using { /Fortnite.com/Game }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our main script. It's like the Game Rules device.
# We attach it to a device in the world, like a Zone Trigger.
tank_mode_script := script()
# VARIABLES: These are our "Loot Slots."
# We store the values we want to apply.
var TargetMaxHealth := 300.0
var TargetMaxShield := 100.0
# FUNCTION: A reusable block of code.
# Think of this like a "Building Blueprint." You define it once, then use it whenever needed.
# This function takes a Player as an argument (the person we're buffing).
ApplyTankStats := func(player: Player): void =>
# Get the Health Component from the player.
# The Health Component is like the "Health Bar" UI and logic attached to the player.
health_comp := player.GetHealthComponent()
# If the component exists (player is alive/valid):
if (health_comp != nil):
# Set the Max Health.
# Note: In some UE versions, you might need to set current health too,
# but setting Max is the key for the "Tank" feel.
health_comp.SetMaxHealth(TargetMaxHealth)
Verse Library
verse
01 Fragment
Modifies a player's maximum health and shield values to create custom tank-like stat profiles.
verse-library/fortnite-per-player-maximum-hp-shield-manager/01-fragment.verse
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