SlayerChallenge := class(creative_device):
# These are references to the devices we placed in the editor.
# Think of these as "wires" we’ll connect in the editor.
Tracker: tracker_device = tracker_device{}
Accolades: accolades_device = accolades_device{}
# This function runs when the game starts.
OnBegin<override>()<suspends>: void=
# We need to listen for when the Tracker hits its goal.
# The Tracker emits an event called 'GoalReached' on a specific channel.
# We'll use Channel 1 for this challenge.
# Subscribe to the Tracker's GoalReached event.
# When the tracker hits 3 kills, this lambda (anonymous function) runs.
Tracker.GoalReached.Subscribe(
func(player: player, channel: int): void=
# Check if the signal came from our specific channel (Channel 1)
if channel == 1:
# Award the accolade to the player who triggered it.
# This is where the XP gets handed out.
Accolades.Award(player, "Slayer of Ice")
)
accolades_device
deviceaccolades_device<public> := class<concrete><final>(creative_device_base)
Used to set up islands so players will earn Battle Pass XP when they interact with your island. Accolades are achievements or accomplishments that players can complete to earn XP.
- Module
- /Fortnite.com/Devices
- Source
- fortnite
Used in
Level Up! How to Give Players Awesome Rewards
verse-library
# Think of them as tools in your toolbox.
@editable
VictoryTrigger : trigger_device = trigger_device{}
@editable
ItemGranter : item_granter_device = item_granter_device{}
@editable
Accolades : accolades_device = accolades_device{}
# This runs when the game starts.
OnBegin<override>()<suspends> : void =
# Wait for the player to step on the trigger.
# This is like waiting for a bell to ring.
loop:
GamePlay / Checkpoint Device
verse-source
# Audio player for unlock sound
@editable
UnlockSound : audio_player_device = audio_player_device{}
# Accolades device for awarding XP
@editable
AccoladesFirstPlayer : accolades_device = accolades_device{}
# Accolades device for awarding XP
@editable
AccoladesOtherPlayers : accolades_device = accolades_device{}
# Score manager device for awarding points
PlantSystem / Player Farming Progression
verse-source
# Persistent player data storage
@editable
PlayerDataDevice<public> : persistent_storage_device = persistent_storage_device{}
# Experience granting device
@editable
XPDevice<public> : accolades_device = accolades_device{}
# Game constants
XPPerLevel : int = 1000
MaxLevel : int = 10
# Initialize the progression system