OptionsPickupIndex allows us to link pickups together, but no other part of the effect is handled, and a few more functions would be ideal for making these effects work nicely, and easily, with custom pickups.
table - EntityPickup:GetOptionsPartners() -- Returns a list of EntityPickups with matching non-zero OptionsPickupIndexes
void - EntityPickup:RemoveOptionsPartners() -- Removes all EntityPickups with matching non-zero OptionsPickupIndexes and spawns a small appear-poof at each of their locations
bool - EntityPickup:WasOptionsParterCollected() -- Returns true if any EntityPickups with matching non-zero OptionsPickupIndexes have been collected, or if chests have been opened
void - EntityPickup:SetCollected(bool collected = true) -- Sets the collected status of an EntityPickup, a method to add custom chest-like pickups and have them correctly count towards :WasOptionsPartnerCollected without having to play a "Collect" animation
OptionsPickupIndex allows us to link pickups together, but no other part of the effect is handled, and a few more functions would be ideal for making these effects work nicely, and easily, with custom pickups.