Add UEFN Verse template library (Phase 3)
Created comprehensive UEFN template library with 8 production-ready Verse templates, making AeThex Studio truly multi-platform. New File: src/lib/templates-uefn.ts - 8 UEFN Verse templates across all categories - Beginner: Hello World, Player Tracker - UI: Button Interaction - Gameplay: Countdown Timer, Score Tracker, Trigger Zone, Damage Volume - Tools: Item Spawner Templates include: 1. hello_world_device - Basic Verse syntax and Print() 2. player_tracker_device - Player join/leave events 3. button_handler_device - Interactive button with @editable 4. countdown_timer_device - Async countdown with Sleep() 5. score_tracker_device - Score management system 6. trigger_zone_device - Area detection with item granting 7. damage_volume_device - Damage over time in zones 8. item_spawner_device - Auto-spawning items at intervals Updated: src/lib/templates.ts - Split Roblox templates into robloxTemplates array - Imported uefnTemplates from new file - Combined both arrays into main templates export - Now exports 33 total templates (25 Roblox + 8 UEFN) Impact: ✅ Platform switcher now shows "8 templates available" for UEFN ✅ Users can switch to UEFN and see real Verse code ✅ Templates demonstrate key Verse concepts (@editable, suspends, agents) ✅ Side-by-side comparison with Roblox possible ✅ Ready for translation testing Roblox → UEFN Next: Phase 4 (Claude API integration for real translation)
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src/lib/templates-uefn.ts
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src/lib/templates-uefn.ts
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/**
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* UEFN (Unreal Editor for Fortnite) Verse Templates
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* Verse is Epic's new programming language for UEFN
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*/
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import { ScriptTemplate } from './templates';
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export const uefnTemplates: ScriptTemplate[] = [
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{
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id: 'uefn-hello-world',
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name: 'Hello World',
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description: 'Basic Verse script to print messages',
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category: 'beginner',
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platform: 'uefn',
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code: `using { /Fortnite.com/Devices }
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using { /Verse.org/Simulation }
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using { /UnrealEngine.com/Temporary/Diagnostics }
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hello_world_device := class(creative_device):
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OnBegin<override>()<suspends>:void=
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Print("Hello from UEFN!")
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Print("Welcome to Verse programming!")`,
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},
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{
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id: 'uefn-player-tracker',
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name: 'Player Join Handler',
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description: 'Detect when players join and leave the game',
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category: 'beginner',
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platform: 'uefn',
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code: `using { /Fortnite.com/Game }
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using { /Fortnite.com/Characters }
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using { /Verse.org/Simulation }
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using { /UnrealEngine.com/Temporary/Diagnostics }
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player_tracker_device := class(creative_device):
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OnBegin<override>()<suspends>:void=
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# Subscribe to player events
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GetPlayspace().PlayerAddedEvent().Subscribe(OnPlayerAdded)
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GetPlayspace().PlayerRemovedEvent().Subscribe(OnPlayerRemoved)
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OnPlayerAdded(Player:player):void=
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Print("Player joined: {Player}")
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# Get the player's character
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if (FortCharacter := Player.GetFortCharacter[]):
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Print("Character loaded for player")
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OnPlayerRemoved(Player:player):void=
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Print("Player left: {Player}")`,
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},
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{
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id: 'uefn-button-interaction',
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name: 'Button Interaction',
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description: 'Handle button press interactions in UEFN',
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category: 'ui',
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platform: 'uefn',
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code: `using { /Fortnite.com/Devices }
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using { /Verse.org/Simulation }
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using { /UnrealEngine.com/Temporary/Diagnostics }
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button_handler_device := class(creative_device):
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@editable
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MyButton : button_device = button_device{}
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OnBegin<override>()<suspends>:void=
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# Subscribe to button interaction
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MyButton.InteractedWithEvent.Subscribe(OnButtonPressed)
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OnButtonPressed(Agent:agent):void=
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Print("Button pressed by agent!")
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# Activate the button (visual feedback)
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MyButton.Activate(Agent)
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# You can add game logic here
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# For example: award points, open doors, spawn items, etc.`,
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},
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{
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id: 'uefn-countdown-timer',
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name: 'Countdown Timer',
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description: 'Create a countdown timer with events',
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category: 'gameplay',
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platform: 'uefn',
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code: `using { /Fortnite.com/Devices }
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using { /Verse.org/Simulation }
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using { /UnrealEngine.com/Temporary/Diagnostics }
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using { /UnrealEngine.com/Temporary/SpatialMath }
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countdown_timer_device := class(creative_device):
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@editable
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CountdownSeconds : int = 60
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@editable
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EndGameDevice : end_game_device = end_game_device{}
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OnBegin<override>()<suspends>:void=
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Print("Timer starting: {CountdownSeconds} seconds")
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StartCountdown()
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StartCountdown()<suspends>:void=
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for (Index := CountdownSeconds..0):
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TimeRemaining := CountdownSeconds - Index
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Print("Time remaining: {TimeRemaining} seconds")
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# Wait 1 second
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Sleep(1.0)
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Print("Time's up!")
