cleaner
Recommended next pages
- classifications, Groups, Lore, and Held Hooks
- ammo Families, Variants, and Custom Rounds
- attachment Recipes, Conversions, and Upgrade Paths
- starter Templates for Guns, Throwables, Consumables, Grapples, and Devices
- stage Templates for Sounds, Particles, and Conditions
- planted Charges, Mines, and Proximity Devices
- mounted Guns and Deployable Emplacements
- melee Weapons, Breach Tools, and Hybrid Actions
- magic Casters, Wands, Staffs, and Spell Actions
- gui Browser, Live Tuning, and Categories

