# We define a script named "dino_crafting_station" # This script will run when someone interacts with the device. # We bind it to an interactable_trigger_device so the editor gives # us a real OnInteracted event to hook into. using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } dino_crafting_station := class(creative_device): # Drag an Interactable Trigger Device into the editor and # connect it to this property so we can listen for interactions. @editable CraftingTrigger : interactable_trigger_device = interactable_trigger_device{} # item_granters placed in the editor supply the physical items. # Wire one granter per item type in the UEFN editor. @editable WhiteEggGranter : item_granter_device = item_granter_device{} # configured to grant White Dino Egg @editable HealEggGranter : item_granter_device = item_granter_device{} # configured to grant Heal Egg # We track each player's egg count with a simple counter. # Key = agent hash; value = white-egg count the player has "spent" tokens for. # note: Verse has no runtime inventory-query API yet, so we manage # a logical counter that increments when the granter awards an egg # and decrements on a successful craft. var WhiteEggCounts : [agent]int = map{} OnBegin() : void = # Subscribe to the trigger's interacted event. CraftingTrigger.InteractedWithEvent.Subscribe(OnInteract) # This function runs when a player presses the interact button. OnInteract(Player : agent) : void = # 1. CHECK INVENTORY: Look up the player's logical egg count. # We use 0 as the default when the player has never been seen. HasMaterial : logic = if (Count := WhiteEggCounts[Player], Count > 0): true else: false # 2. LOGIC: Did they have the egg? if (HasMaterial?): # 3. SPEND MATERIAL: Decrement the White Dino Egg counter. # This simulates "crafting cost". if (OldCount := WhiteEggCounts[Player]): set WhiteEggCounts[Player] = OldCount - 1 # 4. REWARD: Give them a Heal Egg via its item_granter_device. # GrantItem fires the granter toward the interacting agent. HealEggGranter.GrantItem(Player) # Optional: Tell the player "Crafting Successful!" # (In a full game, you'd play a sound or show text here.) Print("Crafting Complete! You got a Heal Egg.") else: # If they didn't have the egg, tell them to go find more. Print("Missing materials! Need a White Dino Egg.") # Call this whenever your island awards a White Dino Egg to a player # (e.g. from a pickup trigger) so the counter stays accurate. AwardWhiteEgg(Player : agent) : void = CurrentCount : int = if (C := WhiteEggCounts[Player]): C else: 0 set WhiteEggCounts[Player] = CurrentCount + 1 WhiteEggGranter.GrantItem(Player)