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Buff Or Nerf Weapons Damage Power-Up Script

|  |  |
| --- | --- |
|  | using { /Fortnite.com/Devices } |
|  | using { /Verse.org/Simulation } |
|  | using { /Fortnite.com/Characters } |
|  |  |
|  | <########################################################################################################################## |
|  | ###########################################----  CREATED BY EGGOH_FN  ----################################################# |
|  | ###########################################----   DISCORD  eggoh_fn   ----################################################# |
|  |  |
|  | * Version = 1.02 |
|  |  |
|  | * This code manages the applying and clearing of powerups based on if a player is holding a specific item or not, |
|  | it can be used for any powerup but was designed with the damage amplifier As a main use case. |
|  | * This device uses an array of structs to allow for multiple different items to be checked for at the same time, |
|  | each weapon has its own settings to nerf or buff a weapons damage and a conditional button. |
|  | * This device requires only one instance of the damage amplifier to be placed in the level to work, |
|  | and can check for as many different items as needed, just add them to the array in the details panel. |
|  | * Make sure to set the powerup to infinite duration and 0 respawn time for best results, |
|  | also make sure to connect the PowerUps clear Function to the clear trigger, |
|  | this will ensure the powerup is cleared when switching away from the weapon or dropping it. |
|  | * If you want to use this for a different powerup other than the damage amplifier, |
|  | simply change the type of the powerup in the weapon struct and set up the desired powerup settings. |
|  |  |
|  | ########################################################################################################################### |
|  |  |
|  | DAMAGE AMPLIFIER SETUP-SETTINGS: |
|  | * DAMAGE MULTIPLIER           ->  THIS WILL BE OVERRIDEN BY THE VALUE YOU SET FOR EACH WEAPON. |
|  | * INFINITE EFFECT DURATION    ->  MAKE SURE THIS IS SET TO ON/TRUE |
|  | * RESPAWN                     ->  MAKE SURE THIS IS SET TO ON/TRUE |
|  | * TIME TO RESPAWN             ->  MAKE SURE THIS IS SET TO 0.0s |
|  | * APPLY TO                    ->  MAKE SURE THIS IS SET TO "PLAYER" |
|  |  |
|  | * USER OPTIONS - FUNCTIONS |
|  | * CLEAR                   ->  MAKE SURE THIS IS CONNECTED TO THE CLEAR TRIGGER |
|  |  |
|  | ###########################################################################################################################> |
|  |  |
|  | # ToolTips for editor variables |
|  | Name_ToolTip<public><localizes>:message := "Name of the weapon or item being checked for, this is only used for orginization and print statements to identify which weapon is being held." |
|  | Damage_Multiplier_ToolTip<public><localizes>:message := "Damage Multiplier: setting to 0.0 will nerf damage to 0, setting to 1.0 will not effect damage dealt, setting to 2.0 will double damage, 4.0 Being the highest accepted Multiplier value." |
|  | Conditional_Button_ToolTip<public><localizes>:message := "The conditional button used to check if the player is holding the pre-configured item." |
|  | Check_Delay_ToolTip<public><localizes>:message := "Check_Delay: Delay before rechecking if player is holding item, lower values may cause performance issues, and higher values may cause delay in applying or clearing powerup." |
|  | Damage_Amp_ToolTip<public><localizes>:message := "Damage Amplifier: The powerup to apply when holding the item, make sure to set this PowerUp with infinite duration and 0 respawn time for best results." |
|  | Clear_Trigger_ToolTip<public><localizes>:message := "Clear Trigger: This is use to clear the powerup when the player is no longer holding any of the item. make sure to connect the PowerUps clear Function to this trigger" |
|  | Weapons_ToolTip<public><localizes>:message := "Weapons: Array of weapons to check for, each with their own conditional button to check if player is holding the item." |
|  |  |
|  | # This struct holds the settings for each weapon to check for, this allows for different weapons to have different damage multipliers and Conditional_buttons to check |
|  | _Weapon := class<concrete>: |
|  | @editable: |
|  | ToolTip := Name_ToolTip                                                         # The tool tip for this editable. |
|  | Name : string = "Weapon To Check For.."                                             # Name used for orginization and print statements |
|  | @editable_slider(float): |
|  | ToolTip := Damage_Multiplier_ToolTip                                            # The tool tip for this editable. |
|  | MinValue := option{0.0}                                                         # The minimum value for this editable. |
|  | MaxValue := option{4.0}                                                         # The maximum value for this editable. |
|  | SliderDelta := option{0.01}                                                     # The amount the slider value increases or decreases per delta. |
|  | Damage_Multiplier : float = 1.2                                                     # Amount to multiply damage by when applying powerup, |
|  | @editable: |
|  | ToolTip := Conditional_Button_ToolTip                                           # The tool tip for this editable. |
|  | Conditional_Button : conditional_button_device = conditional_button_device{}        # conditional Button used to check if player is holding item |
