Uses for every material (clay jar, bedroll, pelt rug, fang necklace, bear cloak, pemmican, bait), Q to drop, K/M bag rows on 1-8, help pages; protocol 14
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@@ -74,6 +74,8 @@ func _dawn_dusk() -> bool:
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return (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5)
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## How long until the next bite (seconds), from data/fish.json.
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var baited := false ## this wait was shortened by bait (rotten food)
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func _next_wait() -> float:
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var mods: Dictionary = ItemDB.fishing.modifiers
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var w: Array = table.get("bite_wait", [5.0, 14.0])
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@@ -82,6 +84,10 @@ func _next_wait() -> float:
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k *= float(mods.get("dawn_dusk_wait", 0.6)) # fish feed at dawn and dusk
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if world.weather.precip > 0.3:
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k *= float(mods.get("rain_wait", 0.8))
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# Rotten food in your bag is bait: the fish come sooner, and a bite takes one.
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baited = player != null and player.get("inventory") != null and player.inventory.count(Actions.BAIT) > 0
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if baited:
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k *= Actions.BAIT_WAIT
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return rng.randf_range(w[0], w[1]) * k
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## A weighted pick from this water's fish (dawn/dusk weights when they apply).
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@@ -139,6 +145,8 @@ func step(dt: float) -> void:
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bite_left = BITE_WINDOW
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Actions.tell(player, "Bite! Click to reel in")
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Sfx.at("bite", global_position)
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if baited and player.inventory.remove(Actions.BAIT, 1):
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baited = false
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"biting":
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bite_left -= dt
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# The float bobs hard and goes under.
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