Power-ups
Zones where spinning items appear on a timer and hand their potion effects and rewards to whoever walks into them: spawn points or an area, timing, odds, glow and what players see.
Power-ups are items that float and spin inside zones you set up in game. The first player to walk into one takes it: its potion effects, its rewards and a short message. Each zone has its own list of power-ups, its own timer and its own cap, and spawns them either at fixed spawn points or anywhere inside an area.
The module is switched by modules.powerups in config.yml (restart to apply). Items and holograms are packets,
not entities: nothing can push them, kill them or pick them up the vanilla way.
The editor
Open it with /powerupsadmin (needs exyliawarzone.powerups.admin) or from the Power-ups card of
/warzoneadmin. The zone list shows each zone with its mode, its interval, whether it is on, whether it can
spawn, and how many power-ups float there now out of its maximum. Left-click a zone to open it, right-click to
delete it (you are asked to confirm, and whatever floats there goes too).
Setting up a zone
Create it
Create ▸ Power-up zone and type a unique ID in lower case. The ID is checked against every server on the database. The zone opens already switched on: it starts spawning the moment it has what it needs.
Choose where they appear
Spawning ▸ Spawn mode switches between Spawn points (the default) and Area. For spawn points open Spawn points, press Add ▸ Spawn point and left-click a block. For an area press Area, left-click one corner, right-click the other, then shift + left-click to confirm.
Add power-ups
Power-ups ▸ Add ▸ Power-up creates one and opens its screen: name, icon, effects, rewards, glow.
Set the timing
Timing holds the interval, how many may float at once, how long each lasts and whether they refill.
Check it is ready
The card at the top of the zone shows Spawning: Ready. Otherwise it names what is missing: No power-ups yet, No area set or No spawn points yet.
The top card also switches the zone on or off. Switching it off takes every floating power-up away at once. Rename changes the name the zone is listed by; Delete removes the zone, its spawn points and its power-ups.
Spawn modes
| Mode | Where each power-up appears |
|---|---|
| Spawn points | One of the zone's points, chosen at random each time. It floats in the middle of the block above the one you clicked, half a block over the floor. |
| Area | A random spot inside the box: a column is picked and searched from the top for two blocks of air. |
Spawn points can repeat, so give a zone more points than its Max at once if two power-ups should never share one. Remove a point with a right-click in the Spawn points list.
In Area mode, Placement decides what a spot needs: On the ground (the default) wants a solid block under
it, Anywhere, even mid-air lets it float over air. Only loaded chunks are searched, up to
settings.area-max-attempts columns (20) per spawn. When none fits, that spawn is skipped and the zone tries again
after its next interval, so an area whose chunks are not loaded stays empty.
Timing
| Setting | New zone | What it does |
|---|---|---|
| Spawn interval | 1m | Time between two power-ups, typed as 30s, 5m or 1h30m. At least 1 second. |
| Max at once | 3 | How many may float at the same time. Left-click +1, right-click -1, never below 1. |
| Lifetime | 5m | How long one floats before it goes, with a countdown on its hologram. 0s keeps it until somebody takes it; anything else is at least 10 seconds. |
| Refill | Yes | Whether taken or expired power-ups are replaced. |
A zone spawns at most one power-up per interval until Max at once float there. The first one appears as soon as the zone is ready, and again right after a restart. A taken power-up is replaced as soon as an interval has passed since the last one appeared.
With Refill off, the zone spawns Max at once power-ups in all and then stops. Switching the zone off and on, or restarting the server, starts a new round. A power-up kept until taken that nobody takes for a whole day is replaced by a fresh one.
Power-ups and their odds
Each zone holds its own list. A new power-up is called New PowerUp, shows a nether star with a white glow, weighs
100 and gives nothing until you set it up. Picked by, on the list screen, chooses how the next one is drawn:
Random (the default) gives each power-up the same chance, Weighted draws by weight. Every card shows its
chance as a percentage.
| On the power-up screen | Does |
|---|---|
| Icon | The item that floats: pick a material, the item in your hand or a head. |
| Name | Shown on the hologram and in the pickup message. |
| Weight | Left-click +10, right-click -10, shift-click ±50, never below 1. Shift-click a card in the list for ±10. |
| Effects | The potion effects given on pickup. |
| Rewards | Items, commands, money, experience and messages given on pickup. |
| Glow | Left-click switches the outline on or off, right-click chooses its colour. |
| Remove | Takes it out of the zone with its effects and rewards, after a confirmation. |
The glow colour is one of white, silver, gray, black, red, maroon, yellow, olive, lime, green, aqua, teal, blue,
navy, fuchsia, purple and orange, or any #rrggbb value typed by hand.
What a pickup gives
- Effects, set in ExyliaLib's effect editor: the type, the level, the duration (or infinite) and whether particles, the icon and the ambient look show. A totem of undying does not take them: they come back for the time they had left. Death clears them as usual.
- Rewards, set in ExyliaLib's reward editor, each with its own chance. Money,
experience and items are boosted by modifiers under the source
power-ups, so a booster plugin or a node such asexylia.modifier.money.power-ups.2doubles them. Items that do not fit are kept and handed over on the player's next join. - The message You picked up with the power-up's name and a short sound.
With ExyliaSurvivalCore installed, each pickup also counts the powerups.picked statistic for its missions and
leaderboards.
What players see
The icon floats and spins at full brightness (a turn every 4 seconds), with its glow outline when it is on and a few end rod particles around it. A hologram above it shows the name and, for a power-up that expires, the time it has left. Players within 48 blocks see it, and those within 24 hear a soft chime when it appears.
Who can take one
Coming within settings.pickup-radius (1 block) of a power-up takes it, and one that appears on top of a player
standing still is taken at once. Only a player really playing can: alive, in survival or adventure, not vanished,
and not idle (ExyliaLib's idle time, 5 minutes by default). A player refused while standing on one takes it the
moment they stop being idle or leave creative or spectator. When two players reach it together, only one gets it.
Edits while power-ups float
- Effects and rewards are read when the power-up is taken, so an edit already counts for the ones floating.
- Name, icon, glow, spawn mode, spawn points, area and timing apply from the next spawn.
- A floating copy of a power-up you removed from the list gives nothing; switch the zone off and on to clear it.
On a network
Zones belong to the server they were created on: on a database shared by several servers, each server loads and lists only its own, while IDs stay unique across all of them.
Every key of modules/powerups/config.yml (pickup radius, item size, view distance, hologram, particles, rotation,
the spawn sound) is on the configuration page, and can also be changed
in game from /warzoneadmin settings. The module's messages are in lang/<code>/modules/powerups/messages.yml.
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