# Import the necessary Verse libraries for items and players
using /Fortnite.com/Devices
using /Fortnite.com/Items
# Define our main device class
# Think of this as the "Blueprint" for our Crafting Station
class EggCraftingDevice(Device):
# This is a "Variable". It's a container that holds the button we want to watch.
# In game terms, it's like pointing a laser at the button you want to program.
CraftButton: ButtonDevice = "CraftButton_1"
# This is a "Function". It's a block of code that runs when something happens.
# Specifically, this runs when the CraftButton is pressed.
OnCraftButtonPressed := func(player: Player):
# Check if the player has the required crafting material.
# "Has_Item" is a function that returns true or false.
# It's like checking if you have a key before opening a door.
if (player.Has_Item("White_Dino_Egg_1")):
# If the check passes, remove the Dino Egg (consume the material).
# "Remove_Item" takes the item away from the player.
player.Remove_Item("White_Dino_Egg_1", 1)
# Then, give the player the reward: a Heal Egg.
# "Grant_Item" adds the item to their inventory.
player.Grant_Item("Heal_Egg_1", 1)
# Optional: Send a message to the player so they know it worked.
# "Show_Message" is like a text popup on their screen.
player.Show_Message("Crafted a Heal Egg!")
Verse Library
verse
01 Fragment
Trades specific items for rewards when players press a craft button, perfect for crafting stations or quest hubs.
verse-library/using-egg-items-in-fortnite-creative/01-fragment.verse
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