# 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).
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
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