Verse Library verse

01 Standalone

Defines a custom loot table struct and system to randomly drop items when an enemy is eliminated.

verse-library/elimination-manager-device/01-standalone.verse

# LootGoblin.v
# A simple script to manage loot drops from eliminated enemies.

# 1. DEFINE THE STRUCTURE
# A "struct" is like a blueprint for a custom data type.
# Think of it like a custom Loot Card in your inventory.
struct LootDropData:
    Item: item # The item that can drop (e.g., Assault Rifle)
    Chance: float # The probability of dropping (0.0 to 1.0)

# 2. DEFINE THE LOGIC CLASS
# This class holds all our rules and state.
# "self" refers to this specific instance of the script.
LootGoblinSystem := class:
    # These are our "Variables" - things that can change or hold data.
    # A "constant" would be something set once and never changes,
    # like the name of our system.
    LootTable: LootDropData[] = {
        LootDropData{
            Item: Item_Assault_Rifle,
            Chance: 0.2 # 20% chance
        },
        LootDropData{
            Item: Item_Shield_Potion,
            Chance: 0.5 # 50% chance
        }
    }

    # This is the "Event" handler.
    # An "event" is something that happens in the game world (like a kill).

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