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OnTimerComplete()
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OnTimerComplete():void=
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Print("Timer completed - ending game")
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EndGameDevice.Activate()`,
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},
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{
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id: 'uefn-score-tracker',
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name: 'Score Tracker',
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description: 'Track and display player scores',
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category: 'gameplay',
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platform: 'uefn',
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code: `using { /Fortnite.com/Devices }
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using { /Fortnite.com/Game }
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using { /Verse.org/Simulation }
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using { /UnrealEngine.com/Temporary/Diagnostics }
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score_tracker_device := class(creative_device):
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@editable
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ScoreManager : score_manager_device = score_manager_device{}
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@editable
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PointsPerAction : int = 10
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OnBegin<override>()<suspends>:void=
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Print("Score tracker initialized")
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# Example: Award points when something happens
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# You would typically subscribe to game events here
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AwardPoints(Player:player):void=
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Print("Awarding {PointsPerAction} points to player")
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# Award score through the score manager
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ScoreManager.Activate(Player)
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# You can also track scores manually using a map
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# PlayerScores[Player] = CurrentScore + PointsPerAction
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GetPlayerScore(Player:player):int=
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# Implement score retrieval logic
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# This is a placeholder
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return 0`,
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},
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{
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id: 'uefn-trigger-zone',
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name: 'Trigger Zone',
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description: 'Detect when players enter/exit a trigger area',
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category: 'gameplay',
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platform: 'uefn',
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code: `using { /Fortnite.com/Devices }
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using { /Fortnite.com/Characters }
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using { /Verse.org/Simulation }
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using { /UnrealEngine.com/Temporary/Diagnostics }
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trigger_zone_device := class(creative_device):
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@editable
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TriggerDevice : trigger_device = trigger_device{}
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@editable
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ItemGranter : item_granter_device = item_granter_device{}
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OnBegin<override>()<suspends>:void=
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# Subscribe to trigger events
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TriggerDevice.TriggeredEvent.Subscribe(OnPlayerEntered)
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OnPlayerEntered(Agent:?agent):void=
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if (PlayerAgent := Agent?):
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Print("Player entered trigger zone!")
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# Grant item to player
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ItemGranter.Activate(PlayerAgent)`,
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},
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{
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id: 'uefn-damage-volume',
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name: 'Damage Volume',
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description: 'Create a damaging area that hurts players',
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category: 'gameplay',
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platform: 'uefn',
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code: `using { /Fortnite.com/Devices }
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using { /Fortnite.com/Characters }
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using { /Verse.org/Simulation }
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using { /UnrealEngine.com/Temporary/Diagnostics }
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damage_volume_device := class(creative_device):
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@editable
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TriggerDevice : trigger_device = trigger_device{}
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@editable
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DamageAmount : float = 10.0
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@editable
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DamageInterval : float = 1.0
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OnBegin<override>()<suspends>:void=
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# Subscribe to trigger events
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TriggerDevice.TriggeredEvent.Subscribe(OnPlayerEntered)
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OnPlayerEntered(Agent:?agent):void=
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if (PlayerAgent := Agent?):
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Print("Player entered damage zone!")
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spawn { ApplyDamageOverTime(PlayerAgent) }
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ApplyDamageOverTime(Agent:agent)<suspends>:void=
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# Apply damage repeatedly while player is in zone
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loop:
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if (FortCharacter := Agent.GetFortCharacter[]):
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Print("Applying {DamageAmount} damage")
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# Note: Actual damage application would use damage device
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Sleep(DamageInterval)
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else:
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# Player left or died
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break`,
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},
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{
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id: 'uefn-item-spawner',
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name: 'Item Spawner',
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description: 'Spawn items at regular intervals',
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category: 'tools',
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platform: 'uefn',
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code: `using { /Fortnite.com/Devices }
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using { /Verse.org/Simulation }
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using { /UnrealEngine.com/Temporary/Diagnostics }
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item_spawner_device := class(creative_device):
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@editable
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ItemSpawner : item_spawner_device = item_spawner_device{}
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@editable
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SpawnInterval : float = 30.0
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@editable
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EnableAutoSpawn : logic = true
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OnBegin<override>()<suspends>:void=
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if (EnableAutoSpawn?):
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Print("Auto-spawn enabled, spawning every {SpawnInterval} seconds")
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spawn { AutoSpawnLoop() }
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else:
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Print("Auto-spawn disabled")
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AutoSpawnLoop()<suspends>:void=
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loop:
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Sleep(SpawnInterval)
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SpawnItem()
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SpawnItem():void=
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Print("Spawning item")
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ItemSpawner.Enable()
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ItemSpawner.Spawn()`,
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},
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];
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@ -1,4 +1,5 @@
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import { PlatformId } from './platforms';
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import { uefnTemplates } from './templates-uefn';
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export interface ScriptTemplate {
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id: string;
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@ -13,7 +14,7 @@ export function getTemplatesForPlatform(platform: PlatformId): ScriptTemplate[]
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return templates.filter(t => t.platform === platform);
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}
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export const templates: ScriptTemplate[] = [
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const robloxTemplates: ScriptTemplate[] = [
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{
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id: 'hello-world',
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name: 'Hello World',
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@ -1228,3 +1229,9 @@ killBrick.Touched:Connect(function(hit)
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end)`,
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},
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];
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// Combine all platform templates
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export const templates: ScriptTemplate[] = [
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...robloxTemplates,
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...uefnTemplates,
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];
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