Verse Library verse

01 Standalone

Adjusts score awards for players stepping on a trigger based on their current points.

verse-library/getscoreaward/01-standalone.verse

# First, we need to tell Verse where to find the Score Manager tools.
# Think of this like loading the "Creative Kit" into your inventory.
using { /Fortnite.com/Devices }

# This is our main script. It's like the blueprint for our rigged box.
rigged_loot_box := class(creative_actor):
    # We need a reference to the Score Manager device.
    # Think of this as plugging a cable from our box to the scoreboard.
    score_manager: ScoreManagerDevice = create(ScoreManagerDevice)

    # This is the "OnBegin" function. It runs once when the game starts.
    # It’s like the "Loading Screen" phase where the game sets up the rules.
    OnBegin<override>()<sided>:void=
        # For now, we just start. In a real game, you might set initial scores here.

    # This function runs when the trigger is activated (when a player steps in).
    # 'player' is the person who stepped on the mat.
    OnTriggered<override>(player: agent):void=
        # Step 1: Check the player's current score.
        # Think of this like looking at your own scoreboard before a match ends.
        current_points := score_manager.GetCurrentScore(player)

        # Step 2: Make a decision based on that number.
        # If they have less than 50 points...
        if (current_points < 50):
            # ...set the next activation to award 50 points.
            # This is like saying, "Give them a pity bonus."
            score_manager.SetScoreAward(50)
        else:
            # ...otherwise, set it to award 10 points.

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