HomeJavaModsNew Guns Plugin | DuckShot Advanced Firearms & Combat Items
New Guns Plugin | DuckShot Advanced Firearms & Combat Items
ModsJava

New Guns Plugin | DuckShot Advanced Firearms & Combat Items

⬇ Download on Spigot
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Wiki Home Downloads Install Guide First Weapon Assets Marketplace Upload Assets Support
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DuckShot is a Spigot & Paper combat engine for server owners and creators who want firearms, ammo, attachments, throwables, planted explosives, grapples, mounted weapons, recoil, projectiles, particles, sounds, visual states, and editable YAML content under one coherent system.
The official Duck Shot wiki, downloads, source/resource information, creator assets, setup docs, and support all live on Block Arsenal.

Create assets. Discover assets. Buy add-ons. Sell add-ons. Publish weapon packs. Release config packs. Upload models, sounds, UI sheets, resource packs, maps, and complete DuckShot expansions through the Block Arsenal ecosystem.

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CLICK HERE FOR THE DUCK SHOT WIKI, GUNS, ASSETS & MARKETPLACE
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Insane Features / Engine Capability
DuckShot is not just a small gun pack. It is a combat-authoring framework that can run a starter setup or grow into a full server-wide combat ecosystem.
Built from over two years of development time.

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Full firearm framework — Pistols, SMGs, assault rifles, battle rifles, shotguns, snipers, heavy weapons, launchers, bows, crossbows, black-powder weapons, and custom gun archetypes.
Fire modes and trigger behavior — Semi-auto, full-auto, burst fire, shot timing, cooldowns, burst spacing, reload cancellation, dry-fire feedback, and per-item runtime state.
Ammo systems — Ammo families, variants, magazines, custom rounds, model-data ammo items, compatibility rules, indicators, action-bar feedback, and ammo browser tools.
Attachment systems — Optics, red dots, ACOGs, suppressors, flashlights, thermal scopes, night-vision scopes, variable zoom, model conversions, recipes, and upgrade paths.
Scopes and aiming — ADS states, zoom behavior, scope overlays, scoped movement control, sniper feel, breath/sway systems, and attachment-driven scope variants.
Projectile behavior — Configurable speed, range, gravity, impact behavior, pierce tests, ricochet tests, bounce logic, homing examples, display-projectile visuals, projectile-end events, and impact decals.
Explosives and payloads — Grenades, cluster grenades, flashbangs, smoke, gas, incendiaries, molotovs, shrapnel, launchers, rockets, mortars, airstrikes, water impacts, fire fields, and cinematic blast profiles.
Plantables and proximity devices — C4, claymores, proximity mines, armed devices, placed displays, trigger rules, owner behavior, detonators, and reusable device authoring.
Mountables and emplacements — Mounted machine guns, stationary combat tools, deployable weapons, display/control items, mounted reload states, firing sounds, particles, seating, and aim offsets.
Native grapples — Block grapples, entity grapples, item grapples, player/mob pulls, auto-store item retrieval, cast-flight visuals, tiers, pull multipliers, landing checks, cooldowns, and boosts.
Melee and hybrid weapons — Knives, tomahawks, machetes, axes, breach tools, stun tools, throwable melee, recall-style weapons, buttstroke interactions, and firearm/melee hybrids.
Magic, relics, and fantasy combat — Wands, staffs, scepters, gravity items, phase items, orbital effects, tidal/orb effects, block levitation, recall knives, rune tools, and non-gun combat loops.
Consumables and support items — Medkits, field healing, buffs, charms, utility items, sound/particle feedback, cooldowns, conditions, and support gear using the same authored item backbone.
Visual state engine — Base, ADS, shot flash, reload, empty, sprint, ammo-detail states, mounted states, and custom-model-data swapping.
Particles v2 — Reusable particle profiles, profile pools, random/sequence selection, muzzle hooks, trails, impacts, underwater impacts, explosions, reload events, equip events, ADS events, empty clicks, and staged effect choreography.
Advanced sound design — Staged gunshots, reload sequences, tails, flybys, bullet cracks, ADS sounds, near/far sound control, silenced behavior, indoor/muffled logic, wall bleed, and per-weapon sound routing.
Block interaction systems — Bullet block damage, crack overlays, impact decals, explosive block breaking, restoration, shrapnel, protection rules, and rebuild pacing.
Context-aware weapons — Conditions, permissions, ADS checks, sprint checks, underwater behavior, region guards, per-weapon overrides, held effects, item-category limits, and server-specific rules.
In-game creator/admin tools — Arsenal menus, ammo browser, editor schema tools, particle testing, damage targets, debug snapshots, config reloads, weapon state inspection, and support-first diagnostics.
Bottom line: DuckShot lets you build firearms, gadgets, throwables, spells, tools, deployables, support items, and whole combat ecosystems from server-side configs and resource-pack assets.

