Award

method
Award<public>(Agent: agent): void

Awards the XP to `agent`.

Module
/Fortnite.com/Devices
Declared in
accolades_device
Source
fortnite

Used in

OnRedZoneEntered(Player : ?agent) : void =
        set RedScore += 1
        # Award the point through the Score Manager device wired to Team 1.
        # score_manager_device.Activate() grants the score value configured on the device.
        if (LivePlayer := Player?):
            RedScoreManager.Activate(LivePlayer)

    # Called whenever a player steps into the Blue capture zone.
    OnBlueZoneEntered(Player : ?agent) : void =
# # note: item_granter_device.GrantItem() accepts an agent
                # and grants whatever item is set up in the device properties.
                ItemGranter.GrantItem(Agent)

                # 2. Give them an accolade (XP and badge).
                # The accolade name and XP value are set in the editor.
                # Calling Award() triggers the device for this agent.
                # # note: accolades_device.Award() signals the device to
                # display the configured accolade for the given agent.
                Accolades.Award(Agent)

                # 3. Print a debug message confirming the reward fired.
                # Use a HUD Message device in the editor for in-game text.
# Activates the vfx_creator_device wired to HitVFX.
        HitVFX.Begin(Agent)

        # 3. Update the local score counter
        set Score = Score + 1

        # 4. Award score through the score_manager_device
        # This updates the player's in-game score on the HUD scoreboard.
        ScoreManager.Activate(Agent)

        # 5. Show feedback message via hud_message_device
        # note: hud_message_device shows a preset message; to display
        # dynamic text you change the Message property in the editor
GamePlay / Checkpoint Device verse-source
if (IsFirst?):
            # Award points for first unlock
            ScoreManager.SetScoreAward(FirstUnlockPoints)
            ScoreManager.Activate(RewardedAgent)
            
            # Award XP for first unlock
            AccoladesFirstPlayer.Award(RewardedAgent)
        else:
VhsSystem / Vhs Controller Device verse-source
# Award points via score system - skip if replaying a broadcast
            if (Session.HasCompletedBroadcast = false):
                if(AwardBroadcastScore[Agent, ScoreResult]):
                    if (EnableDebug?):
                        Logger.Print("Awarded {ScoreResult.TotalScore} points to player via score system")
VhsSystem / Vhs Scoring verse-source
# Award score to player using existing score_data system
    AwardScoreToPlayer<public>(Agent : agent, Result : vhs_score_result)<transacts><decides> : void =
        PlayerData := GetPlayerData[Agent]
        # Add to player's total score
        set PlayerData.SessionData.ScoreData.Score += Result.TotalScore
        
        # Track VHS-specific achievement
        set PlayerData.SessionData.ScoreData.Objective.ObjectivesCompleted += 1
        
        # If victory, increment wins
        if (Result.IsVictory?):
            set PlayerData.SessionData.ScoreData.Wins += 1
        
        Logger.Print("Awarded {Result.TotalScore} points to player (Total: {PlayerData.SessionData.ScoreData.Score})")
PlantSystem / Player Farming Progression verse-source
# Award experience to player
    AwardExperience<public>(Agent : agent, Amount : int)<transacts><decides>:void =
        CheckPlayerInfoForPlayer[Agent]
        if (PlayerInfo := PlayerInfoMap[Agent]):
            NewXP := PlayerInfo.Experience + Amount
            NewLevel := Min((NewXP / XPPerLevel) + 1, MaxLevel)
            
            # Create updated player info
            set PlayerInfoMap[Agent] = farming_player_info:
                MakePlayerInfo<constructor>(PlayerInfo)
                Experience := NewXP
                Level := NewLevel

            if (NewLevel > PlayerInfo.Level):
                OnPlayerLevelUp(Agent, NewLevel)
                XPDevice.AwardXP(Agent)

            # Save progress after significant changes
            SavePlayerData[Agent]
PlantSystem / Farming Game verse-source
# Award XP
        ProgressionSystem.AwardHarvestingXP(Agent)
        
        # Grant rewards
        AwardHarvestRewards(Agent, PlantType)
        
        # Update score
JoustingGame / Jousting Score Controller verse-source
# Award XP for the Team 1000 points per Category Win
                if(WinnerScore > 0):
                    Controller.AwardTeamXP(Config.TeamXPPerVictoryPoint)
                
        # Announce total victory points awarded to each team this round
        Sleep(2.0) # Wait for individual announcements to complete
        AnnounceRoundVictoryPointTotals()