Summary
When attempting to trigger “Dobuff”, the “Onbegin” condition will be activated. However, clicking the “Buy” button on the UI does not trigger it?
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using {/innolab@fortnite.com/MyProjectL/data}
Damage_multiplier := class(creative_device):
@editable
StoreButton : button_device = button_device{}
#@editable
#Speed:\[\]player_movement_settings_device = array{}
@editable
Speed:\[\]movement_modulator_device = array{}
@editable
Storehouse:\[\]conditional_button_device = array{}
@editable
BasicDMGInc : damage_amplifier_powerup_device = damage_amplifier_powerup_device{}
@editable
BuffDuration : float = 999999999.0 # How many seconds the damage buff lasts
DoDamageBuff(Player : agent) : void =
BasicDMGInc.Despawn
if (Character := Player.GetFortCharacter\[\]):
if:
savedata:=PlayerSavedData\[Player\]
then:
BasicDMGInc.SetMagnitude(1.0+savedata.DamageModifierLevel\*0.1)
BasicDMGInc.SetDuration(BuffDuration)
BasicDMGInc.Pickup(Player)
DoSpeedbuff(Player : agent) : void =
if (Character := Player.GetFortCharacter\[\]):
if:
savedata:=PlayerSavedData\[Player\]
SP:=Speed\[savedata.SpeedLevel\]
then:
SP.Activate(Player)
OnBegin<override>()<suspends> : void =
InitialSavedPlayerData:int = 0
Players := GetPlayspace().GetPlayers()
for (Player : Players):
DoDamageBuff(Player)
DoSpeedbuff(Player)
StoreButton.InteractedWithEvent.Subscribe(StoreButtonPressed)
StoreButtonPressed(Agent : agent) : void =
if (Player := player\[Agent\]):
for (Index := 0..Storehouse.Length - 1):
if (Gun := Storehouse\[Index\]):
Count:=Gun.GetItemCount(Agent,0)
if:
savedata:=PlayerSavedData\[Player\]
then:
vardata:=savedata.GetVar()
if:
set vardata.ShopUnlock\[Index\]=true
Left:=if(Y:=vardata.ShopLeft\[Index\]) then Y else 0
set vardata.ShopLeft\[Index\]=Left+Count
set PlayerSavedData\[Player\]=vardata.GetPersistable()
Buy(Index:int,item:LevelUpItem,btn:button_loud):void=
if(Data:= PlayerSavedData\[Player\]):
varData:=Data.GetVar()
if(Index=0):
set varData.MaxHealthLevel=Data.MaxHealthLevel+1
set varData.Gold=Data.Gold-100
if (Character := Player.GetFortCharacter\[\]):
Character.SetMaxHealth(100.0+varData.MaxHealthLevel\*10.0)
else if(Index=1):
set varData.MaxShieldLevel=Data.MaxShieldLevel+1
set varData.Gold=Data.Gold-100
if (Character := Player.GetFortCharacter\[\]):
Character.SetMaxShield(100.0+varData.MaxShieldLevel\*10.0)
else if(Index=2):
set varData.DamageModifierLevel=Data.DamageModifierLevel+1
set varData.Gold=Data.Gold-100
DamageMultiplier.DoDamageBuff(Player)
else if(Index=3):
set varData.SpeedLevel=Data.SpeedLevel+1
set varData.Gold=Data.Gold-100
DamageMultiplier.DoSpeedbuff(Player)
if:
set PlayerSavedData\[Player\]=varData.GetPersistable()
UpdateItem(Index,item,btn)
Update()
Expected Result
Both of the two triggering methods in the code are functioning properly.
Observed Result
When attempting to trigger “Dobuff”, the “Onbegin” condition will be activated. However, clicking the “Buy” button on the UI does not trigger it?
Platform(s)
windows11