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Built Around Editable Files
DuckShot is built around readable, reusable, editable files instead of hardcoded weapon packs. Copy a weapon file, change the ID, change the visuals, tune the behavior, run /shot reload, and test immediately.
weapons/*.yml — Every weapon, gadget, throwable, tool, consumable, mountable, plantable, spell, and example item.
config.yml — Global input rules, recoil defaults, action-bar formatting, HUD behavior, throwable messages, sounds, effects, strict item identity, anti-cheat compatibility, and item category rules.
ammos.yml — Ammo families, variants, item materials, model data, loaded labels, compatibility, and ammo identity.
attachments.yml — Attachment recipes, conversion paths, upgrade logic, and vanilla crafting protection for DuckShot items.
classifications.yml — Item roles, groups, hotbar limits, lore placeholders, tags, held-effect hooks, and shared identity.
gui.yml — The arsenal browser, categories, icons, folder layout, item order, menu behavior, and live tuning presentation.
projectiles.yml — Reusable projectile profiles, impact rules, shrapnel routing, pierce/bounce behavior, and debug-friendly projectile tuning.
particles.yml / particles_presets.yml — Reusable particle profiles, libraries, profile pools, and staged effect recipes.
visual_states.yml — Base, ADS, shot, reload, empty, sprint, mounted, and ammo-detail model-state definitions.
spread_patterns.yml — Reusable recoil/spread patterns.
block_breaking.yml — Bullet/explosion block damage, restoration, crater, and protection behavior.
integrations.yml — Ecosystem bridge settings such as WorldGuard and MCWAR-Airdrops hooks.

Read the Install Guide Build Your First Weapon Open the Full Wiki
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Showcase / Live Examples
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MCWAR is running 40+ Block Arsenal plugins with thousands of custom assets and configurations. Join mcwar.co to see what the stack can become in a live server.
Gifs and images coming soon. For now, you can test the system directly by downloading the example resource pack and running the included examples.

Click here to download the example resource pack
M4A1 / M4A1 ACOG — Full-auto rifle handling, ADS, custom models, ammo feedback, recoil, and sound staging.
G17 — Clean starter pistol example and flashlight attachment sanity check.
M136 / Thumper — Launcher behavior, explosive payloads, impact FX, and reload pacing.
MOUNTED_MG — Deployable/mounted workflow with placed visuals and mounted firing.
MORTAR_STATION / AIRSTRIKE_NUKE_CASE — Sky-select targeting, support callers, strike tools, and large-scale effects.
C4 / CLAYMORE / PROXIMITY_MINE — Plantable devices, arming rules, proximity behavior, detonations, and trap gameplay.
FLASHBANG / SMOKE_GRENADE / GAS_GRENADE / MOLOTOV — Tactical throwables, utility effects, vision disruption, smoke, fire, and area control.
DUQS_GRAPPLE_BASIC / MID / ADVANCED — Mobility tools, item pulls, entity pulls, and movement-focused utility.
GRAVITY_WAND / BLOCK_LEVITATOR_WAND / RUNE_STAFF — Proof that DuckShot is not limited to firearms.
TOMAHAWK / THROWING_KNIFE / COMBAT_KNIFE / FIELD_MACHETE — Melee and throwable hybrid combat.
GLISTERING_MELON_MEDKIT / support consumables — Non-weapon items built through the same item engine.

