Pickups are used to create a pickup-able kit at a specific location. While somewhat similar to a kit applied using a region, pickups are represented by a physical object and have a refresh time.
By default an ender crystal entity is used to show the pickup location.
When a player walks into the crystal it gives them a kit and then de-spawns.
The crystal will respawn again at a random location inside the specified region after the set respawn time.
This means that the pickup's region must be randomize-able, e.g. a
<point> region does not return a randomized position but can still be used to specify an exact location for a pickup.
|Node containing all the pickups.|
|A single pickup.||Pickup Sub-elements|
|Unique identifier used to reference this pickup from other places in the XML.||String|
|The display name of this pickup, shown above the pickup entity if present.||Formatted Text|
|Entity used to show this pickup's location.|
Currently only accepts
|Entity Type||Ender Crystal|
|PropertyFilter if this pickup is and can be spawned.||Filter|
|PropertyFilter who can pick up the pickup's kit.||Filter|
|PropertyRequiredRegion where the pickup entity is placed into.||Randomize-able Region|
|PropertyThe kit to give to players who pick up this pickup.||Kit ID|
|Time until the pickup entity is re-spawned after being picked up.|
If set to zero the entity will not despawn and will simply be refreshed.
|Time Period||3 sec|
|Time until the pickup is refreshed and can be picked up again.||Time Period||3 sec|
|Show the pickup's particle effects.||true/false||true|
|Play the pickup's sound effects.||true/false||true|
|PropertyFilter if this pickup is and can be spawned.||Filters|
|PropertyFilter who can pick up the pickup's kit.||Filters|
|PropertyRequiredRegion where this pickup is placed into.||Randomize-able Regions|
|PropertyThe kit to give to players who pick up this pickup.||Kits|