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on fish: if fish state = reel in or in ground or caught fish or caught entity or failed attempt: if {legendaryfish::%uuid of player%} isn't true: clear {fishing::%uuid of player%} clear {ring::%uuid of player%} #broadcast fish state #if fish state = reel in or in ground: delete {fh::%player's name%} #send "cleared." #fish state != reel in fish state = fishing #broadcast fish hook set {_b} to 0 set {_p} to fishing hook set {_count} to 0 set {fh::%player's name%} to fishing hook clear {loopingFH::%player's name%} wait 1 tick set {loopingFH::%player's name%} to true while {fh::%player's name%} is set: add 1 to {_count} if fishing hook doesn't exist: stop #broadcast "YAY" if block at fishing hook = water[] or seagrass or tall seagrass: stop loop if {loopingFH::%player's name%} isn't set: stop loop #try with a count variable #chance of 0.5%: #stop loop if {_count} = 150: #broadcast fish hook stop loop wait 1 tick #broadcast "waiting %{_count}%" loop 101 times: #broadcast "a" if {fh::%player's name%} isn't set: set {depth::%uuid of player%} to 0 #broadcast "reset" if block at block {_b} below fishing hook = water[] or seagrass or tall seagrass: add 1 to {depth::%uuid of player%} else: stop loop add 1 to {_b} #if {fishing::%uuid of player%} is set: #while block at fishing hook = water[]: #add 1 to {_b} #if block at block {_b} below fishing hook = water[] or seagrass or tall seagrass: #add 1 to {_depth} #else: #set {depth::%uuid of player%} to {_depth} #stop trigger #wait 1 tick #set {_e} to fishing hook #set {_b} to block 0 below {_e} #while block at block {_b} below {_e} = water[] or seagrass or tall seagrass: #add 1 to {_count} #broadcast "checking..." #add 1 to {_b} #add 1 to {depth::%uuid of player%} #stop loop if {_count} >= 150 #stop trigger if {_count} >= 150 #wait 1 tick
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