casper667 131 Posted June 3, 2013 (edited) CSCA Gathering By: Casper Gaming (Casper667) Last Update: June 2, 2013 Latest version: 1.0.0 Introduction Allows you to easily set up and populate your world with gathering nodes. Customize everything from respawn time, to rare finds and an item tier system! Use events with just 1 event command to create nodes on the map. CSCA Professions is optional, but will enable more features of this script. Screenshots Item tier system, require higher quality items for higher quality nodes! Mining basic stone: How to Use Place in your materials section. Setup required. Instructions in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Requires CSCA Core Script to work properly - Get it here! Optional: For a full profession system that works well with the gathering system, use CSCA Professions! - Get it here! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/ Edited July 1, 2020 by casper667 Update link URLs 2 Share this post Link to post Share on other sites
Konora 3 Posted June 4, 2013 Awesome! Reminds me of the gathering system on Don't Starve. Another great job, Casper! Share this post Link to post Share on other sites
Amber 1 Posted July 19, 2013 Everything works fine, now this error appear when I try to put 3 nodes with same type and same / different action regardless. def csca_gather_get_node@list.each do |command| The one that I underline seems to be bugging me and I don't know what to fix. Share this post Link to post Share on other sites
casper667 131 Posted July 20, 2013 I have tried making 3 of the same nodes on the same map, and I don't get any error. I'm not quite sure what you meant when you said "and same / different action regardless."Are you using any custom scripts (besides other CSCA scripts) that might affect events / event commands? Also, could you confirm that it is because of the 3 nodes of same type (does 3 nodes with different type also error for you, does 2 nodes error for you?) Share this post Link to post Share on other sites
Amber 1 Posted July 20, 2013 3 nodes in the same type and I use yanfly and crafting script. This error happens when I try to create 2 gather nodes event with same nodes Share this post Link to post Share on other sites
TheRPGLPer 2 Posted August 2, 2013 I don't know what I am doing wrong but I cannot even get the gather nodes to work. I use the following text in a comment event "<gather node: mining>" for example, and nothing shows up on that event. Share this post Link to post Share on other sites
casper667 131 Posted August 2, 2013 if you have <gather node: mining>You need nodes with the following setup: :symbol => :mining, Share this post Link to post Share on other sites
TheRPGLPer 2 Posted August 2, 2013 Here is the setup I have in that section: NODE[0] = { :type => :mining, :symbol => :copper_ore, :name => "Copper Ore", :actiontext => "Mine", :level_req => 1, :exp => 4, :min_tier => 0, :gather_item => [:item, 6, 1], :gather_item_rare => [:item, 6, 1], :rare_chance => 1, :amount_variance => 1, :rare_amount_variance => 1, :min_amount => 1, :rare_min_amount => 1, :profession_level_effect => 0.02, :start_spawned => true, :spawn_time => 300, :gather_time => 180, :gather_sound => nil, :gather_end_sound => nil, :gather_anim => 7, :color1 => 29, :color2 => 29, :graphic => ["!Other1", 0, 2], :required_switch => nil, :note => "" } NODE[1] = { :type => :mining, :symbol => :tin_ore, :name => "Tin Ore", :actiontext => "Mine", :level_req => 1, :exp => 4, :min_tier => 0, :gather_item => [:item, 7, 1], :gather_item_rare => [:item, 6, 1], :rare_chance => 1, :amount_variance => 1, :rare_amount_variance => 1, :min_amount => 1, :rare_min_amount => 1, :profession_level_effect => 0.02, :start_spawned => true, :spawn_time => 300, :gather_time => 180, :gather_sound => nil, :gather_end_sound => nil, :gather_anim => 7, :color1 => 29, :color2 => 29, :graphic => ["!Other1", 1, 2], :required_switch => nil, :note => "" } But when the game starts, nothing shows up on that event. Here is the event page: Share this post Link to post Share on other sites
casper667 131 Posted August 2, 2013 Hmm, everything looks correct and I can copy+paste your node[0] into my test project and it works. You have a node type set up as well with :type => :mining, I'm assuming?Are you using any other custom scripts that affect events? Are you testing with an old save file or a new game? Share this post Link to post Share on other sites
TheRPGLPer 2 Posted August 2, 2013 (edited) It's a new game, yes, and I do have the type set up for Mining. I am going to submit the game in a ZIP format because I cannot get this script to work, and I do have MANY, MANY other scripts, but I don't think any of them would affect it. They are all pretty much basic. I hope you can figure out whats wrong because I really like the idea behind this script. https://dl.dropboxusercontent.com/u/58388108/The%20Lost%20World.zip EDIT: The events that have the gather node comment are on the Mountain Village House (Exterior) near the right side. Edited August 2, 2013 by TheRPGLPer Share this post Link to post Share on other sites
casper667 131 Posted August 3, 2013 It's Yami's Patch SystemThat script overwrites Game_Map#setup, which my script also uses to set up the gathering nodes. To fix this, place that script above the CSCA Gathering script. You'll also need to update the CSCA Core script as the CSCA Gathering script requires 1.0.7+ and you only have 1.0.6. I'd also suggest making your gather events "same as character" or else you'll be able to walk over them. Share this post Link to post Share on other sites
TheRPGLPer 2 Posted August 3, 2013 Thank you so much, that was it. It's working fine now. Share this post Link to post Share on other sites
imaninja33 0 Posted August 3, 2013 For some reason when I try to put an event on the map that can only apear with a switch condition (event only apear if switch 3 is on), the game crashes giving an error with this script at 593 saying undefind method for 'each'. I did this on a blank project. Along with your Core script, your toast manager script, your Proffesions sript and your Crafting Script. Share this post Link to post Share on other sites
