using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
# This is our main script class. Think of it as the "Brain" of our island.
# It inherits from `creative_device_base`, which means it can interact with devices.
SwordMasterScript := class(concrete):
# We need to find our devices. In the Scene Graph, we "link" them here.
# Replace "MySwordDevice" with the actual name of your Sword in the Stone device in the editor.
MySwordDevice: sword_in_the_stone_device = nil
# We also need a way to talk to players.
# This is like a global chat channel.
BroadcastDevice: broadcast_device = nil
# This is our "Event Handler." It’s a function that runs automatically
# when the sword is picked up.
# It’s like a trap: when the trigger is hit, this function fires.
OnSwordPickedUp := func(player: player):
# 1. Get the player's display name (their in-game nickname).
player_name := player.Get_Display_Name()
# 2. Construct a victory message.
# This is like typing in the chat, but we do it programmatically.
victory_message := $"CONGRATULATIONS, {player_name}! YOU ARE THE CHOSEN ONE!"
# 3. Send the message to everyone on the island.
# This is like hitting the "Send" button on a global announcement.
BroadcastDevice.Broadcast_Message(victory_message)
Verse Library
verse
01 Standalone
Handles sword pickup events to announce the winner globally and progress the challenge objective.
verse-library/using-sword-in-the-stone-devices-in-fortnite-creative/01-standalone.verse
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