DirkScripts
Bait & Gutting
#Bait Digging
Dig for worms, maggots and other natural baits across 20+ different ground material types (soil, grass, sand, mud, etc). Each ground type has its own per-bait drop chances, configurable from the Equipment β Bait tab in the configurator.

Bait dig spots before they've been touched.

Once dug, spots regenerate on a configurable timer.
Each digging tool has its own:
- Stamina cost per dig
- Initial dig time
- Total uses (durability)
Digging can also drop bonus items or cash β configurable from the Bait Dig β Random Items tab.
#Fish Gutting
Use a knife or mallet on a caught fish to gut it into fish meat. The harvest is a top-down minigame β fish use a cut action (drag along a line), crustaceans and shelled species use a crush action (click circles before they vanish). How much meat you walk away with depends on how well you played.
#The cut minigame (fish)
A top-down view of the fish opens on the cutting board. A randomised curve is drawn from a green start dot to an end dot β the line is different every time. Click and hold the start dot, drag your cursor along the line, and release when you reach the end.

The cutting board, ready to drag.
As you drag, dots drop along your path β green when you're on the line, red when you've drifted off. Stay on the line and be quick. There's no time pressure: you can take as long as you want, but finishing fast adds a speed bonus. Accuracy only goes one way β once it drops, it stays down.
Scoring combines:
- Accuracy β how close your cursor stays to the line throughout the cut.
- Speed β peaks at +30% for sub-2-second cuts, fades out by 6 seconds.
- Progress β releasing the mouse before reaching the end scales the score by how far you got.
Rare species use a tighter tolerance line (harder to stay on), so cutting a Legendary fish takes more care than a Common one.
#The crush minigame (crustaceans + shelled species)
For crabs, lobsters, turtles and similar β anything with a shell β the harvest swaps to a crush action. Circles spawn at random positions across the board; click each one before its outer ring shrinks to nothing.

The crush minigame β click each circle before it vanishes.
Each circle starts large and green, then shrinks and turns amber β red as its timer drains. A green dot stays where you hit one cleanly; a red dot stays where one expired. Accuracy is the percentage of circles you hit. Rarer species spawn more circles with tighter timers.
The minigame can be disabled entirely via Basic β Gutting β Use Minigame for a silent skill-only flow.
#The meat item
Both minigames produce the same fish_meat item. The species and its caught weight live in the item's metadata, so hovering the meat in your inventory shows Species: Blue Catfish / Weight: 40.10lb. On ox_inventory the meat's display label is also overridden per-instance to the species name β a stack of mixed catches reads as "Longnose Gar Meat", "King Crab Meat" etc. rather than all "Fish Meat".
If you want a specific species to grant its own named item instead (e.g. tuna_steak), set fishMeatItemOverride on that species under Fish β [species] in the configurator.
#Rewards
After the harvest, the minigame panel slides away and the reward overlay floats over the prop β a coloured verdict, your final accuracy, and the items you earned:

Reward overlay after a clean harvest.
Verdict tiers are based on the final accuracy (wording shifts between cut and crush):
- Clean Cut / Clean Harvest β over 85% accuracy (green)
- Good Cut / Good Harvest β 60β85% (theme accent)
- OK Cut / OK Harvest β 35β60% (amber)
- Sloppy / Botched β under 35% (red)
The first tile is always fish meat, with the actual weight you cut (in your server's units). Speed bonuses apply here β a fast clean cut yields visibly more meat than a slow one. The remaining tiles are random drops: per-species rewardItems (configured under Fish β [species] β Reward Items) and the global rewardPools. Each drop's rarity colour matches its drop chance β common items grey, rare blue, epic purple, legendary gold.
A 0% accuracy harvest yields no meat β the fish was wasted. Bonus drops can still roll on their own chances.
The overlay has no auto-close β players take as long as they want to read their rewards. Click anywhere or press Esc to close.
#Configuration
In the Live Script Configurator under Basic β Gutting (and the per-fish Gutting tab):
- Gutting knife item β
Basic β Gutting β Fish Gutting Item. The item players need to start a cut (defaultfish_knife). - Crushing item β
Basic β Gutting β Crushing Item. The item players need to start a crush (defaultmeat_mallet). - Fish meat item β
Basic β Gutting β Fish Meat Item. The universal output item granted by every harvest (defaultfish_meat). - Tool durability β
Basic β Gutting β Tools Break. Off by default. When on, the knife and mallet consume one use per harvest and break at 0, with the remaining uses shown in the inventory tooltip. - Per-fish minigame type β
Fish β [species] β Gutting β Minigame Type. Toggle between Cut and Crush per species. Crush species also have a configurable Circle Count min/max range. - Per-fish worm chance β
Fish β [species] β Gutting β Chance Of Worms. Independent roll for worms after the harvest completes. - Per-fish reward pool β
Fish β [species] β Gutting β Reward Items. Items unique to this species' rolls, each with its own chance + amount range. The configurator shows each item's rarity colour live so you can preview how it'll display in the reward overlay.
