Custom Weapon Creative Device
Custom Weapon Creative Device
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Details
Turn any item into a special weapon. The Custom Weapon Creative Device adds bonus damage when a player who is holding a chosen item hits another player, so a plain pickaxe, a specific gun or a quest item can hit harder than everything else.
Perfect for: tactical shooters, boss weapons, role-based abilities and one-hit tag mechanics.
What Problem It Solves
- Give one item extra damage without editing weapon stats or building a separate class for it.
- Make an item that normally does no damage, such as a pickaxe in some modes, deal a fixed amount.
- Scale all hits from that item with a multiplier.
How It Works
Players are registered automatically when they join. The device listens to each player's damage and shield-damage events. When a hit lands, it checks whether the attacker is holding the item set on the linked Conditional Button. If they are, the hit's damage plus Fallback Damage Amount (only applied when the original hit did no damage) is multiplied by Maybe Damage Multiplier and applied to the target. Self-inflicted damage is ignored.
Setup
- Copy
custom_weapon_device.verseinto your project and run Verse > Build Verse Code. - Place a Conditional Button and set its Key Item 1 to the item players must hold.
- Place the Custom Weapon device and link the Conditional Button to Conditional Button.
- Set Fallback Damage Amount and Maybe Damage Multiplier.
- Optionally link a Trigger to Add Agent Trigger to register NPCs or late players manually.
Settings
- Conditional Button: defines the item the attacker must be holding.
- Fallback Damage Amount: damage applied when the original hit did none. Default 20.
- Maybe Damage Multiplier: multiplier for the total. Default 1.0; leave unset for no extra damage.
- Add Agent Trigger: registers the triggering agent for damage tracking.
Project Outline
Content/ ├── custom_weapon_device.verse └── README.md
Frequently Asked Questions
What does Custom Weapon actually do?
It adds extra damage when a player holding a chosen item hits another player. If the hit did no damage on its own it applies a fallback amount, and the total can be multiplied.
How do I choose the item?
Place a Conditional Button, set its Key Item to the weapon or item, and link it to the device. The button is only used to check what the player is holding.
What can I change without code?
The fallback damage (20 by default), the multiplier (1.0 by default) and the Conditional Button. Self-inflicted damage is always ignored.
Does it work for players who join late?
Yes. Players are registered automatically when they join, and there is an Add Agent Trigger to register someone manually.
Do I need UEFN?
Yes. It is a Verse device.
NOTE: This device is provided free of charge. The code is provided as is; updates and bug fixes may be released but are not guaranteed.
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