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Click here for the Duck Shot wiki, guns, assets, and marketplace
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Who DuckShot Is For
For server owners — Get a real public starter arsenal and a long-term system for building more.
For creators — Package YAML plus Blockbench/resource-pack assets into add-ons.
For networks — Standardize combat logic across multiple servers while each game mode keeps its own items, visuals, balance, and progression.
For designers — Create firearms, magic items, gadgets, support call-ins, traps, movement tools, consumables, and utility items without writing a new plugin for every idea.
Block Arsenal gives creators and server owners a home for asset discovery, asset uploads, weapon packs, config packs, models, resource packs, UI sheets, maps, sounds, and complete DuckShot expansions.

Browse Assets Upload Your Own Assets Read Creator Docs
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Dependencies / Requirements
Required
Java 21Download Java 21
Modern 1.21+ Paper/Spigot-compatible server — Paper 1.21.4+ is strongly recommended: Paper Downloads
DuckShot public plugin jarDuckShot Downloads
Matching DuckShot public resource packDownload Resource Pack

Recommended / Optional
ProtocolLib — Recommended for advanced packet/input-related behavior: ProtocolLib
PlaceholderAPI — Recommended for placeholder/HUD integrations: PlaceholderAPI
WorldGuard — Optional region control for protected areas: WorldGuard
MCWAR-Airdrops — Optional bridge for bundled call-in examples when available in your server stack.
MythicHUD — Optional HUD display integration: MythicHUD
Not required: Forge, Fabric, custom clients, and client-side gameplay mods are not required.

Install & First Boot Guide Download DuckShot
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Built For Performance / Tunable For Live Servers
DuckShot can create large effects, but it gives server owners the controls to decide how intense combat should be.
Config-driven intensity — Tune particles, shrapnel, explosion scale, block restoration, sounds, trails, decals, smoke, and debug output.

Restoration pacing — Map damage can rebuild without one giant spike.
Optional integrations stay optional — Add integrations only when your server actually needs them.
Diagnostics-first support — Startup reports, schema stats, combat snapshots, input checks, particle tests, target tools, sound debugging, and weapon state tools help track down issues faster.
Performance note: Massive airstrikes, volumetric smoke, shrapnel, block damage, particle storms, and restoration-heavy arenas should be staged and tuned before production use.

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Support & Help
The main support path is the Duck Shot wiki and Block Arsenal support routes.

Wiki Downloads Support Discord Command Reference
Core Commands
/duckshot
/ds
/shot
/gun
/guns

Core Permissions
duckshot.use
duckshot.give
duckshot.admin
duckshot.bypass.item_categories.hotbar_limits
duckshot.bypass.item_categories.held_effects

Good Bug Reports Include
• Server software and version.
• DuckShot version.
• The changed file or config entry involved.
• The tested command, item, weapon, ammo, particle, or integration.
• Console output or error stacktrace.
• Exact reproduction steps.
• Expected behavior and actual behavior.
• A short GIF/video when possible.

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Build your arsenal. Publish your packs. Sell your assets. Make your server impossible to replicate.
DuckShot is not affiliated with Mojang, Microsoft, SpigotMC, PaperMC, or any third-party dependency provider.

Commands

Plugin details

Read from the plugin's own plugin.yml.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

New Guns Plugin | DuckShot Advanced Firearms & Combat Items is a free Minecraft Java mod. Compatible with Minecraft 1.21, 26.1, 26.2. Downloaded 57 times (via Spigot). Download it and open it directly in the game.

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