Home ] Up ] 

set fishing values ] set nibble and catch chances ] [ catch a fish ] handle cleanup on aisle twelve ] nibble checking ] jiggle hook ] seat casting and turning ] fish maker ] 

* // catch a fish

(0:16) When a furre uses any object,
 (1:18) and they (moved from/are standing at) object type 2456,
 (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 2440,
 (1:1000) and a random dice roll comes up (%catchfish percent of the time),
    (5:300) set variable %fishcaught to the value 1.

(0:16) When a furre uses any object,
 (1:18) and they (moved from/are standing at) object type 2457,
 (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 2440,
 (1:1000) and a random dice roll comes up (%catchfish percent of the time),
    (5:300) set variable %fishcaught to the value 1.

(0:16) When a furre uses any object,
 (1:18) and they (moved from/are standing at) object type 2458,
 (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 2440,
 (1:1000) and a random dice roll comes up (%catchfish percent of the time),
    (5:300) set variable %fishcaught to the value 1.

(0:16) When a furre uses any object,
 (1:18) and they (moved from/are standing at) object type 2459,
 (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 2440,
 (1:1000) and a random dice roll comes up (%catchfish percent of the time),
    (5:300) set variable %fishcaught to the value 1.

* // determine where score goes

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (184,145),
 (1:202) and variable %catcha is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catcha and add 1 to it.

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (188,145),
 (1:202) and variable %catchb is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catchb and add 1 to it.

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (188,146),
 (1:202) and variable %catchc is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catchc and add 1 to it.

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (182,147),
 (1:202) and variable %catchd is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catchd and add 1 to it.

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (190,149),
 (1:202) and variable %catche is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catche and add 1 to it.

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (184,150),
 (1:202) and variable %catchf is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catchf and add 1 to it.

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (186,153),
 (1:202) and variable %catchg is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catchg and add 1 to it.

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (184,154),
 (1:202) and variable %catchh is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catchh and add 1 to it.

(0:16) When a furre uses any object,
 (1:19) and they (moved from/are standing at) position (190,155),
 (1:202) and variable %catchi is less than 30,
 (1:200) and variable %fishcaught is equal to 1,
    (5:302) take variable %catchi and add 1 to it.

* // done checking, see if we do any catching

(0:16) When a furre uses any object,
 (1:200) and variable %fishcaught is equal to 1,
    (5:300) set variable %fishcaught to the value 0.
    (5:11) play sound 34 to every furre who can see the triggering furre.
  (3:10) in the space right in front of the triggering furre,
    (5:4) place object type 2438.
  (3:5) where the triggering furre (moved from/is standing at),
    (5:4) place object type 2460.
    (5:1) set the floor to type 35.
    (5:50) set countdown timer 80 to go off in 30 seconds. fish up
    (5:50) set countdown timer 81 to go off in 0 seconds. dive or spash
    (5:50) set countdown timer 82 to go off in 0 seconds. splash
    (5:50) set countdown timer 83 to go off in 2 seconds. remove ripple
    (5:50) set countdown timer 198 to go off in 300 seconds.

* // nope check for fish jumping otherwise normal exit on fish

(0:16) When a furre uses any object,
 (1:18) and they (moved from/are standing at) object type 2456,
 (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 2440,
 (1:1000) and a random dice roll comes up (5 percent of the time),
    (5:300) set variable %fishcaught to the value 2.

(0:16) When a furre uses any object,
 (1:18) and they (moved from/are standing at) object type 2457,
 (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 2440,
 (1:1000) and a random dice roll comes up (5 percent of the time),
    (5:300) set variable %fishcaught to the value 2.

(0:16) When a furre uses any object,
 (1:18) and they (moved from/are standing at) object type 2458,
 (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 2440,
 (1:1000) and a random dice roll comes up (5 percent of the time),
    (5:300) set variable %fishcaught to the value 2.

(0:16) When a furre uses any object,
 (1:18) and they (moved from/are standing at) object type 2459,
 (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 2440,
 (1:1000) and a random dice roll comes up (5 percent of the time),
    (5:300) set variable %fishcaught to the value 2.

(0:16) When a furre uses any object,
 (1:200) and variable %fishcaught is equal to 2,
    (5:300) set variable %fishcaught to the value 0.
  (3:10) in the space right in front of the triggering furre,
    (5:4) place object type 2439.
    (5:50) set countdown timer 80 to go off in 30 seconds. fish up
    (5:50) set countdown timer 81 to go off in 0 seconds. dive or spash
    (5:50) set countdown timer 82 to go off in 1 seconds. splash
    (5:50) set countdown timer 83 to go off in 0 seconds. remove ripple