using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
class LootDevice extends Device {
# This is the function we defined earlier
GetLootForHealth(current_health : float) : string = |
if (current_health < 50.0): |
return "Shield_Potion"
else if (current_health <= 80.0): |
return "Bandage"
else: |
return "Assault_Rifle"
OnBegin<Over>() override: |
# When the device starts, it waits for a player interaction
# For this demo, let's just log the loot for a hypothetical player
# In a real build, you'd pass Player.GetHealth() as the argument
# Example: Player has 30 health
player_health : float = 30.0
loot : string = GetLootForHealth(player_health)
# Output the result to the console
Print(GetLocalizedString("Loot_Dispensed", loot))
}
Verse Library
verse
03 Fragment
Defines a reusable device class that calculates and dispenses loot based on player health states.
verse-library/basics-of-writing-code-8-how-input-parameters-and-arguments-work-in-verse/03-fragment.verse