Fisher Assets
Fishers (or “fishing poles”) are created from the ItemFisherAsset class. They are useables that allow for catching fish.
This inherits the ItemAsset class.
Item Asset Properties
GUID 32-digit hexadecimal: Refer to GUID documentation.
Type enum (Fisher)
Useable enum (Fisher)
ID uint16: Must be a unique identifier.
Fisher Asset Properties
Reward_Experience_Min int32: Minimum amount (inclusive) of experience to grant upon successfully catching something. Defaults to 3.
Reward_Experience_Max int32: Maximum amount (inclusive) of experience to grant upon successfully catching something. Defaults to 3.
Reward_ID uint16: Legacy ID of the spawn table a reward should be generated from upon successfully catching something with the fishing pole.
Fishing poles can use quest rewards. Refer to Rewards documentation for additional documentation. These rewards are prefixed with Quest_. For example, Quest_Rewards 1.
Fish_Bite_Interval_Multiplier float: Multiplier for interval before a fish takes the bait. Defaults to 1.
FishingRewardMode enum: Rod or WaterVolumes. Defaults to Rod for backwards compatibility.
Rod: Fishing rod itself defines rewards. Ignore per-volume rewards.
WaterVolumes: Use per-volume (or per-level if volume unspecified) rewards. If level doesn’t support volume rewards, fallback to Rod rewards.
See also
CatchChallenge_Enabled bool: If true, player must complete a challenge when fish takes the bait before catching. Defaults to false for backwards compatibility.
CatchChallenge_CursorSize float: Size of window item must be within to catch. Defaults to 0.2.
CatchChallenge_Gravity float: Downward acceleration while input is not held. Defaults to 1.
CatchChallenge_Acceleration float: Upward acceleration while input is held. Defaults to 1.
CatchChallenge_UpperRestitution float: How much velocity to preserve when bouncing off the top. Defaults to 0.5 (50%).
CatchChallenge_LowerRestitution float: How much velocity to preserve when bouncing off the bottom. Defaults to 0.5 (50%).
CatchChallenge_CaptureSpeed float: Multiplier for how quickly item is caught while within cursor. Defaults to 1 (100%).
CatchChallenge_EscapeSpeed float: Multiplier for how quickly the player loses while item is outside the cursor. Defaults to 1 (100%).