> ## Documentation Index
> Fetch the complete documentation index at: https://hotpotato.arrowtan.cc/llms.txt
> Use this file to discover all available pages before exploring further.

# Powerups

> Floating pickups that give players an edge during a round.

Powerups are floating items you place around an arena. A player walks into one to grab it and gets an effect or a special item. They make rounds less predictable and give runners a way to fight back.

## How they work

* You place powerups per arena while standing where each should float.
* During a round they bob in place. Heads with a custom texture also spin.
* A player grabs one by getting close to it. After pickup it disappears and respawns on a timer.
* Pickup can play a sound and spawn particles.

<Frame caption="A placed powerup with a custom head texture and its floating hologram.">
  <img src="https://mintcdn.com/zarrowtan/w7VKwbzoPhrocToj/images/powerup-hologram.png?fit=max&auto=format&n=w7VKwbzoPhrocToj&q=85&s=1f3ae0642ec55595a7fc244f9899d507" alt="A floating HotPotato powerup with a custom textured head and a name hologram above it" width="1132" height="793" data-path="images/powerup-hologram.png" />
</Frame>

## Placing a powerup

Stand where you want it to float, then run:

```
/hotpotato arena addpowerup <arena> <type>
```

Remove one by its list index:

```
/hotpotato arena listpowerups <arena>
/hotpotato arena removepowerup <arena> <index>
```

## Built-in powerups

<Tabs>
  <Tab title="Common" icon="circle">
    <CardGroup cols={2}>
      <Card title="speed" icon="gauge-high">
        Speed for a few seconds. <Badge color="green">common</Badge>
      </Card>

      <Card title="jump" icon="arrow-up">
        High jump for a few seconds. <Badge color="green">common</Badge>
      </Card>
    </CardGroup>
  </Tab>

  <Tab title="Rare" icon="gem">
    <CardGroup cols={2}>
      <Card title="invisibility" icon="eye-slash">
        Vanish for a few seconds. <Badge color="blue">rare</Badge>
      </Card>

      <Card title="blindness_wand" icon="wand-magic">
        A rod that blinds the player you hit. Breaks after 3 hits. <Badge color="blue">rare</Badge>
      </Card>
    </CardGroup>
  </Tab>

  <Tab title="Unique" icon="crown">
    <CardGroup cols={2}>
      <Card title="knockback" icon="hand-fist">
        A stick that knocks players away on hit. Breaks after 1 hit. <Badge color="purple">unique</Badge>
      </Card>
    </CardGroup>
  </Tab>
</Tabs>

<Frame caption="Hit by an enemy's Blindness Wand while holding the potato.">
  <img src="https://mintcdn.com/zarrowtan/w7VKwbzoPhrocToj/images/blindness-potato.png?fit=max&auto=format&n=w7VKwbzoPhrocToj&q=85&s=0a704b1834760428a1b9578aa0ace751" alt="A blinded potato holder after being struck by the Blindness Wand" width="2560" height="1334" data-path="images/blindness-potato.png" />
</Frame>

<Warning>
  Effects only ever help with movement or vision. Combat damage is off during a game, so damage-based powerups would do nothing. That is why the rod and stick apply blindness and knockback instead of harm.
</Warning>

## Random spawns and rarity

By default each spawn point ignores the exact type you placed and rolls a random powerup every time it respawns, weighted by rarity.

* Rarity tiers are `common`, `rare`, and `unique`.
* The weight for each tier is set in `config.yml` under `powerups.rarities`.
* Weights are relative, not percentages. A higher weight shows up more often. A weight of `0` never spawns.
* The weight applies per type, so a tier with more types in it takes a bigger combined share.

To make every spawn point always show the exact type you placed instead, set `powerups.random-selection: false`.

## Tuning powerups

The catalog lives in `powerups.yml`. Pickup distance, bob height, spin speed, and the floating name tags are tuned in `config.yml` under `powerups`.

<Expandable title="What each powerup in powerups.yml can set">
  * **icon** material, or a custom **head-texture**.
  * **name** and **lore** for the floating hologram.
  * **respawn delay** after a pickup.
  * **pickup sound** and **particle**.
  * **potion effects** applied on pickup.
  * **items** to give the player.
  * **commands** to run on pickup.
</Expandable>

<Check>
  After editing, run `/hotpotato reload` to apply changes to live games without a restart.
</Check>
