* // 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.