using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Game }
damage_device := class(creative_device):
@editable
WeaponButtons : []conditional_button_device = array{}
@editable
DamageTest : damage_amplifier_powerup_device = damage_amplifier_powerup_device{}
@editable
VFX1 : visual_effect_powerup_device = visual_effect_powerup_device{}
@editable DamageMultiplier : float = 0.0
var Logic : logic = false
WeaponButtons_Func(Player : player)<suspends>:void=
if (FC := Player.GetFortCharacter[], Agent := FC.GetAgent[]):
loop:
Sleep(0.5)
var AnyButtonHeld : logic = false
for (Button : WeaponButtons):
if (Button.IsHoldingItem[Player]):
set AnyButtonHeld = true
DamageTest.Spawn()
VFX1.Spawn()
VFX1.Pickup(Agent)
DamageTest.Pickup(Agent)
DamageTest.SetMagnitude(DamageMultiplier)
Print("arme en main")
if (AnyButtonHeld = false):
DamageTest.SetMagnitude(1.0)
DamageTest.Despawn()
VFX1.Despawn()
Print("arme pas en main")
if (Logic = true):
break
OnBegin<override>()<suspends>:void =
for (Player : GetPlayspace().GetPlayers(), FortCharacter := Player.GetFortCharacter[]):
spawn:
WeaponButtons_Func(Player)
#Selling custom damage device
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