# ChaosLock.ver # A simple Verse script to manage a QTE door # 1. DEFINE THE CONSTANTS (The Rules) # Think of these as the "Patch Notes" for your island. They never change. const MAX_SUCCESSES := 3 const MAX_FAILURES := 2 const TIMER_SECONDS := 10.0 # 2. DEFINE THE ENTITIES (The Props) # These are references to devices you place in the editor. # 'bind' means "connect this code variable to that device." var door_prop_mover := bind("Door_Mover") var skilled_interaction := bind("Chaos_Lock_Device") var view_model := bind("Chaos_UI_Controller") # 3. DEFINE THE STATE (The Scoreboard) # Variables that change during the game. var current_successes := 0 var current_failures := 0 var is_active := false # 4. THE MAIN FUNCTION (The Game Loop) # This runs when the device starts. start_interaction() := func(): is_active = true current_successes = 0 current_failures = 0 # Update UI immediately update_ui() # Start the timer (simulated) wait(TIMER_SECONDS) # Check if time ran out if is_active: fail_interaction("Time's up! Try again.") # 5. HANDLING SUCCESS # Called when the player hits a target on_success() := func(): if not is_active: return current_successes += 1 update_ui() # Check for win condition if current_successes >= MAX_SUCCESSES: win_interaction() # 6. HANDLING FAILURE # Called when the player misses or makes a mistake on_failure(): if not is_active: return current_failures += 1 update_ui() # Check for lose condition if current_failures >= MAX_FAILURES: fail_interaction("Too many misses! You're locked out.") # 7. WIN/LOSS LOGIC win_interaction() := func(): is_active = false # Open the door door_prop_mover.Set_Target_Position(1.0) # 1.0 is usually "open" view_model.Show_Message("SUCCESS! Door Open.") # Optional: Play a sound or particle effect here fail_interaction(message: string) := func(): is_active = false # Trigger a trap (e.g., knockback) view_model.Show_Message(message) # Note: In a full script, you'd trigger a damage event here # 8. UI UPDATER # This pushes data to the View Model update_ui() := func(): # This is pseudo-code for how you'd bind data to the UI # In real UEFN, you'd use specific View Model bindings view_model.Set_Text("Successes", string(current_successes) + "/" + string(MAX_SUCCESSES)) # Calculate progress for timer bar # (Simplified: assumes timer is handled externally or via device settings) view_model.Set_Progress(current_failures / MAX_FAILURES)