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---
title: Pickup system
comments:
description: Explains the pickup system for the Battle Royale game kit.
prev: /resources/battle-royale/core-scripts
next: /resources/battle-royale/building-system
---
The Roblox Battle Royale **pickup system** lets players pick up different kinds of objects, although it's currently only used for weapon pickups. In game, weapons are spawned around the game map and — when players get close enough — an on-screen key/action/button prompt appears along with the weapon name and description.
<img
alt="Battle Royale Weapon Example"
src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Weapon-Pickup.jpg"
width="100%" />
<Alert severity="info">
Roblox Battle Royale uses the [Weapons Kit](../../resources/weapons-kit.md), so please consult its documentation for details and customization options.
</Alert>
## Structure
There are several important folders related to the pickup system. Make sure that these folders are set up correctly in your project:
- `Workspace/PickupSpawners` — Contains pickup spawner `Class.Part|Parts` which tell the system where to place visual pickup `Class.Model|Models` (see the next point). Note that these spawners are **not required** to be in this folder since the system looks for parts tagged with the **PickupSpawner** tag instead of the folder path.
<img
alt="Pickup Spawners"
src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-PickupSpawners.png"
width="320" />
<Alert severity="info">
Pickup spawners can be placed at any physical location in the game, but they will choose a weapon **randomly** from `ReplicatedStorage/Assets/Weapons` and use the name-matched pickup model as a visual representation.
</Alert>
- `ReplicatedStorage/Assets/Weapons` — Contains the weapons (functional `Class.Tool|Tools`) that the pickup system grants when a weapon pickup is activated.
<img
alt="Battle Royale Items"
src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Weapons.png"
width="320" />
- `ReplicatedStorage/Assets/Pickups` — Contains the pickup `Class.Model|Models` that the system will place at pickup spawners in the game world. **These should be visual models only**, not functional weapon Tools.
<img
alt="Battle Royale Pickups"
src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Pickups.png"
width="320" />
## Add new pickups
As noted above, pickups require both a functional `Class.Tool` and a visual `Class.Model` that will be spawned in the game world.
### Tool
1. Create a `Class.Tool` and give it a unique name. You can create new weapons based upon those in the [Weapons Kit](../../resources/weapons-kit.md) or take tools from the [Toolbox](../../projects/assets/toolbox.md).
2. Place the `Class.Tool` in `ReplicatedStorage/Assets/Weapons`.
<img
alt="Battle Royale New Weapon"
src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-New-Weapon.png"
width="320" />
### Model
1. Create a `Class.Model` for the visual pickup and give it the **same name** as you gave the `Class.Tool`.
2. Through the [Tags](../../studio/properties.md#instance-tags) section of its properties, apply the following tags to the model:
- **Action**
- **Pickup**
- **WeaponPickup**
- **WeaponSystemIgnore**
- One of the rarity tags as outlined in [Rarity](#rarity).
3. Place the model in `ReplicatedStorage/Assets/Pickups`.
<img
alt="Battle Royale New Pickup"
src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-New-Pickup.png"
width="320" />
### Rarity
Pickup rarity is not defined by any mathematical formula, but you can associate an on-screen GUI like those pictured below to suggest an item's rarity.
1. Open the `ReplicatedFirst/Configurations/RarityConfiguration` script. This script contains tables for each rarity category, each of which includes a color value (`Color`) for the pickup's particle effect and an asset ID (`Image`) for the on-screen GUI background. For each GUI:
- The item name will appear as the model/weapon name.
- The description will appear as the rarity name (such as **Epic**) plus **Item**.
The default rarities are as follows, but feel free to define your own.
<table>
<thead>
<tr>
<th>Rarity</th>
<th>GUI</th>
</tr>
</thead>
<tbody>
<tr>
<td>Common</td>
<td><img src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Item-Common.png" width="45%" /></td>
</tr>
<tr>
<td>Uncommon</td>
<td><img src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Item-Uncommon.png" width="45%" /></td>
</tr>
<tr>
<td>Rare</td>
<td><img src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Item-Rare.png" width="45%" /></td>
</tr>
<tr>
<td>Epic</td>
<td><img src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Item-Epic.png" width="45%" /></td>
</tr>
<tr>
<td>Legendary</td>
<td><img src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Item-Legendary.png" width="45%" /></td>
</tr>
<tr>
<td>Special</td>
<td><img src="../../assets/resources/battle-royale/pickup-system/Battle-Royale-Item-Special.png" width="45%" /></td>
</tr>
</tbody>
</table>
2. For the pickup `Class.Model` you created previously (located in `ReplicatedStorage/Assets/Pickups`), assign one of the tags you've defined in the `RarityConfiguration` script.