Powerups: Difference between revisions

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[[File:Powerup model.png|thumb|right|The powerup model made by ChargingTurnip. All powerups use this model but differ in colour.]]
[[File:Powerup model.png|thumb|right|The powerup model made by ChargingTurnip. All powerups use this model but differ in colour.]]


Powerups are spawned in [[Powerup locations|set locations around a map]] at the start of a round (depending on the current map's associated .json file), and/or are dropped when players die (depending on the settings of the [[ConVars|ConVar]] <code>[[sm_fortressblast_drop]]</code> and its sub-ConVars). Powerups that are spawned at the start of a round are permanent and respawn 10 seconds after being collected, however other powerups only exist for 15 seconds upon spawn (except those created with <code>[[sm_spawnpowerup]]</code>) and do not respawn when collected. Particular powerups can be disabled by setting the value of the bitfield <code>[[sm_fortressblast_powerups]]</code>.
Powerups are spawned in [[Powerup spawns|set locations around a map]] at the start of a round (depending on the current map's associated .json file), and/or are dropped when players die (depending on the settings of the [[ConVars|ConVar]] <code>[[sm_fortressblast_drop]]</code> and its sub-ConVars). Collecting a powerup will replace any already collected powerup on the player's screen.
 
Powerups that are spawned at the start of a round are permanent and respawn 10 seconds after being collected, however, powerups dropped on death only exist for 15 seconds upon spawn and do not respawn when collected. Particular powerups can be disabled by setting the value of the bitfield <code>[[sm_fortressblast_powerups]]</code>.


