using { /Fortnite.com/AI } using { /Fortnite.com/Characters } using { /Fortnite.com/Game } using { /Verse.org/Simulation } # This is our main script structure. # Think of this as the "Brain" of the NPC. MyBehavior := class(npc_behavior): # This function runs automatically when the NPC starts. # It's like the "Start of Match" screen. OnBegin():void= # STEP 1: GET THE AGENT # We ask the NPC: "Who are you?" # This grabs the unique ID for this specific NPC instance. # GetAgent[] can fail, so it must be called inside a failure context (if). if (BossAgent := GetAgent[]): # Let's verify we got it by printing to the debug console. # GetAgent[] returns an agent interface value; Print accepts any. Print("Boss NPC behavior has started and Agent is live.") # STEP 2: MONITOR DAMAGE IN A LOOP # Cast the Agent to fort_character so we can access health events. # fort_character is the real interface for Fortnite character stats. if (BossCharacter := BossAgent.GetFortCharacter[]): # Subscribe to the damage taken event on the fort_character. BossCharacter.DamagedEvent().Subscribe(OnTakeDamage) # Keep this behavior alive so the subscription stays active. loop: Sleep(1.0) # STEP 3: HANDLE DAMAGE # This function is called by DamagedEvent every time the NPC takes damage. # damage_result carries info about the hit (amount, instigator, etc.). OnTakeDamage(Result:damage_result):void= # Get the Agent so we can identify which NPC was hurt. if (BossAgent := GetAgent[]): # Cast to fort_character to read live health data. # fort_character exposes GetHealth() for current HP. if (BossCharacter := BossAgent.GetFortCharacter[]): CurrentHP := BossCharacter.GetHealth() Print("Ouch! Boss took damage and now has {CurrentHP} HP left.")