# This is a comment. It's like a sticky note on your code that the game ignores. # We are defining a script that runs on the ShopButton entity. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } # This is our main script block. Think of it as the "Brain" of the button. BlackMarketLogic := class(creative_script): # This is a VARIABLE. It’s a container for our button. # We call it 'shop_button' and it holds a 'conditional_button_device'. shop_button: conditional_button_device = conditional_button_device{} # This is another VARIABLE for our item granter. # We call it 'reward_granter'. reward_granter: item_granter_device = item_granter_device{} # This function runs when the script starts. It's like loading the map. OnBegin(): void = # Here we are "Registering" an event. # Think of this as setting up a trap. We don't know when it triggers, # but when it does, we want to run 'OnButtonPressed'. # shop_button.ActivatedEvent.Register(self, OnButtonPressed) # Note: In Verse, we often use 'Bind' or direct event registration. # For simplicity in this beginner example, we'll assume a direct trigger flow. # Let's register the event listener. shop_button.ActivatedEvent += func(event: conditional_button_device_activated_event): OnButtonPressed(event) # This is a FUNCTION. A function is like a recipe. # It takes an input (the event) and does something. OnButtonPressed(event: conditional_button_device_activated_event): void = # The button was pressed AND the currency check passed! # Now we need to give the player the item. # Get the player who pressed the button. # 'event.Get_Instigator()' gets the player who triggered the event. player := event.Get_Instigator() if (player != null): # Grant the item to the player. # 'Grant()' is the function that says "Here, take this." reward_granter.Grant(player) # Optional: Send a message to the player. # "Thanks for your money!" player.Send_message("Item Granted! Enjoy your gear.")