{| class="wikitable"
{| class="wikitable"
|-
|-
! Powerup !! ID !! Description
! Powerup !! ID !! Color || Description
|-
| [[Super Bounce]] || 1 || Blue || This powerup lasts for 5 seconds, during which the user takes no fall damage, and is thrown into the air when they touch the ground based on their initial velocity. Gravity will reduce this velocity over time, meaning that jumping from a standstill will only net about 3 bounces.
|-
| [[Shock Absorber]] || 2 || Red || This powerup lasts for 5 seconds, during which the user has 75% damage resistance, full knockback immunity and a red teleporter trail visible behind them.
|-
| [[Super Speed]] || 3 || Orange || The user's speed is increased but gradually wears off.
|-
| [[Super Jump]] || 4 || Pink || When this powerup is used, the user's upward velocity is immediately increased by 800. The only exception to this is when [[Mega Mann]] is active, in which case the upward velocity is only increased by 600.
|-
| [[Gyrocopter]] || 5 || Green || This powerup lasts for 5 seconds, during which the user experiences 25% gravity.
|-
| [[Time Travel]] || 6 || Pale green || This powerup lasts for 3 seconds, during which the user is invisible and cannot attack or use their grappling hook. Their maximum speed is also set to 520 Hammer units per second during this time.
|-
|-
| [[Super Bounce]] || 1 || This powerup lasts for 5 seconds, during which no fall damage is taken, and a blue teleporter trail is visible behind the user. If Super Bounce is active and the user's downward velocity is higher than 250 Hammer units per second, they will be thrown into the air with the same velocity when they touch the ground. Gravity will reduce the velocity over time, meaning that jumping from a standstill will only net about 3 bounces under normal conditions.
| [[Blast]] || 7 || Yellow || When this powerup is used, an explosion is immediately emitted from the user, harming enemies. From full health, it is able to kill Scouts and other classes with 125 health at point-blank, but all other classes can only be injured.
|-
|-
| [[Shock Absorber]] || 2 || This powerup lasts for 5 seconds, during which the user has 75% damage resistance, full knockback immunity and a red teleporter trail visible behind them.
| [[Mega Mann]] || 8 || Gray || This powerup lasts for 10 seconds. Upon use, the user becomes 75% larger than normal and is overhealed to 4 times their current health (except Heavy, only overhealed to 3 times), capped by the multiplied maximum health. When the powerup expires, the user is returned to normal size and all overheal is removed.
|-
|-
| [[Super Speed]] || 3 || The user's speed is increased but gradually wears off.
| [[Frost Touch]] || 9 || Pale pink || This powerup lasts for 8 seconds, during which a trail of slow-moving smoke is visible behind the user. If the user touches an enemy while Frost Touch is active, the enemy is frozen for 3 seconds.
|-
|-
| [[Super Jump]] || 4 || When this powerup is used, the user's upward velocity is immediately increased by 800. The only exception to this is when Mega Mann is active, in which case the upward velocity is only increased by half this value.
| [[Mystery]] || 10 || Black || A completely randomised powerup. Upon use, it takes on the effects of another random enabled powerup. Unlike other powerups, Mystery cannot be the only powerup enabled.
|-
|-
| [[Gyrocopter]] || 5 || This powerup lasts for 5 seconds, during which the user experiences 25% gravity.
| [[Teleportation]] || 11 || Pale red || 0.5 seconds after this powerup is used, the user is warped to a random active Teleporter belonging to their team. If there is none, they are instead respawned.
|-
|-
| [[Time Travel]] || 6 || This powerup lasts for 3 seconds, during which the user is invisible and cannot attack or use their grappling hook. Their maximum speed is also set to 520 Hammer units per second during this time.
| [[Magnetism]] || 12 || Dark green || This powerup lasts for 5 seconds, during which enemies are attracted to the user if they have their melee equipped, and repelled if they have any other weapon slot equipped.
|-
|-
| [[Blast]] || 7 || When this powerup is used, an explosion is immediately emitted from the user, harming enemies. From full health, it is able to kill Scouts at point-blank, but all other classes can only be injured.
| [[Effect Burst]] || 13 || Dull yellow || When this powerup is used, all enemies within a particular radius of the player are afflicted with one of four random status effects per player: bleeding, burning, jarated or milked.
|-
|-
| [[Mega Mann]] || 8 || This powerup lasts for 10 seconds. Upon use, the user becomes 75% larger than normal and is overhealed to 4 times their current health. This overheal is capped at 4 times the user's maximum health. The user is also raised by 16 Hammer units to avoid getting stuck on slopes. When the powerup expires, the user is returned to normal size and all overheal is removed. Half a second into the powerup's use, the user's position is recorded. If they are still in this position after another second, the plugin assumes they are stuck and respawns them.
| [[Dizzy Bomb]] || 14 || Bright blue || When this powerup is used, all enemies 512 units of the player will experience 'dizziness', their view being rotated from side to side, controlled by the [[ConVars]] <code>[[sm_fortressblast_dizzy_length]]</code> and <code>[[sm_fortressblast_dizzy_states]]</code>.
|-
|-
| [[Frost Touch]] || 9 || This powerup lasts for 8 seconds, during which a trail of slow-moving smoke is visible behind the user. If the user touches an enemy while Frost Touch is active, the enemy is frozen for 3 seconds.
| [[Become Sentry]] || 15 || Bright pink || When this powerup is used, the user is transformed into a Level 3 Sentry, and will remain stuck in place until they attempt to jump or attack while not being sapped or when the Sentry dies.
|-
|-
| [[Mystery]] || 10 || A completely randomised powerup. Upon use, it takes on the effects of another random enabled powerup. Unlike other powerups, Mystery cannot be the only powerup enabled.
| [[Ghost]] || 16 || Dark purple || This powerup lasts for 5 seconds, during which the user becomes a ghost that can float and scares nearby enemies. Only available during Halloween.
|-
|-
| [[Teleportation]] || 11 || 0.5 seconds after this powerup is used, the user is warped to a random active Teleporter belonging to their team. If there is none, they are instead respawned.
| [[Catapult]] || 17 || Salmon || When this powerup is used, the user is launched forward with large force.
|-
| [[ULTRA POWERUP!!]] || -1 ||Rainbow || This powerup is a combination of several other powerups along with full crits for 10 seconds. It is extremely rare to find, its chance of spawning controlled by the ConVar <code>[[sm_fortressblast_ultra_spawnchance]]</code>.
|}
|}
== Developer information ==
Powerups are <code>tf_halloween_pickup</code> entities that the plugin stores IDs for. All powerups are deleted at the start of a round to prevent duplicate powerups existing. Although TF2 usually automatically cleans these up on new rounds, it doesn't always on some maps like {{link|tf2wiki|Hoodoo}}, so Fortress Blast will delete them all on round start as well.
The [[Commands|command]] <code>[[sm_setpowerup]]</code> can be used to set the equipped powerup of any player or group of players based on the ID of the desired powerup.
Gifts in [[Gift Hunt]] have an ID of -2. When a player has a powerup ID of 0, it signifies them not having a powerup.


[[Category:Pages to update with new powerups]]
[[Category:Pages to update with new powerups]]

Latest revision as of 21:22, 6 June 2023

The powerup model made by ChargingTurnip. All powerups use this model but differ in colour.

