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* // fish maker

* // Remove ripple

(0:50) When countdown timer 83 goes off,
 (1:1013) and position (%fishing) is object type 2438, a splash
     (5:41) place object type 2411 at (%fishing). no fish
     (5:312) set variable %fishingface to the total of rolling 1 dice with 10 sides plus 5.
     (5:50) set countdown timer 80 to go off in %fishingface seconds.

* // remove Splash

(0:50) When countdown timer 82 goes off,
 (1:1013) and position (%fishing) is object type 2439, leaping fish
     (5:41) place object type 2438 at (%fishing). a splash
     (5:10) play sound 36 to every furre who can see (%fishing).
     (5:50) set countdown timer 83 to go off in 2 seconds.

* // Sink to bottom or jump, which way we go?

(0:50) When countdown timer 81 goes off,
    (5:300) set variable %nibblecheck to the value 0.
    (5:530) set variable %fishing to the X,Y position of a random spot where the object is type 2440 within the rectangle (182,146) - (192,156),

* // fish jumps

(0:50) When countdown timer 81 goes off,
 (1:1000) and a random dice roll comes up (2 percent of the time),
     (5:41) place object type 2439 at (%fishing). a splash
     (5:10) play sound 35 to every furre who can see (%fishing).
     (5:50) set countdown timer 82 to go off in 1 seconds.

* // fish sinks

(0:50) When countdown timer 81 goes off,
 (1:1013) and position (%fishing) is object type 2440, fish up
     (5:41) place object type 2438 at (%fishing). ripple fish down
     (5:10) play sound 35 to every furre who can see (%fishing).
     (5:50) set countdown timer 83 to go off in 2 seconds.

* // Float to top

(0:50) When countdown timer 80 goes off,
 (1:1000) and a random dice roll comes up (60 percent of the time),
 (1:206) and variable %nibblecheck is not equal to 3,
    (5:530) set variable %fishing to the X,Y position of a random spot where the object is type 2411 within the rectangle (182,146) - (192,156),
     (5:41) place object type 2440 at (%fishing).
     (5:312) set variable %fishingtime to the total of rolling 1 dice with 10 sides plus 5.
     (5:50) set countdown timer 81 to go off in %fishingtime seconds.

* // no fish, restart timer

(0:50) When countdown timer 80 goes off,
 (1:1013) and position (%fishing) is object type 2411, no fish
 (1:206) and variable %nibblecheck is not equal to 3,
     (5:312) set variable %fishingface to the total of rolling 1 dice with 3 sides plus 3.
     (5:50) set countdown timer 80 to go off in %fishingface seconds.

(0:31) When a furre says {~buggy fish},
     (5:50) set countdown timer 80 to go off in 2 seconds.


(0:3) When somebody moves into object type 271,
 (1:19) and they (moved from/are standing at) position (180,144),
    (5:200) emit message {ADM's Hot Spring Fishing} to whoever set off the trigger.