casper667 131 Posted August 3, 2013 I can't reproduce your error. You'll have to give more information. Share this post Link to post Share on other sites
imaninja33 0 Posted August 3, 2013 I can't reproduce your error. You'll have to give more information. To reproduce it just set one of the switches on in the conditions section for an event(meaning a switch has to be on for the event to show up on the map) It happens even when I use the unmodified version of your scripts. Here is how I have them set up. CSCA Core Script version: 1.0.7 CSCA Toast Manager version: 1.1.0 CSCA Professions version: 1.0.3 CSCA Crafting version: 1.0.4 CSCA Gathering version: 1.0.0 Share this post Link to post Share on other sites
casper667 131 Posted August 3, 2013 I have tried requiring a switch for a node, the error doesn't happen for me. Share this post Link to post Share on other sites
imaninja33 0 Posted August 3, 2013 That's strange, I even tried this on a blank project with just your core script and your gathering script alone. I keep getting the error on the second line of this part of the script. def csca_gather_get_node @list.each do |command| (THIS LINE HERE) if command.code == 108 && command.parameters[0] =~ /<gather_node: (.*)>/i @gather_event = true @through = true @node = $csca.get_node($1.to_sym) @last_gather_time = csca_gather_get_last_gather_time(@map_id, @id) break end end end It keeps saying undefined method for 'each'. Do you know any reason it might do that, I might have to upload a demo of it. Share this post Link to post Share on other sites
casper667 131 Posted August 5, 2013 (edited) Try replacing that code with this: def csca_gather_get_node unless @list.nil? @list.each do |command| (THIS LINE HERE) if command.code == 108 && command.parameters[0] =~ /<gather_node: (.*)>/i @gather_event = true @through = true @node = $csca.get_node($1.to_sym) @last_gather_time = csca_gather_get_last_gather_time(@map_id, @id) break end end end end If that doesn't work, you'll have to upload a demo or something. Edited August 5, 2013 by casper667 Share this post Link to post Share on other sites
imaninja33 0 Posted August 9, 2013 Try replacing that code with this: def csca_gather_get_node unless @list.nil? @list.each do |command| (THIS LINE HERE) if command.code == 108 && command.parameters[0] =~ /<gather_node: (.*)>/i @gather_event = true @through = true @node = $csca.get_node($1.to_sym) @last_gather_time = csca_gather_get_last_gather_time(@map_id, @id) break end end end end If that doesn't work, you'll have to upload a demo or something. That seemed to do the trick, It's working perfectly now! Thanks. Share this post Link to post Share on other sites
halrawk 11 Posted September 4, 2013 I seem to get an error whenever I try to add a sound effect to end sound. :gather_end_sound => "Item3", Doesn't seem to be working. Everything else in the script is working fine. The error I get simple says File Not Found. Share this post Link to post Share on other sites
KaylieMarie 9 Posted September 4, 2013 A very nice looking script! I'm going to have to find a way to implement this! Share this post Link to post Share on other sites
ceciltaru 0 Posted January 7, 2014 I downloaded this script of your website, have the Core and Professions scripts as well. I am getting the following error, with one event defined on the map: Script 'CSCA_Gathering' line 652: NoMethodError occurred. undefined method 'required_switch' for #<Array:0x5ea6b40> My node types is defined as: NODE_TYPES[0] = { :type => :mining, :item_tiers => [[:item, 80]] , # :note => "" } I have 3 nodes defined, each with the required_switch property => nil, Any insight on this issue would be great! Share this post Link to post Share on other sites
halrawk 11 Posted February 4, 2014 I downloaded this script of your website, have the Core and Professions scripts as well. I am getting the following error, with one event defined on the map: Script 'CSCA_Gathering' line 652: NoMethodError occurred. undefined method 'required_switch' for #<Array:0x5ea6b40> My node types is defined as: NODE_TYPES[0] = { :type => :mining, :item_tiers => [[:item, 80]] , # :note => "" } I have 3 nodes defined, each with the required_switch property => nil, Any insight on this issue would be great! I was running into this problem earlier, I found what fixed it was making sure that NO events on the map require a switch on their first page. If they do, simply put a blank page, with no switches required, first. Share this post Link to post Share on other sites
thelime 0 Posted June 5, 2014 (edited) Hi there, I made an account here just to get help with this issue I've been having, as I just can't figure it out. Here's my list of scripts, along with the Error. Most of my scripts with vague names are YanFly. Here's my gather code: NODE[0] = { :type => :mining, :symbol => :stone, :name => "Stone", :actiontext => "mine", :level_req => 1, :exp => 10, :min_tier => 0, :gather_item => [:item, 47], :gather_item_rare => [:item, 48], :rare_chance => 10, :amount_variance => 1, :rare_amount_variance => 1, :min_amount => 1, :rare_min_amount => 1, :profession_level_effect => 0.02, :start_spawned => true, :spawn_time => 0, :gather_time => 180, :gather_sound => nil, :gather_end_sound => nil, :gather_anim => 7, :color1 => 29, :color2 => 29, :graphic => ["Miningrocks_1", 0, 2], :required_switch => nil, :note => "" } So basically everything works fine, I can mine the stone and it all works. But if I enter 1 of 3 maps in my game, It crashes and I get that error. There's no stone in those maps, and they worked before. Help? Edit: I removed the gathering script completely, and no Errors on those maps. I've attached the entire thing. CSCA Gathering.txt Edited June 5, 2014 by thelime Share this post Link to post Share on other sites
bvck 2 Posted June 16, 2014 Would there be a way to run a common event for the gathering or have it pick between a few different items? This looks like it could possibly work better than the common events I've set up for my herb gathering, but if you can only have the chance to get one item per event it wouldnt do me any good as my herbs you have a chance of picking 6 different items. Share this post Link to post Share on other sites