Fishing Pole Program

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Andreas
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Object Program

Post by Andreas » Wed Oct 22, 2003 8:59 pm

I want to make a fishing pole that will allow the user to FISH if in the appropriate place and have a random chance of catching a fish.

Great idea... and I'm clueless on where to start with the program. Any suggestions? :)
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Talos
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Item effects

Post by Talos » Wed Oct 22, 2003 11:45 pm

Andreas wrote:I want to make a fishing pole that will allow the user to FISH if in the appropriate place and have a random chance of catching a fish.
This actually has been done already. This particular program gives druids and rangers a better chance at succeeding. You can edit it as you see fit. Oh, and indent it appropriately. Oh, and just to clarify, what this is doing is checking to make sure the rod is held, the pc has movement points, and that the room is the correct sector (swimmable water, I think). It also is giving druids and rangers a 20% chance at succeeding, while everyone else has a 3% chance. If one wanted once could incorporate ability or skill checks. It just depends on how complicated you want it. I have plans in the future to attempt to make it so you can change baits. Yes, there truly is no end to the madness.

Code: Select all

>intercept_prog fish~
if wear_loc($o) != -1
  if moveprcnt($n) > 20
    if sector($n) == 6
      mpechoat $n You cast your line into the water and hope for a fish.
      mpechoaround $n $n casts $s line into the water.
      if guild($n) == rangers
      or guild($n) == clerics of mielikki
      or guild($n) == druids of chauntea
        if rand(20)
          mpechoat $n You pull in a nice trout!
          mpechoaround $n $n pulls in a nice trout!
          mpoload 8153
          drop i8153

          mpmadd $n currmove -30
        else
          mpechoat $n You wait awhile, but nothing bites.
          mpechoaround $n $n waits for a time, but catches nothing.
          mpmadd $n currmove -20
        endif
      else
        if rand(3)
          mpechoat $n You pull in a nice trout!
  	  mpechoaround $n $n pulls in a nice trout!
	  mpoload 8153
	  drop i8153
          mpmadd $n currmove -60
        else
          mpechoat $n You wait awhile, but nothing bites.
          mpechoaround $n $n waits for a time, but catches nothing.
          mpmadd $n currmove -40
        endif
      endif
    else
      mpechoat $n You cannot catch fish here.
    endif
  else
    mpechoat $n You're all fished out.
  endif
else
  mpechoat $n You must hold the rod.
endif
~
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Andreas
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RE: Fishing program

Post by Andreas » Thu Oct 23, 2003 4:54 pm

THANK YOU, TALOS!! *HUG*

(Bet y'all never thought you'd see the day, huh? *chuckle*)

Next question:

Can this program be made to work only in certain rooms (vnums)? I'm also thinking of making crab and lobster traps. Problem I see with this is people using them in freshwater (even though there's no code difference between salt and fresh water).
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Andreas
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Salt vs. Fresh Water

Post by Andreas » Wed Nov 19, 2003 7:55 pm

I was trying to think of a way around this for the fishing pole program, but just can't seem to come up with anything.

Saltwater organisms (mostly) can't survive in freshwater and vice versa. If I code the pole to catch sea bass... and it gets used in a freshwater lake... it's going to look VERY stupid.

Is there a flag that can be added to water rooms to differentiate between salt and fresh water sectors?
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Andreas
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RE: Salt vs. Fresh Water

Post by Andreas » Fri Nov 21, 2003 4:09 pm

You DO realise that if you coded different sectors for salt and fresh water, I'd happily re-sector all the water :D Yes, I'm that crazy ;)
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