# We are defining a "Script" which is a container for our logic.
# Think of it like a blueprint for a new device.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# This is our "Device" definition.
# It’s like creating a custom prop that knows how to behave.
power_bench := class(creative_device):
# This is a "Variable".
# It holds the button we want to control.
# We link it in the editor by dragging the button onto this slot.
var my_button: button_device = create()
# This is an "Event".
# It listens for when the button is pressed.
# Analogy: Like a tripwire on a trap. When triggered, it runs the code below.
on_button_pressed := event()
# This function runs when the event above fires.
# It checks if the player has the fuel.
on_button_pressed(played_player: player):
# 'Has_Item' is a check. Like checking your inventory.
# We check if the player has an 'Active Powercell'.
has_fuel: bool = played_player.Has_Item("Active Powercell")
# If the player has fuel, turn the button GREEN.
# If not, turn it RED.
# This gives visual feedback, just like a health bar changing color.
if has_fuel:
Verse Library
verse
01 Device
Checks player inventory for specific fuel items and changes a crafting station button color based on availability.
verse-library/using-power-crafting-consumables-in-fortnite-creative/01-device.verse
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