# We are defining a "Script" which is a container for our logic. # Think of it like a blueprint for a new device. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } # This is our "Device" definition. # It’s like creating a custom prop that knows how to behave. power_bench := class(creative_device): # This is a "Variable". # It holds the button we want to control. # We link it in the editor by dragging the button onto this slot. var my_button: button_device = create() # This is an "Event". # It listens for when the button is pressed. # Analogy: Like a tripwire on a trap. When triggered, it runs the code below. on_button_pressed := event() # This function runs when the event above fires. # It checks if the player has the fuel. on_button_pressed(played_player: player): # 'Has_Item' is a check. Like checking your inventory. # We check if the player has an 'Active Powercell'. has_fuel: bool = played_player.Has_Item("Active Powercell") # If the player has fuel, turn the button GREEN. # If not, turn it RED. # This gives visual feedback, just like a health bar changing color. if has_fuel: my_button.Set_Color(Color: Green) # Optional: Play a sound or particle here! else: my_button.Set_Color(Color: Red)