very very interesting! i always assumed the 2t fish worked because fishing spots are considered npcs so interacting with them "breaks" combat show us more of these and if you can, explain why dark crab fishing spot works with the autocast 2t method but not other cage methods like lobsters
I have a couple theories as to why dark crabs work with autocast, but they all are very very easily avoidable by jagex. Glad you found the video interesting btw
oh so basically, the lack of the "if (%action_delay = map_clock)" block in the lure_bait_fishing script is why it's limited. tick 1: player auto-targets npc. action_delay set to map_clock + 1 tick 2: player targets fishing spot. @attempt_fish_trout_salmon runs, action delay == map_clock. there's no block to give a fish roll in the attempt procedure, so it just sets interaction to op2 for next tick tick 3: player has op2 interaction on the fishing spot, which runs @fish_trout_salmon, which actually has a ~fish_roll call. but action_delay is now map_clock - 1, so the "if (%action_delay < map_clock)" block runs, which sets the action_delay a further map_clock + 4 if tick 1 had set action_delay to map_clock + 2, tick 3 would've succeeded and if lure_bait_fishing had a check for action_delay = map_clock like cage_harpoon_fishing does, tick 2 would've rolled fish
If the code is written by you and is your interpretation of how fishing works, then how is this an explanation of why 2t fishing doesn't work for fly fishing in the main game? Is it not just guesses and assumptions?
When testing the code, it works identically to the main game. The engine commands, syntax, and runescript language is derived from hundreds of screenshots and questions to ash. There's not a huge degree of freedom in runescript so it's likely this is how their code looks. Fishing has lots of rly weird quirks for every fishing spot, and the code I have written works for 100% of the quirks
Very interesting, didnt know 2004scape was out, great to see
Still in alpha, beta will come soon!
@@Tannerdino very cool, I managed to get into the game in alpha. Looks amazing. Will I keep account progress or are you planning on resetting?
@@phenetiik I think it'll reset once the beta is released
@@Tannerdino is 2004scape the whole game free of charge or will it have p2p?
@@youknowwhatsreallysofunny will have to and p2p worlds. Will probably also have f2p restricted accounts too
very very interesting! i always assumed the 2t fish worked because fishing spots are considered npcs so interacting with them "breaks" combat
show us more of these and if you can, explain why dark crab fishing spot works with the autocast 2t method but not other cage methods like lobsters
I have a couple theories as to why dark crabs work with autocast, but they all are very very easily avoidable by jagex. Glad you found the video interesting btw
oh so basically, the lack of the "if (%action_delay = map_clock)" block in the lure_bait_fishing script is why it's limited.
tick 1: player auto-targets npc. action_delay set to map_clock + 1
tick 2: player targets fishing spot. @attempt_fish_trout_salmon runs, action delay == map_clock. there's no block to give a fish roll in the attempt procedure, so it just sets interaction to op2 for next tick
tick 3: player has op2 interaction on the fishing spot, which runs @fish_trout_salmon, which actually has a ~fish_roll call. but action_delay is now map_clock - 1, so the "if (%action_delay < map_clock)" block runs, which sets the action_delay a further map_clock + 4
if tick 1 had set action_delay to map_clock + 2, tick 3 would've succeeded
and if lure_bait_fishing had a check for action_delay = map_clock like cage_harpoon_fishing does, tick 2 would've rolled fish
Yep, good analysis
What I really want to know is why PvP damage RNG seems highly rigged against certain opponents at random times lol
If the code is written by you and is your interpretation of how fishing works, then how is this an explanation of why 2t fishing doesn't work for fly fishing in the main game? Is it not just guesses and assumptions?
When testing the code, it works identically to the main game. The engine commands, syntax, and runescript language is derived from hundreds of screenshots and questions to ash.
There's not a huge degree of freedom in runescript so it's likely this is how their code looks. Fishing has lots of rly weird quirks for every fishing spot, and the code I have written works for 100% of the quirks
very cool