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integer out  = FALSE;
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integer rod_equip = FALSE;
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key rod_owner;    // 3. Since you are passing messages over several events we need to store the rod owner key in a global variable. 
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//time 15 seconds delay for it to be visible
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default
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{
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     state_entry()
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    {
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        llListen(-11223,"Fishing Rod","","");
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    }
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    {                 
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            if(msg=="Equip" )
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    {         
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	list tmp = llParseString2List(msg,["_"],[]);   // 4. We parse the message sent from the rod to the pond. The message will be split into elements in a list at the separator.  
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	string cmd = llList2String(tmp,0); // 5. The value to the left of the separator will become the first element in the list.	i,e "Equip".   Note that list elements begin at 0.
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	string val = llList2String(tmp,1); // 6. The value to the right of the separator will become the second element in the list.	i,e The rod owner key.
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            if(cmd=="Equip" ) // 7. Note this changes to if(cmd=="Equip" ) because we are checking the parsed message.
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            {
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               rod_equip = TRUE;
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               rod_owner = (key)ref;  // 8. We need to store this in the global variable container so we can send it on to the spawner.
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               return;
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            }
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            else 
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            {             
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                rod_equip = FALSE;
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                return; 
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            }
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    }
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            llSay(-11223,"off");          
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    touch_start(integer total_number)
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    {
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        //ask for the fishing rod        
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        llSay(-11223,"CheckRod");        
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        if(out == TRUE && rod_equip == TRUE)
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        {
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            llSay(-11223,"on");
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            out = FALSE;       
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            llSay(-11223,"off_"+ rod_owner);          
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            return;
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        }
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        else if(out == FALSE && rod_equip == TRUE)
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        {
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            out = !out;
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            llSay(-11223,"on_"+ rod_owner);  //9. We send the message on to the spawners and whichever spawner with an owner key that matches the rod owner key will spawn fish. 
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            return;
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        }
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    }       
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}