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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 tickEditor is loading...
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