# Import the basic tools we need using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /Verse.org/Native } # Define our Shop Logic ShopLogic := class(creative_device): # 1. Define our Variables (The "Inventory Slots") # These are 'int' because coins are whole numbers var PlayerCoins : int = 100 # Starting gold in the shop var ItemCost : int = 25 # Cost of the weapon var ItemName : string = "Assault Rifle" # What we are selling # 2. The Function (The "Trigger" Action) # This runs when we call BuyItem() BuyItem() : void = # Check if we have enough coins (Equality Operator: =) if (PlayerCoins >= ItemCost): # 3. Compound Assignment (The Shortcut) # Subtract cost from coins: PlayerCoins = PlayerCoins - ItemCost set PlayerCoins -= ItemCost # Add the item to the player (Simplified logic for demo) # In real UEFN, you'd use ItemGranter here Print("Purchased " + ItemName + "! Remaining Coins: " + string("{PlayerCoins}")) else: # Not enough gold! Print("Not enough gold! You need " + string("{ItemCost - PlayerCoins}") + " more.") # 4. The Start Event (When the game begins) OnBegin() : void = # Let's simulate a purchase BuyItem() # Let's simulate another purchase BuyItem()