# This is our module. Think of it as the "Island" itself. module Revenge_Trap # We need to import the tools we need from Fortnite's API. using /Fortnite.com/Devices using /Fortnite.com/Components # --- THE TURRET LOGIC --- # This function checks the turret's health. # Effect: reads # Why? Because we are just looking at the health number. # We aren't changing it. It's like checking your shield bar. Get_Turret_Health := function(turret: CreativeDevice): int => # GetHealth is a standard device function. # It returns an integer (whole number). turret.GetHealth() # This function makes the turret fire. # Effect: writes # Why? Because it changes the state of the game (spawns a projectile). # It might also reduce ammo, which is a write operation. Fire_Turret := function(turret: CreativeDevice): void => # This is a placeholder for the actual firing logic. # In real Verse, you'd call something like: # turret.Fire() or spawn_projectile(...) # Since this changes the world, it has the 'writes' effect. print("Turret fires at intruder!") # This is our main event handler. # It runs when a player enters the trigger zone. # Effect: reads (initially checks state), writes (triggers action) On_Player_Enter := function(player: Player, trigger: TriggerDevice): void => # Step 1: READ the turret's health. # We are observing, not changing. current_health := Get_Turret_Health(trigger.GetAssociatedCreativeDevice()) # Step 2: DECIDE based on that read. if current_health > 0: # Step 3: WRITE to the world. # The turret fires! This changes the game state. Fire_Turret(trigger.GetAssociatedCreativeDevice()) else: print("Turret is destroyed. No revenge today.") # --- THE SETUP --- # To make this work, you need to set up your island: # 1. Place a Trigger Device. # 2. Place a Creative Device (like a Turret or Spawner) and link it to the Trigger. # 3. Attach a Script Device with this Verse code. # 4. Link the Script to the Trigger's "On Actor Enter" event.