# LootGoblin.verse
# This script makes a collectible object give rewards and update a score.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our main device. Think of it as the brain attached to the Collectible Object.
# creative_device is the correct base class for UEFN island scripting.
LootGoblin := class(creative_device):
# A reference to the Collectible Object device placed in the editor.
# Drag your Collectible Object device into this slot in the Verse panel.
@editable
CollectibleDevice : collectible_object_device = collectible_object_device{}
# 1. The Variable: A container for the player's score.
# We start at 0. This is like an empty XP bar.
# 'var' marks this as mutable so we can change it later.
var PlayerScore : int = 0
# 2. The Setup: What happens when the game starts?
OnBegin<override>()<suspends> : void =
# Subscribe our handler to the collectible's CollectedEvent.
# Every time a player picks up the collectible, OnPickup will run.
CollectibleDevice.CollectedEvent.Subscribe(OnPickup)
Print("Loot Goblin is awake. Go get those gems!")
# 3. The Event Handler: called automatically when CollectedEvent fires.
# CollectedEvent passes the agent (player) who triggered the pickup.
Verse Library
verse
01 Device
Increments a mutable score variable whenever a player collects a designated collectible object.
verse-library/using-collectible-object-devices-in-fortnite-creative/01-device.verse
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