using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
# This is our main script class. Think of it as the "brain" for the powerup.
class GlassCannonPowerup is WorldDevice():
# DATA MEMBERS (Variables):
# These are the settings you can tweak in the editor or here.
# Duration is how long the buff lasts (in seconds).
Duration: float = 15.0
# Multiplier is how much damage is boosted. 2.0 means double damage.
DamageMultiplier: float = 2.0
# This is a reference to the actual Powerup Device in the editor.
# We link this in the editor, or we can find it programmatically.
# For simplicity, we assume this script IS attached to the device.
SelfDevice: DamageAmplifierPowerupDevice = Self
# This tracks who currently has the buff.
# An "Agent" is a player or NPC.
# We use an "optional" type because no one has the buff at the start.
CurrentHolder: optional Agent = none
# INITIALIZATION:
# This runs once when the island starts or the device spawns.
OnBegin<override>()<suspends>: void = super.OnBegin() <suspends>
# We connect our custom function to the device's pickup event.
# Think of this like plugging a wire into a trigger.
SelfDevice.ItemPickedUpEvent += OnItemPickedUp
Verse Library
verse
01 Fragment
Creates a damage-boosting power-up device that applies a multiplier to players who pick it up.
verse-library/using-damage-amplifier-powerup-devices-in-fortnite-creative/01-fragment.verse
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