# This is a simplified representation of how the Class System works in Verse. # In UEFN, the Class Designer device handles this automatically for you. using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Fortnite.com/Playspaces } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # 1. Define the Class Structure (The Blueprint) # This is like the Class Designer device itself. # Note: 'int' is used here for readability; Verse uses float for health/shield values # via the fort_character health API. player_class := struct: Health : float Shields : float # 2. Create Instances of the Class (The Specific Configurations) # This is what you do in the Class Designer settings. # These are module-scoped constants representing each class definition. # Using functions instead of module-scoped constants to avoid the 'transacts' effect error. MakeJuggernautClass() : player_class = player_class{ Health := 500.0, Shields := 0.0 } MakePhantomClass() : player_class = player_class{ Health := 100.0, Shields := 200.0 } # 3. The Switch Function (The Class Selector Logic) # When a player triggers the selector, the game calls this logic. # The 'ClassId' is the Class Identifier we set in the device. # Note: fort_character exposes SetMaxHealth/SetHealth/SetShield via # the /Fortnite.com/Characters API. Item grants require an item_granter_device # wired in the editor; there is no runtime "give item by name" API in public Verse. ApplyClass(Player : player, ClassId : int) : void = if (FortChar := Player.GetFortCharacter[]): if (ClassId = 1): # Apply Juggernaut stats FortChar.SetMaxHealth(MakeJuggernautClass().Health) FortChar.SetHealth(MakeJuggernautClass().Health) FortChar.SetMaxShield(MakeJuggernautClass().Shields) FortChar.SetShield(MakeJuggernautClass().Shields) Print("Class applied: Juggernaut") else if (ClassId = 2): # Apply Phantom stats FortChar.SetMaxHealth(MakePhantomClass().Health) FortChar.SetHealth(MakePhantomClass().Health) FortChar.SetMaxShield(MakePhantomClass().Shields) FortChar.SetShield(MakePhantomClass().Shields) Print("Class applied: Phantom")