fishing_challenge
Vars | |
active_effect_cd | The cooldown between switching active effects |
---|---|
active_effects | A list of possible active minigame effects. If not empty, one will be picked from time to time. |
background | Background icon state from fishing_hud.dmi |
bait_bounce_mult | By how much the bait recoils back when hitting the bounds of the slider while idle |
bait_height | How much space the bait takes on the minigame slider |
bait_pixel_height | The height in pixels of the bait bar |
bait_position | The position of the bait on the minigame slider |
bait_velocity | The current speed the bait is moving at |
completed | Is it finished (either by win/lose or window closing) |
completion | The completion score. If it reaches 100, it's a win. If it reaches 0, it's a loss. |
completion_gain | How much completion is gained per second when the bait area is intersecting with the fish's |
completion_loss | How much completion is lost per second when the bait area is not intersecting with the fish's |
current_active_effect | The current active effect |
difficulty | Minigame difficulty |
fish_height | How much space the fish takes on the minigame slider |
fish_icon | Fish icon state from fishing_hud.dmi |
fish_pixel_height | The height in pixels of the fish |
fish_position | The position of the fish on the minigame slider |
fishing_hud | The background as shown in the minigame, and the holder of the other visual overlays |
fishing_line | Fishing line visual |
float | float visual |
gravity_velocity | The acceleration of the bait while not reeling |
reeling_state | Whether the bait is idle or reeling up or down (left and right click) |
reeling_velocity | The acceleration of the bait while reeling |
reward_path | Result path |
special_effects | Rule modifiers (eg weighted bait) |
start_time | When the ui minigame phase started |
used_rod | Rod that is used for the challenge |
user | Fishing mob |
Procs | |
get_stack_trace | Throws a stack with prefixed text. |
interrupt | Challenge interrupted by something external |
is_fish_on_bait | Returns TRUE if the fish and the bait are intersecting |
move_bait | The proc that moves the bait around, just like in the old TGUI, mostly. |
on_user_logout | The player is no longer around to play the minigame, so we interrupt it. |
prepare_minigame_hud | Initialize the minigame hud and register some signals to make it work. |
process | Update the state of the fish, the bait and the hud |
remove_minigame_hud | Stop processing and remove references to the minigame hud |
select_active_effect | The proc that handles fancy effects like flipping the hud or skewing movement |
set_lure_timers | Set the timers for lure that need to be spun at intervals. |
start_reeling | While the mouse button is held down, the bait will be reeling up (or down on r-click if the bidirectional rule is enabled) |
stop_reeling | Reset the reeling state to idle once the mouse button is released |
update_visuals | update the vertical pixel position of both fish and bait, and the icon state of the completion bar |
Var Details
active_effect_cd
The cooldown between switching active effects
active_effects
A list of possible active minigame effects. If not empty, one will be picked from time to time.
background
Background icon state from fishing_hud.dmi
bait_bounce_mult
By how much the bait recoils back when hitting the bounds of the slider while idle
bait_height
How much space the bait takes on the minigame slider
bait_pixel_height
The height in pixels of the bait bar
bait_position
The position of the bait on the minigame slider
bait_velocity
The current speed the bait is moving at
completed
Is it finished (either by win/lose or window closing)
completion
The completion score. If it reaches 100, it's a win. If it reaches 0, it's a loss.
completion_gain
How much completion is gained per second when the bait area is intersecting with the fish's
completion_loss
How much completion is lost per second when the bait area is not intersecting with the fish's
current_active_effect
The current active effect
difficulty
Minigame difficulty
fish_height
How much space the fish takes on the minigame slider
fish_icon
Fish icon state from fishing_hud.dmi
fish_pixel_height
The height in pixels of the fish
fish_position
The position of the fish on the minigame slider
fishing_hud
The background as shown in the minigame, and the holder of the other visual overlays
fishing_line
Fishing line visual
float
float visual
gravity_velocity
The acceleration of the bait while not reeling
reeling_state
Whether the bait is idle or reeling up or down (left and right click)
reeling_velocity
The acceleration of the bait while reeling
reward_path
Result path
special_effects
Rule modifiers (eg weighted bait)
start_time
When the ui minigame phase started
used_rod
Rod that is used for the challenge
user
Fishing mob
Proc Details
get_stack_trace
Throws a stack with prefixed text.
interrupt
Challenge interrupted by something external
is_fish_on_bait
Returns TRUE if the fish and the bait are intersecting
move_bait
The proc that moves the bait around, just like in the old TGUI, mostly.
on_user_logout
The player is no longer around to play the minigame, so we interrupt it.
prepare_minigame_hud
Initialize the minigame hud and register some signals to make it work.
process
Update the state of the fish, the bait and the hud
remove_minigame_hud
Stop processing and remove references to the minigame hud
select_active_effect
The proc that handles fancy effects like flipping the hud or skewing movement
set_lure_timers
Set the timers for lure that need to be spun at intervals.
start_reeling
While the mouse button is held down, the bait will be reeling up (or down on r-click if the bidirectional rule is enabled)
stop_reeling
Reset the reeling state to idle once the mouse button is released
update_visuals
update the vertical pixel position of both fish and bait, and the icon state of the completion bar