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* // handle cleanup on aisle twelve

(0:1) Whenever somebody moves,
 (1:17) and they (moved from/are standing at) floor type 35,
 (1:18) and they (moved from/are standing at) object type 2460,
  (3:5) where the triggering furre (moved from/is standing at),
    (5:1) set the floor to type 34.
    (5:4) place object type 2.

(0:1) Whenever somebody moves,
 (1:17) and they (moved from/are standing at) floor type 35,
 (1:1002) and they are holding item 2460 in their paws,
  (3:5) where the triggering furre (moved from/is standing at),
    (5:1) set the floor to type 34.
    (5:4) place object type 2.

(0:18) When somebody drops object type 2460,
 (1:17) and they (moved from/are standing at) floor type 35,
  (3:5) where the triggering furre (moved from/is standing at),
    (5:1) set the floor to type 34.
    (5:4) place object type 2.

(0:18) When somebody drops object type 2460,
 (1:17) and they (moved from/are standing at) floor type 160,
  (3:5) where the triggering furre (moved from/is standing at),
    (5:4) place object type 0.

* // design butler to run around and remove excess fish

(0:50) When countdown timer 198 goes off,
    (5:532) set variable %cleanfish to the X,Y position of a random spot where the object is type 2460 somewhere in the dream,

(0:50) When countdown timer 198 goes off,
 (1:1013) and position (%cleanfish) is object type 2460,
    (5:41) place object type 0 at (%cleanfish).
    (5:50) set countdown timer 198 to go off in 300 seconds.