Powerups are spawned in set locations around a map at the start of a round (depending on the current map's associated .json file), and/or are dropped when players die (depending on the settings of the ConVar sm_fortressblast_drop and its sub-ConVars). Collecting a powerup will replace any already collected powerup on the player's screen.

Powerups that are spawned at the start of a round are permanent and respawn 10 seconds after being collected, however, powerups dropped on death only exist for 15 seconds upon spawn and do not respawn when collected. Particular powerups can be disabled by setting the value of the bitfield sm_fortressblast_powerups.

Powerup ID Color Description
Super Bounce 1 Blue This powerup lasts for 5 seconds, during which the user takes no fall damage, and is thrown into the air when they touch the ground based on their initial velocity. Gravity will reduce this velocity over time, meaning that jumping from a standstill will only net about 3 bounces.
Shock Absorber 2 Red This powerup lasts for 5 seconds, during which the user has 75% damage resistance, full knockback immunity and a red teleporter trail visible behind them.
Super Speed 3 Orange The user's speed is increased but gradually wears off.
Super Jump 4 Pink When this powerup is used, the user's upward velocity is immediately increased by 800. The only exception to this is when Mega Mann is active, in which case the upward velocity is only increased by 600.
Gyrocopter 5 Green This powerup lasts for 5 seconds, during which the user experiences 25% gravity.
Time Travel 6 Pale green This powerup lasts for 3 seconds, during which the user is invisible and cannot attack or use their grappling hook. Their maximum speed is also set to 520 Hammer units per second during this time.
Blast 7 Yellow When this powerup is used, an explosion is immediately emitted from the user, harming enemies. From full health, it is able to kill Scouts and other classes with 125 health at point-blank, but all other classes can only be injured.
Mega Mann 8 Gray This powerup lasts for 10 seconds. Upon use, the user becomes 75% larger than normal and is overhealed to 4 times their current health (except Heavy, only overhealed to 3 times), capped by the multiplied maximum health. When the powerup expires, the user is returned to normal size and all overheal is removed.
Frost Touch 9 Pale pink This powerup lasts for 8 seconds, during which a trail of slow-moving smoke is visible behind the user. If the user touches an enemy while Frost Touch is active, the enemy is frozen for 3 seconds.
Mystery 10 Black A completely randomised powerup. Upon use, it takes on the effects of another random enabled powerup. Unlike other powerups, Mystery cannot be the only powerup enabled.
Teleportation 11 Pale red 0.5 seconds after this powerup is used, the user is warped to a random active Teleporter belonging to their team. If there is none, they are instead respawned.
Magnetism 12 Dark green This powerup lasts for 5 seconds, during which enemies are attracted to the user if they have their melee equipped, and repelled if they have any other weapon slot equipped.
Effect Burst 13 Dull yellow When this powerup is used, all enemies within a particular radius of the player are afflicted with one of four random status effects per player: bleeding, burning, jarated or milked.
Dizzy Bomb 14 Bright blue When this powerup is used, all enemies 512 units of the player will experience 'dizziness', their view being rotated from side to side, controlled by the ConVars sm_fortressblast_dizzy_length and sm_fortressblast_dizzy_states.
Become Sentry 15 Bright pink When this powerup is used, the user is transformed into a Level 3 Sentry, and will remain stuck in place until they attempt to jump or attack while not being sapped or when the Sentry dies.
Ghost 16 Dark purple This powerup lasts for 5 seconds, during which the user becomes a ghost that can float and scares nearby enemies. Only available during Halloween.
Catapult 17 Salmon When this powerup is used, the user is launched forward with large force.
ULTRA POWERUP!! -1 Rainbow This powerup is a combination of several other powerups along with full crits for 10 seconds. It is extremely rare to find, its chance of spawning controlled by the ConVar sm_fortressblast_ultra_spawnchance.

Developer information

Powerups are tf_halloween_pickup entities that the plugin stores IDs for. All powerups are deleted at the start of a round to prevent duplicate powerups existing. Although TF2 usually automatically cleans these up on new rounds, it doesn't always on some maps like Tf2 logo.png Hoodoo, so Fortress Blast will delete them all on round start as well.

The command sm_setpowerup can be used to set the equipped powerup of any player or group of players based on the ID of the desired powerup.

Gifts in Gift Hunt have an ID of -2. When a player has a powerup ID of 0, it signifies them not having a powerup.