Floating pickups that appear around the arena while a game runs. A player grabs one by walking into it.
How it works
- You save spots in an arena with one command. A spot is just a position, not a powerup type.
- While a game runs, every spot rolls on its own timer.
- When a roll succeeds, a random powerup appears there. Which one is decided by the chance values in
powerups.yml. - 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.
Related
- Shop and cosmetics: bought double jumps and trails.
- Commands