Creating Fishing Areas and Equipment

Creating Fishing Rooms is a multi-step process. The first process is creating a fishing ROOM and selecting from various fish related settings such as habitat and available fish.

The second process is making sure proper lures and fishing poles are available. You may not need to do this step unless this is a brand new area that needs fishing equipment in order to fish.

To start editing an object, go to the room you wish this object to reset in.

Type: edit object create <vnum> – This will create a new object.
Type: edit object <vnum> – To edit an existing object.
Type: olist 1/2/3 – To see a list of all the objects in the area while in the object editor.
Type: command – To see a list of the commands you can set for your object.
Type: show – to see the current information of the object, which should look like this:

Description:
Night Description:
Extra Desc Kwds: [none]
Name: [Crystal’s Sacred Waterfall]
Area: [ 1] Immortal Realms
Vnum: [ 102]
Sector: [forest]
Room Size: [all]
Room flags: [none]
Health recovery:[100]
Mana recovery :[100]
Clan : [0] none
Characters: [crystal]
Objects: [beautiful]
Fish Data: [shallow ocean] [ jellyfish alewife angelfish mackerel puffer porgie ]

Syntax: fish habitat [type] – Selects a habitat
fish [fish type] – Toggles a fish type
fish clear
fish habitat ? – Shows a list of available habitats
fish ? – Shows a list of available fish in the chosen habitat
Select the habitat first, then add in some fish!

 

Creating Fishing Rooms

The first step to creating a room for fishing is to create the room first that you will add fishing to.

Next, we’ll set our fishing settings, and in order to see what settings are available type: fish

This will show you the fishing syntax to the left.

Fish Habitat (see options with fish habitat ?) lets you choose the type of water area such as lake, small river, etc.

Fish <type> lets you set what type of fish can be fished in this area. See fish ? to see a list of the available fish.

Fish Clear would clear your fish settings so you would start with a clean slate.

Notations: You will not have the ability to create the fish yourself as they are currently created via code. You do not need to worry about creating mobs or objects for the fish.

Other Notations for later:

  • Fightiness (how hard they are to reel in)
  • Rarity (how rare they are)
  • Sneakiness (how hard they are to notice0
  • Bit (what lure works with what fish)

Keywords: [silver spinner fishing lure 1]
Area: [ 2] Thelasia
Vnum: [ 406]
Type: [fishing_lure]
Level: [ 0]
Wear Loc: [hold]
Extra flags: []
Perm Spell: [nothing]
Activation: [never]
Act chance: [0%]
Material: [silver]
Condition: [ 100]
Weight: [ 0.1]
Cost: [ 20]
Timer: [0]
Size: [all]
Ex desc kwd: [silver spinner fishing lure]
Short desc:
a silver spinner lure
Long desc:
A silver spinner fishing lure has been discarded here, small and reflective.
[v0] Habitat: [ shallow ocean ]
[v1] Loved By: []
[v2] Liked By: [ jellyfish alewife ]
[v3] Disliked By: [ mackerel ]
[v4] Hated By: []
Consumed Lure: [No]

Creating Fishing Lures

After you have a room for fishing, you need to create equipment if this is a new area that doesn’t already have fishing gear. For this tutorial, we’ll create a lure.

The first step is to create your object like normal according to the object building tutorial.

The next step is set the TYPE as fishing_lure in order to get the rest of the lure settings.

v0 Habitat lets you choose what habitat this lure can be used in. To see the habitats type ? fishhabitat

v1 Loved by gives a +60 chance of showing up

v2 Liked by gives a +30 chance of showing up

v3 Disliked by gives a -30 chance of showing up

v4 Hated by means the rarity is 0 and they can’t catch it

Consumed Lure: this is a “yes” or “no” option to determine whether the lure you are creating is eatable by the fish, such as worms or crickets.

Once your fishing lure is set, you can complete your object like normal.


Keywords: [simple wooden fishing pole ]
Area: [ 0] Thelasia New
Vnum: [ 4574]
Type: [fishing_rod]
Level: [ 0]
Wear Loc: [wield]
Extra flags: []
Perm Spell: [nothing]
Activation: [never]
Act chance: [0%]
Material: [none]
Condition: [ 100]
Weight: [ 2.0]
Cost: [ 100]
Timer: [0]
Size: [all]
Ex desc kwd: [simple wooden fishing pole]
Short desc:
a simple wooden fishing pole
Long desc:
A simple fishing pole made of wood has been left here.
[v0] Durability (0-100): [5]
[v1] Sensitivity (0-100): [0]

Creating Fishing Poles

After you have a room for fishing, you need to create equipment if this is a new area that doesn’t already have fishing gear. For this tutorial, we’ll create a poles.

The first step is to create your object like normal according to theĀ object building tutorial.

The next step is set the TYPE as fishing_rod in order to get the rest of the rod settings.

v0 Durability lets you set how durable a rod is between 1 and 100. It’s based on the players durability plus the rod durability versus the fishes fightiness.

  • Beginner’s Rod is 1-10
  • Intermediate is 11-20
  • Advanced is 21-30
  • Expert is 31-50
  • 50+ should be handcrafted and rare

v1 Sensitivity lets you set how sensitive a rod is the sensitivity + players skill versus the fishes sneakiness and determines whether a lure is stolen or not.

  • Beginner’s Rod is 1-10
  • Intermediate is 11-20
  • Advanced is 21-30
  • Expert is 31-50
  • 50+ should be handcrafted and rare

To exit the object editor, type: done

And be sure to -always- save your area by typing: edit area, asave area, done