---
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.
- `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.
## 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`.
### 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`.
### 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.
| Rarity | GUI |
|---|---|
| Common | ![]() |
| Uncommon | ![]() |
| Rare | ![]() |
| Epic | ![]() |
| Legendary | ![]() |
| Special | ![]() |