Hello,
A couple of people requested I share some of the EC setup and macros I use for fishing, so here is that information.
This will start off slowly but build to more complicated macros with multiple Actions>Command (scripts).
Simple shore fishing examples will mostly be used, but these simple building blocks can be expanded to generate long macros or extrapolated to any type of fishing (or really any type of resource gathering).
Throughout this post I will refer to information previously posted in other threads. Rather than repeat that information, the relevant threads are linked below.
For
a walkthrough creating Organizer Agents, click here.
For
information about the Character File, click here.
For
information about writing Organizer Macros, click here.
For
information about obtaining Object ID's, click here.
--
To get started, you'll need a fishing pole, available from provisioner
or fisher NPC's. With a normal fishing pole, you will fish up [footwear / messes
of small fish] about 1 of every 9 casts (11%), with about a 50 / 50 split
between the footwear and messes of small fish. All examples in this thread use
a normal fishing pole to demonstrate how to deal with footwear / messes of
small fish.
A different fishing pole option might be the 2nd year veteran reward BG's Fishing Pole, which will prevent you from fishing up footwear.
If you choose to fish with a normal pole, you
may want to consider getting a bonded pet crab, goat, or slime. You can feed your
pet all the footwear you fish up and, if bonded, resurrect your pet after some
sea creature kills it. In addition to footwear, pet slimes will also eat messes
of small fish. Note: the Coconut Crab from the UO store will not eat footwear.
If you want a pet crab that eats footwear, it must be the “Hungry Coconut Crab” from the Charybdis encounter.
You will probably also want a bonded pack animal (or five) to help out with transporting fish, or to hand fish to if you're dungeon fishing.
A galleon will also be useful as these larger ships with larger holds can store a lot of fish. Taking on the Fish Monger
quests without a galleon is not recommended.
Finally,
you may want to get some Fisher / Trapper bushels from the Huntmaster's
Challenge. These bushels reduce the weight of fish and can double the weight
capacity of a pack animal or ship's hold.
--
Before actually starting to fish, I would suggest setting up some
organizers. Organizers are quite beneficial for fishers. I personally have one
organizer for each of the following:
Shallowwater Fish
Deepwater Fish
Dungeon Fish
Crab
Lobster
Footwear (all 8 styles you get while fishing - set pet as default container)
Messes of Small Fish (all 4 types you get while fishing - set pet as default
container)
Delicate Scales / White Pearls
Treasure Map
MiB
Nets
Sea Serpent Loot (hides, scales, steaks, gold, reagents)
Crab / Lobster (combined)
All Fish (combined)
So, 14 organizers total. This allows me to call each organizer separately and direct each organizer into different containers.
Ok, if you're ready and you've got some basic gear and Organizers, let's start fishing.
--
You can fish by hand by clicking on the fishing pole, then a
water tile. Some people enjoy this fine control of the game world and consider
clicking on each piece of the UI and then the world tiles the correct way to
"play" the game. If that's your thing and you want to fish that way,
go for it!
For those who want the game to handle some of the button clicking for them, you can write a macro. You can have small macros that do very little or create complex macros that do quite a bit. It's really up to you and how you want to "play" the game.
If you're still reading this thread, then you are probably interested in macro creation for fishing. Before we write macros, let's talk generally about macro creation. When building a macro, it helps to outline the macro to understand what you want the macro to do. After you know what you want, you can piece the macro together in the Macros section of the EC's in-game UI. Just be aware that while you can build very long and complicated macro's with the in-game UI, the longer the macro, the more cumbersome it becomes to work with in game. For longer macros, working directly in the Character File, where macros are stored for each character as code, will be much easier. You'll have to decide for yourself when the transition from in-game UI to Character File code occurs. A warning; if you build a long macro within the Character File, then try to edit that macro in-game, the EC may crash to the desktop as the in-game UI attempts to load all of those icons.
Let's build some macros!
--
Basic Fishing Macro: the macro should fish and repeat.
We will set the macro to loop 10 times. A fishing action takes 8 seconds, so in our macro we will fish, and then wait for the action to complete. This way, the macro will only loop and restart after the fishing action is complete. We will set our delay to 9 seconds not 8, to give ourselves some room and to make the math easier.
Target by Resource
Delay 9
(EC integrated Loop Delay 1)
Loop (10)
The loop setting is in the header of the macro. The instructions are in the body of the macro. Each macro has one header. Each macro has infinite instructions. If the macro is set to loop, when the end of the macro instructions are reached, the EC will apply a 1 second pause and then begin the macro instructions again. Our Basic Fishing macro will Loop 10 times, with a 10 second delay (9 as per our instruction + 1 for the loop delay) each time. The total time our macro will run is 100 (10 x 10) seconds. If the macro is running and we want to stop the macro, we can push ESC.
Below left is the Basic Fishing macro built in the EC's UI.
Below right is the macro as code in the Character File. 
The “Macro id” for this macro is 29. That is the number of
the macro in your list of macros; it is not the position of the macro in that
list. If you have 5 macros, then delete number 2 and make a new macro, the EC
will assign the new macro the first available number (in this case 2), but
place the macro at the end of the macro list. If you want to keep copies of
your macros in .txt files, it can be helpful to ## the macro id (i.e. Macro id
= ##) as a reminder to re-number your macros for each specific Character File.
--
Most fishing spots produce more than 10 fish, so let's expand our basic fishing
macro to last a bit longer and catch a few more fish.
Longer Basic Fishing Macro:
Target by Resource
Delay 9
Target by Resource
Delay 9
Target by Resource
Delay 9
(EC integrated Loop Delay 1)
Loop (10)
For this macro we've repeated a set of instructions (Target by Resource, Delay 9) three times. So, for each loop, the macro will perform 3 fishing actions instead of one. The total time per loop will be 28 seconds (9 + 9 + 9 + 1). We will be performing 10 loops, so the total time for the macro will be 280 (10 x 28) seconds.
Below left is the Longer Basic Fishing macro in
the EC's UI. Below right is the macro as code in our Character File.

















