.. _doc_item_asset_fisher: Fisher Assets ============= Fishers (or "fishing poles") are created from the ItemFisherAsset class. They are useables that allow for catching fish. This inherits the :ref:`ItemAsset ` class. Item Asset Properties --------------------- **GUID** *32-digit hexadecimal*: Refer to :ref:`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 :ref:`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. .. seealso:: :ref:`Level Asset fishing properties `. **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%).