# This is a comment. Verse ignores lines starting with #. # We are defining a new "Actor" (a game object) that holds our logic. LootDialogActor := actor { # This is a "Variable" (a container that changes). # Think of it like a backpack slot. # Here, we link it to the Pop-up Dialog device we placed in the editor. # We'll assign this in the editor later. DialogDevice: PopUpDialogDevice = PopUpDialogDevice{} # This is a "Function" (a set of instructions). # Think of it like a combo move in fighting games. # It triggers when a player interacts with our trigger zone. OnPlayerEntered := func(player: Player) { # We are calling a method (an action) on the DialogDevice. # Show() is the action. It takes two things: # 1. The player who should see it. # 2. The text to show (we defined this in the device settings, # but we can also override it here if we wanted to). # Note: In Verse, we often pass the player to the dialog. # This ensures only THAT player sees the box. DialogDevice.Show(player) # Optional: Wait for the player to click. # The dialog stays open until they click. # We can listen for their choice if we want to do something different # based on Yes or No. For now, we just show it. } }