using { /Fortnite.com/Devices } using { /Fortnite.com/Game } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # This is our main script structure. Think of it as the "brain" of the device. loot_goblin_device := class(creative_device): # 1. DEFINE THE DEVICES # We declare editable references to the devices we placed in the editor. # Select this Verse device in UEFN and assign each slot in the Details panel. @editable MySupplyDrop : supply_drop_spawner_device = supply_drop_spawner_device{} # We also need a way to interact with players. We'll use a simple # PlayerScoreDevice to track gold. Place one in the editor and assign it here. @editable GoldTracker : score_manager_device = score_manager_device{} # We need a button_device so players can trigger the purchase. # Place one in the editor near the Trigger Zone and assign it here. @editable PurchaseButton : button_device = button_device{} # 2. DEFINE THE COST # The gold cost of a single supply drop. DropCost : int = 100 # 3. OnBegin runs once when the game starts. We wire up our events here. OnBegin() : void = # Subscribe to the button's activation event. # Whenever a player presses PurchaseButton, OnPlayerPurchase is called. PurchaseButton.InteractedWithEvent.Subscribe(OnPlayerPurchase) # 4. DEFINE THE EVENT HANDLER # This function runs when a player presses the PurchaseButton. OnPlayerPurchase(Player : player) : void = # 5. CHECK THE CONDITION # Get the player's current score (gold) from the tracker. CurrentGold := GoldTracker.GetCurrentScore(Player) # 6. LOGIC BRANCH if (CurrentGold >= DropCost): # Player has enough gold! # Deduct the gold by scoring a negative amount. GoldTracker.SetScoreOverride(Player, CurrentGold - DropCost) # Now, activate the supply drop! # Activate() triggers the spawner to drop a crate immediately. MySupplyDrop.Activate(Player) # Optional: log to the console for debugging. Print("Supply Drop Launched! You are rich.") else: # Player is broke. Print("Not enough gold! You need {DropCost} gold.")