fishing becomes whole: the bite, the line, the splash and the reel
- the whole loop plays: the line arcs rod tip to bobber, the bite splashes with its own sound, and clicking the bobber reels in - the verdicts read like 1.12: yellow "your fish got away" lines, the reel-in sound, the fishing loot window - "You feel rested." prints on the transition, rest states come from the client's own Exhaustion table, and level 60 trades the XP strip for the max-level rail - the Skills pane lists what the real client lists: the hidden rows, the sort, gray numberless single-rank lines Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -149,17 +149,23 @@ fn set_slot_texture(lua: &Lua, this: &Table, slot: Slot, args: &MultiValue) -> m
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// plain region.
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Some(Value::String(s)) if s.to_str()?.is_empty() => {
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data.texture = None;
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data.color = None;
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data.fill = None;
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}
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Some(Value::String(s)) => data.texture = Some(s.to_str()?.to_string()),
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Some(Value::String(s)) => {
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data.texture = Some(s.to_str()?.to_string());
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data.fill = None;
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}
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// The colour form generates a solid texture into the same slot the path form loads into
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// ([`RegionData::fill`]) — never a tint, so each clears the other.
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Some(v @ (Value::Number(_) | Value::Integer(_))) => {
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let arg = |i: usize| args.get(i).map(as_f32);
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data.color = Some([
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data.fill = Some([
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as_f32(v),
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arg(1).unwrap_or(0.0),
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arg(2).unwrap_or(0.0),
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arg(3).unwrap_or(1.0),
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]);
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data.texture = None;
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}
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_ => {}
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}
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