using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Verse.org/Simulation } # This is our Custom Device. It's like a blueprint for our "Desperation Healer." Desperation_Healer := class(creative_device): # @editable means we can change this value in the editor without rewriting code. # Think of this as the "Threshold" setting on a device. var Health_Threshold : float = 30.0 # This is the function that runs when the trigger is activated. # It's like the "On Triggered" event in standard Creative. On_Trigger_Activated := func(trigger: trigger_device, agent: agent): # 1. Check if the agent is actually a player. # In Verse, 'agent' is a generic term for any character. # We need to cast it to a 'player_character' to access health. if (player_char := as(agent)): # 2. Get the player's current health. # This is like checking the loot box to see what's inside. current_health := player_char.Get_Health() # 3. The Logic: If health is below the threshold, heal them. # This is the "If-Then" rule. if (current_health < Health_Threshold): # Set health to 100 (or whatever you want) player_char.Set_Health(100.0) # Optional: Visual feedback! Let's flash the player white for a split second. # This is like a "hit marker" effect. player_char.Set_Visual_Effect("Flash_White") else: # If they are healthy, do nothing. # Or, you could add damage here: player_char.Set_Health(0.0) pass # This connects our Verse code to the Trigger Device in the editor. # It's like plugging a cable into a wall socket. Trigger_On_Activated := func(trigger: trigger_device): # We need to find out *who* triggered it. # The trigger device gives us a list of agents currently inside it. agents := trigger.Get_Activated_Agents() # Loop through each agent in the list. # Think of this like checking every player in the lobby one by one. for (agent : agents): # Call our main function for this specific agent. On_Trigger_Activated(trigger, agent)