Powerups

Floating pickups that spawn at random during TNT Run and TNT Tag.

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Floating pickups that appear around the arena while a game runs. A player grabs one by walking into it.

How it works

  1. You save spots in an arena with one command. A spot is just a position, not a powerup type.
  2. While a game runs, every spot rolls on its own timer.
  3. When a roll succeeds, a random powerup appears there. Which one is decided by the chance values in powerups.yml.
  4. A player walks into it, gets the effect, and the spot starts rolling again.

Powerups float in place with their name above them. Untouched ones vanish after a while so the arena does not fill up.

Saving spots

Stand where a powerup should appear and run:

/tt addpowerup <arena>

Repeat for as many spots as you like. To manage them:

/tt powerups <arena>      List the spots
/tt delpowerup <arena>    Remove the spot closest to you (within 10 blocks)

/tt setupstatus <arena> also shows how many spots an arena has. Spots are optional, an arena with none simply has no powerups.

Tip

In TNT Run, place spots a little above the floor along the paths players run. The floor breaks under them but the powerup keeps floating.

Spawn timing

The settings block at the top of powerups.yml controls when powerups appear.

Setting What it controls Default
enabled Turn powerups on or off everywhere. true
first-spawn-delay Seconds after the game starts before the first roll. 5
spawn-interval Seconds between rolls at an empty spot. 15
spawn-chance Percent chance (0 to 100) that a roll spawns something. 60
lifetime Seconds an untouched powerup stays. 0 keeps it forever. 20

Powerup chances

Each powerup has a chance. It is a relative weight: a powerup with chance: 30 shows up three times as often as one with chance: 10. If all enabled chances in a game add up to 100, you can read them as percentages. Set chance: 0 or enabled: false to remove one.

Only powerups whose games list includes the current game can roll there.

Built-in powerups

Powerup Games Effect Chance
speed TNT Run, TNT Tag Speed II for 6 seconds. 35
leap TNT Run, TNT Tag Jump Boost III for 6 seconds. 25
feather TNT Run 2 extra double jumps for the rest of the game. 15
slow-fall TNT Run Slow Falling for 5 seconds. 10
blind-others TNT Run, TNT Tag Blinds every other player for 3 seconds. 8
slow-others TNT Run, TNT Tag Slowness II on every other player for 3 seconds. 7
invisibility TNT Tag Invisible for 6 seconds. 10

Making your own

Add a new key under powerups:

powerups:
  rocket:
    enabled: true
    chance: 5
    games: [TNT_RUN]
    material: FIREWORK_ROCKET
    name: '&c&lRocket'
    sound: ENTITY_FIREWORK_ROCKET_LAUNCH
    self:
      - 'LEVITATION:3:1'
    double-jumps: 1
    commands:
      - 'say {player} took off!'
Field Meaning
chance Relative weight, see above.
games TNT_RUN, TNT_TAG, BOW_SPLEEF.
material The floating item.
name Name tag above it. Color codes and &#RRGGBB work.
sound Sound played on pickup. Optional.
self Effects on the picker, as TYPE:LEVEL:SECONDS. Level 1 is the base effect.
others Effects on every other alive player in the game, same format.
double-jumps Extra double jumps for the rest of that game.
commands Console commands run on pickup. {player} is the picker.

Run /tt reload after editing.