* // 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