# We are defining a simple script to clamp damage values.
# In UEFN, this would be part of a larger device script.
using { /Fortnite.com/Devices }
# This is our "Chaos Beam" device logic.
# We use 'external' to make these values editable in the Fortnite Editor.
# Think of 'external' like a dial on a device you can turn.
var RawDamageInput<public>: float = external {}
# This is the maximum damage we'll ever allow.
# Even if RawDamageInput is 1,000,000, this caps it.
var MaxAllowedDamage<public>: float = external {}
# This is the minimum. No negative damage (healing beams don't count here!).
var MinAllowedDamage<public>: float = external {}
# The main function that runs when we want to calculate the final damage.
# '->' means this function returns a value (the clamped damage).
CalculateSafeDamage() -> float:
# Step 1: Get the raw input.
# This is like a player picking up a loot box with a random value.
current_damage := RawDamageInput
# Step 2: Clamp the value.
# The Clamp function works like this: Clamp(Min, Value, Max)
# It ensures: Min <= Value <= Max
safe_damage := Clamp(MinAllowedDamage, current_damage, MaxAllowedDamage)
# Step 3: Return the safe value.
Verse Library
verse
01 Fragment
Calculates final weapon damage by restricting raw input values to configured minimum and maximum limits.
verse-library/clamped-to-0-targetvalue-10000/01-fragment.verse
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