using { /Fortnite.com/Devices }
# We define a simple script that checks the player's score when they step on a plate.
# 'Score_Checker' is the name of our script object.
Score_Checker: script =
# This is a 'Signal'. Think of it as a wire connecting two devices.
# When the 'Pressure_Plate' is stepped on, this signal fires.
On_Player_Steps: signal() = Pressure_Plate.Stepped
# This is the 'Event' that runs when the signal fires.
OnBegin<override>()<suspends>:
# 1. Get the Local Player (The Agent)
# In Verse, 'Get_Local_Player()' gives us the Agent of the person playing.
# If you want to check a *specific* player, you'd pass their Agent ID here.
local_player: agent = Get_Local_Player()
# 2. Ask the Score Manager for the current score
# We use the 'Score_Manager' device we placed in the level.
# GetCurrentScore(local_player) asks: "What is this player's score?"
# It returns an 'int' (a whole number).
current_points: int = Score_Manager.GetCurrentScore(local_player)
# 3. Check the score and react
# We use an 'if' statement. This is like a decision gate.
if current_points > 0:
# If score is > 0, turn on the 'Good_Light' switch
Good_Light.SwitchOn()
# Print a message to the player (like a chat message)
Print_To_Player(local_player, "You're a killer! Score: " + As_String(current_points))
else:
Verse Library
verse
01 Fragment
Reads a player score on a pressure plate trigger and activates a light based on the value.
verse-library/getcurrentscore/01-fragment.verse
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