#(ripariva) auto fishing
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(ripariva) auto fishing
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!e player fishes entity while state
Player
player fishes (<entity>) (while <state>) player fishes (<item>) (while <state>)
with:<item> to only process the event if the fishing rod is a specified item.
when a player uses a fishing rod.
If the fisher or the caught entity is a player (in most cases, the fisher can be assumed to be a real player). - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
If the fisher or the caught entity is an NPC.
<context.hook> returns an EntityTag of the hook.
<context.state> returns an ElementTag of the fishing state. Valid states: <@link url https://hub.s...
<context.entity> returns an EntityTag of the entity that got caught.
<context.item> returns an ItemTag of the item gotten, if any.
<context.xp> returns the amount of experience that will drop.
"CAUGHT:<ItemTag>" to change the item that was caught (only if an item was already being caught).
"XP:<ElementTag(Number)>" to change how much experience will drop.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
!m fish_hook_pull
Pulls the entity this fish hook is attached to towards the caster.
EntityTag
None
bite state + that mech ^
players can get 3 different items when catching fish
Determine "CAUGHT:<ItemTag>" to change the item that was caught (only if an item was already being caught).
*(unsure if you can actually specify more than 1 item, if you try and are unsuccessful you can fake catch the other items (spawning a dropped item and shooting it towards the player or something of that sort))
You cant specify more than one item