# This is a comment. It's like a sticky note on your code that the game ignores.
# We are defining a script that runs on the ShopButton entity.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# This is our main script block. Think of it as the "Brain" of the button.
BlackMarketLogic := class(creative_script):
# This is a VARIABLE. It’s a container for our button.
# We call it 'shop_button' and it holds a 'conditional_button_device'.
shop_button: conditional_button_device = conditional_button_device{}
# This is another VARIABLE for our item granter.
# We call it 'reward_granter'.
reward_granter: item_granter_device = item_granter_device{}
# This function runs when the script starts. It's like loading the map.
OnBegin<override>()<suspends>: void =
# Here we are "Registering" an event.
# Think of this as setting up a trap. We don't know when it triggers,
# but when it does, we want to run 'OnButtonPressed'.
# shop_button.ActivatedEvent.Register(self, OnButtonPressed)
# Note: In Verse, we often use 'Bind' or direct event registration.
# For simplicity in this beginner example, we'll assume a direct trigger flow.
# Let's register the event listener.
shop_button.ActivatedEvent += func(event: conditional_button_device_activated_event):
OnButtonPressed(event)
Verse Library
verse
01 Standalone
Activates a button to reward players with items, handling economy transactions.
verse-library/using-gold-consumables-in-fortnite-creative/01-standalone.verse
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