# Import the basic tools we need
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/Native }
# Define our Shop Logic
ShopLogic := class(creative_device):
# 1. Define our Variables (The "Inventory Slots")
# These are 'int' because coins are whole numbers
var PlayerCoins : int = 100 # Starting gold in the shop
var ItemCost : int = 25 # Cost of the weapon
var ItemName : string = "Assault Rifle" # What we are selling
# 2. The Function (The "Trigger" Action)
# This runs when we call BuyItem()
BuyItem() : void =
# Check if we have enough coins (Equality Operator: =)
if (PlayerCoins >= ItemCost):
# 3. Compound Assignment (The Shortcut)
# Subtract cost from coins: PlayerCoins = PlayerCoins - ItemCost
set PlayerCoins -= ItemCost
# Add the item to the player (Simplified logic for demo)
# In real UEFN, you'd use ItemGranter here
Print("Purchased " + ItemName + "! Remaining Coins: " + string("{PlayerCoins}"))
else:
# Not enough gold!
Print("Not enough gold! You need " + string("{ItemCost - PlayerCoins}") + " more.")
# 4. The Start Event (When the game begins)
Verse Library
verse
01 Device
Manages player currency and purchase logic, validating balances and deducting costs when buying items.
verse-library/data-manipulation-and-arithmetic/01-device.verse
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