# RSG Fishing — Interactive Fishing System
Preview:
Discord: https://discord.gg/fNNf4Rqv9V
Fishing system for **RedM** (Red Dead Redemption 2 multiplayer) with bait-based catches, Stardew Valley–style reel minigame, optional skillcheck on hook, and fish weight metadata.
## Features
- **Fishing flow** — Prepare rod, cast, wait for bite, hook, then reel in. Uses native fishing struct and configurable auto-hook delay.
- **Baits** — Multiple bait types (bread, corn, cheese, worm, cricket, crawdad, dragonfly, lures, legendary variants). Each bait maps to a set of catchable fish in `Config.BaitsPerFish`.
- **Fish species & sizes** — Bluegill, perch, bullhead cat, chain pickerel, channel catfish, lake sturgeon, largemouth/smallmouth bass, longnose gar, muskie, northern pike, rainbow trout, redfin pickerel, rock bass, sockeye salmon. Sizes: SM, MS, ML, LG, XL where applicable.
- **Stardew-style reel minigame** — Green bar and moving fish indicator; hold to pull, release to let bar drop. Configurable bar size, gravity, fill/drain rates, fish speed and movement. Optional random difficulty tiers (easy / medium / hard).
- **Optional hook skillcheck** — Minigame on bite (before reeling) with configurable difficulty and keys; fail/success notifications.
- **Weight metadata** — Caught fish items store weight in metadata for display or economy.
- **Keep or throw** — After catching, player chooses to keep the fish (add to inventory) or throw it back.
- **Locales** — Multi-language support via `ox_lib` (e.g. en, pt-br, fr, es, it, de, el, pl).
- **Exports** — `GET_TASK_FISHING_DATA`, `SET_TASK_FISHING_DATA`, `VERTICAL_PROBE` for integration with other resources.
## Dependencies
- **rsg-core**
- **ox_lib**
## Configuration
# RSG Fishing — Interactive Fishing System
Fishing system for **RedM** (Red Dead Redemption 2 multiplayer) with bait-based catches, Stardew Valley–style reel minigame, optional skillcheck on hook, and fish weight metadata.
## Features
- **Fishing flow** — Prepare rod, cast, wait for bite, hook, then reel in. Uses native fishing struct and configurable auto-hook delay.
- **Baits** — Multiple bait types (bread, corn, cheese, worm, cricket, crawdad, dragonfly, lures, legendary variants). Each bait maps to a set of catchable fish in `Config.BaitsPerFish`.
- **Fish species & sizes** — Bluegill, perch, bullhead cat, chain pickerel, channel catfish, lake sturgeon, largemouth/smallmouth bass, longnose gar, muskie, northern pike, rainbow trout, redfin pickerel, rock bass, sockeye salmon. Sizes: SM, MS, ML, LG, XL where applicable.
- **Stardew-style reel minigame** — Green bar and moving fish indicator; hold to pull, release to let bar drop. Configurable bar size, gravity, fill/drain rates, fish speed and movement. Optional random difficulty tiers (easy / medium / hard).
- **Optional hook skillcheck** — Minigame on bite (before reeling) with configurable difficulty and keys; fail/success notifications.
- **Weight metadata** — Caught fish items store weight in metadata for display or economy.
- **Keep or throw** — After catching, player chooses to keep the fish (add to inventory) or throw it back.
- **Locales** — Multi-language support via `ox_lib` (e.g. en, pt-br, fr, es, it, de, el, pl).
- **Exports** — `GET_TASK_FISHING_DATA`, `SET_TASK_FISHING_DATA`, `VERTICAL_PROBE` for integration with other resources.
## Dependencies
- **rsg-core**
- **ox_lib**
## Configuration
Edit `config.lua` to set:
- **Auto hook** — `Config.AutoHookDelayMinMs` / `Config.AutoHookDelayMaxMs` for time until fish bites after cast.
- **Catch minigame** — `Config.CatchMinigame`: enable/disable, difficulty, keys, fail/success messages (skillcheck when fish bites).
- **Stardew reel** — `Config.StardewReel`: bar size, gravity, fill/drain rates, fish speed and movement timings, success threshold.
- **Random difficulty** — `Config.StardewRandomDifficulty`: tiers (easy/medium/hard) with speed and move-interval multipliers.
- **Baits** — `Config.Baits` (prop/model list) and `Config.BaitsPerFish` (bait → list of fish models).
- **Fish data** — `Config.fishData`: model → display name, provision item key, description key for each fish.
Ensure every provision item key used in `fishData` exists in your inventory (e.g. rsg-inventory) with proper item definitions. Register bait items as useable so using them starts the fishing flow.
## Usage
1. Use a configured bait item near water to prepare the rod and start fishing.
2. Cast and wait for the fish to bite (auto-hook after the configured delay; optional skillcheck if enabled).
3. Complete the Stardew-style reel minigame by keeping the fish inside the green bar until the progress fills.
4. Choose to keep the fish (added to inventory with weight metadata) or throw it back.
---
*RSG RedM Framework — Version 2.0.5*
Edit `config.lua` to set:
- **Auto hook** — `Config.AutoHookDelayMinMs` / `Config.AutoHookDelayMaxMs` for time until fish bites after cast.
- **Catch minigame** — `Config.CatchMinigame`: enable/disable, difficulty, keys, fail/success messages (skillcheck when fish bites).
- **Stardew reel** — `Config.StardewReel`: bar size, gravity, fill/drain rates, fish speed and movement timings, success threshold.
- **Random difficulty** — `Config.StardewRandomDifficulty`: tiers (easy/medium/hard) with speed and move-interval multipliers.
- **Baits** — `Config.Baits` (prop/model list) and `Config.BaitsPerFish` (bait → list of fish models).
- **Fish data** — `Config.fishData`: model → display name, provision item key, description key for each fish.
Ensure every provision item key used in `fishData` exists in your inventory (e.g. rsg-inventory) with proper item definitions. Register bait items as useable so using them starts the fishing flow.
## Usage
1. Use a configured bait item near water to prepare the rod and start fishing.
2. Cast and wait for the fish to bite (auto-hook after the configured delay; optional skillcheck if enabled).
3. Complete the Stardew-style reel minigame by keeping the fish inside the green bar until the progress fills.
4. Choose to keep the fish (added to inventory with weight metadata) or throw it back.
---
*RSG RedM Framework — Version 2.0.5*