How do i make a simple fishing device like in fishtopia? just give me what i need and we’re good.
Just use a button, popup, and rng fishing loot table- there are some guides on how to make rng so maybe look for those? It’ll require some basic block code, I think.
Here’s a more direct guide:
There aren’t pictures though.
could someone who has done this please make a simple guide, please, WITH pictures?
could someone just please provide me with the basics in a step-by-step process WITH the pictures?
Quick (not very good quality) Guide @JimmyJohns629:
1st, create X item granters, where X is the number of unique fish. For each fish, make the channel to grant the item: “catch” and then an increasingly larger number. For example I’m using 1, 2, 3, 4, etc.
2nd, create a button wired to a trigger:
3rd, if you want an equivalent chance of catching each fish, use this block code:
If you want a different chance, put a random number as a variable and use an if else statement broadcasting numbers corresponding to the item granters. (I dont have a picture for this)
Note: That is just the RNG system. You’ll need a checker if you want to include using bait.
how do i do this? also, could you give an example of a randomized chance of catching each unique fish, so i know how?
@Apollo , could you perhaps tell me how to make some fish rarer than others, and how to make it require bait?
I wonder what would happen if you made a few fish have many possibilities? So there were 10 options for a grey fish, 7 for a blue one, and 1 for a Gimfish. Something like that.
I just realized that if you changed it up a bit this could be used to randomize gadgets - take it like this:
Player destroys a wooden crate prop
Wooden crate prop triggers the trigger device
trigger device chooses a channel to broadcast on
item granter recieves brodcast and grants gadget
this could really revolutionize remaking games like Fortnite on Gimkit Creative, right?
button → checker (run check, check if bait is greater than 0)
checker (check passed) → item granter (grant item, put “-1” or -[number])
check passes → trigger
time for concatenation!
concatenation is shortening a group of blocks (usually randomizers) to shorten and simplify it a ton. so instead of using else-if sequences, this lowers the block usage by a lot
go to the trigger and press blocks
now place item granters (In this case, itd be 20 but choose how many you want)
choose the specific item you want for the item granters and put "fishrng1, “fishrng2”, “fishrng3” and so on and so forth
update the blocks
to make fish “rarer” than others, make more item granters, lets say “red fish” and “blue fish” and only make one item granter, say a “galaxy fish”. and btw you can update the “set [variable] random number from # to #” block higher if you want
how this works: when a player tries to fish by clicking the button,
it checks if the player has bait is greater than 0. if so, it runs the trigger, sets the variable to a random integer from [num] to [num]. since we set it to broadcast on channel “fishrng[value of variable]” and since we placed item granters, when that integer is set it will grant the player that item from that random item granter.
I think i understand, but could you add a screenshot for the button-checker bait thing so i can easily understand that? im sorry, but im new to the block-code process and such.
and also the item granter attached to the checker is this for bait? is that why the number is negative?
you dont need to use blocks for the button → checker. its just a wire
yes
BUMP BUMP BUMP hehe sorry just bumping it.