ID:145704
 
Code:
obj
icon = 'Skills.dmi'
Fishing_Pole
name = "Fishing Pole"
icon_state = "f pole"
verb
Fish()
if(locate(/turf/Water) in get_step(src,src.dir))
if(usr.isfishing == 0)
usr << "You start fishing.."
usr.isfishing = 1
sleep(rand(10,100))
usr << "You caught a sardine!"
usr.FExp += 10
usr.contents += new /obj/Fish/Sardine
usr.FishCheck()
else
..()
else
..()


Problem description:
I walk up to the water, and press fish, but nuthing happens.
if(locate(/turf/Water) in get_step(src,src.dir)) means "If there's a /turf/Water inside the turf infront of src," which won't ever happen. You probably meant something like "If the turf infront of src is a /turf/Water," or if(istype(get_step(src,src.dir), /turf/Water))
In response to Jon88
Ty
In response to Evidence
It would be easier to just set the fish verb to the turf itself.

turf
water
icon = 'water.dmi'
icon_state = "water"
verb/Fish()
set src in oview(1)
//fill the rest in here


That would make life a whole lot easier, You wouldn't have to check for the tile to be infront of you. So long as you are 1 space away you can fish in it. Andd you only get the verb if you are 1 space away.
In response to Pyro_dragons
ooo. ty
In response to Evidence
You can do the same thing for you mining rock too. This make the pole/pickaxe/hammer an item, that way you don't have the mine verb for the entire time you have the item in you inventory.