|  | var PlayerState : [agent]logic = map{}                                              # Tracks if player is in powerup state or not |
|  |  |
|  | # Manages PowerUp switching based on item being held or not |
|  | Damage_Amplifier_PowerUp_Manager := class(creative_device): |
|  | @editable_slider(float): |
|  | ToolTip := Check_Delay_ToolTip                                                          # The tool tip for this editable. |
|  | MinValue := option{0.01}                                                                # The minimum value for this editable. |
|  | MaxValue := option{1.0}                                                                 # The maximum value for this editable. |
|  | SliderDelta := option{0.01}                                                             # The amount the slider value increases or decreases per delta. |
|  | Check_Delay : float = 0.1                                                                   # Delay before rechecking if player is holding item, lower values may cause performance issues, and higher values may cause delay |
|  | @editable: |
|  | ToolTip := Damage_Amp_ToolTip                                                           # The tool tip for this editable. |
|  | Damage_Amp : damage_amplifier_powerup_device = damage_amplifier_powerup_device{}            # Powerup to apply when holding item |
|  | @editable: |
|  | ToolTip := Clear_Trigger_ToolTip                                                        # The tool tip for this editable. |
|  | Clear_Trigger : trigger_device = trigger_device{}                                           # Trigger to clear powerup when not holding item |
|  | @editable: |
|  | ToolTip := Weapons_ToolTip                                                              # The tool tip for this editable. |
|  | Weapons : []_Weapon = array{}                                                               # Array of weapons to check for, each with their own powerup and button to check |
|  | var ActiveWeapons : [agent]int = map{}                                                      # Tracks how many items the player is currently holding, only clears when player is not holding any of the configured items |
|  |  |
|  | # Runs when the device is started in a running game |
|  | OnBegin<override>()<suspends> : void = |
|  | Print("Damage Amplifier Manager Started") |
|  | loop:                                                                                               # Infinite loop to continuously check player states |
|  | Sleep(Check_Delay)                                                                              # Wait for specified delay before checking again |
|  | for (Player : GetPlayspace().GetPlayers()):                                                     # Loop through each player in the playspace |
|  | if (Agent := agent[Player]):                                                                # Get agent from player |
|  | if. not ActiveWeapons[Agent] then if. set ActiveWeapons[Agent] = 0                      # Initialize active map for player if not present |
|  | for (Weaponx : Weapons):                                                                # Loop through each weapon configured in the device |
|  | CurrentState := if. State := Weaponx.PlayerState[Agent] then State else false       # Get currentState, default to false if not set |
|  | if (Weaponx.Conditional_Button.IsHoldingItem[Agent]):                               # Check if player is holding the item |
|  | if (CurrentState = false):                                                      # proceed only if CurrentState is false to prevent reapplying powerup |
|  | if. set Weaponx.PlayerState[Agent] = true                                   # imediatly update player state to holding to prevent any issues with the short delay between checks |
|  | if. set ActiveWeapons[Agent] += 1                                           # Update active map to indicate player is holding item |
|  | Damage_Amp.SetMagnitude(Weaponx.Damage_Multiplier)                          # Set the damage multiplier based on the weapons settings |
|  | Damage_Amp.Pickup(Agent)                                                    # Apply powerup to player |
|  | Print(Weaponx.Name + " is being held.. Damage Amplifier Set To: {Damage_Amp.GetMagnitude()} and Activated") |
|  |  |
|  | else if (CurrentState = true):                                                      # proceed only if CurrentState is true to prevent unnecessary clearing |
|  | if. set Weaponx.PlayerState[Agent] = false                                      # Imediately update player state to not holding to prevent any issues with the short delay between checks |
|  | if. set ActiveWeapons[Agent] -= 1                                               # Update active map to indicate player is not holding item |
|  | if (ActiveWeapons[Agent] = 0):                                                  # Only clear powerup if player is not holding any of the configured items |
|  | Clear_Trigger.Trigger(Agent)                                                # Clear powerup from player |
|  | Print(Weaponx.Name + " is no longer being held.. Damage Amplifier Cleared") |

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    @Weapons
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    @Weapons

    Created by a member of the Epic Games community. Rights remain with the original author, under Epic's community content terms. Terms ↗

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    Last updated May 12, 2026
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