RPGXP RE SHOOTING SYSTEM NEW TXT FILE HELP

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So I'm working on a resident evil fan game using the xp RE Shooting System
(which can be found hereYour text to link here... or hereYour text to link here...(older version buggy)

anyways the help file say to add a new file use script $scene = Scene_Game_File.new( File ID , True) but no matter what I've tried it wont except a new txt file only let me add one of the two help files that exist I've searched though the Scene_Game_File***Script where a couple of errors lead me to and there doesn't seem to be a way to manually add the files either Idk what to do can anyone help
Hi I still really need help if anyone noticed my post

I think the link above doesnt work here
http://www.mediafire.com/download/dd2wkz22zix/RE+Shooting+System.rar

also heres what the help said if you think you can explain it without checking

You can Config it Under "Game Database" in Script Editor

Set Ink Ribbon = Set ID of Ammo to Ink Ribbon
Set Infinity Item = Set ID of Ammo to Infinity Ammo Pack for Weapon
Set non use bullet = Set ID of Weapon can't reload Ammo
Set Grenade Ammo = Set ID of Grenade Ammos
Set Grenade Weapon = Set ID of Grenade Weapons
Set Item Recipe = Set Mixed Item and Ingredient
Set Weapon Data = Set Weapon Data for easy Using
Set File = Set File (Data for Help Player to playing The game)
\pSet Item Recipe

@recipe.push(Game_Recipe.new( Cu_type , Cu_id ,))
- Cu_type = Recipe Item Type(1 = Item , 2 = Weapon , 3 = Ammo)
- Cu_id = ID Recipe Item
- In_id 1& 2 = Id of Request Item (Type is Item only)
\pSet Weapon Data

@wea_data.push(Game_Weapon_Data.new( Wea , Amm , Mag , step , bul))
- Wea = ID Weapon
- Amm = ID Ammo
- Mag = Max Ammo of Magazine
- step = Step for moving Bullet
- bul = Bullet Sprite
\pSet File

@file.push(Game_File.new(ID, Header, Text_file, Have))
- ID = File ID
- Header = Text For Show in Select File Comment
- Text_file = Name of Text File (no include ".txt")
- Have = Add auto when started new game
****Please Save Text File in UTF-8 Format****
\pEnemy Variables

@hp_max = Max Hp for Enemy
@hp_min = Max Hp for Enemy
@atk_max = Max Attack for Enemy
@atk_min = Min Attack for Enemy
@def_max = Max Defend for Enemy
@def_min = Min Defend for Enemy
\pEnemy Checking Command

near_hit = check if use nead wepon (EX:Knife)
hit_check = check if player attack to enemy
event_die = check enemy is die or not
die_point_check = check case to remove dead enemy

Enemy Normal Command

turn_hit_on = Set enemy was attaked by player
generate_hp = Create enemy HP (Nothing happend if HP != 0)
attack_enemy = Decress Enemy HP
unhit = Set enemy to stand by for attack
attack_player = Decress Player HP
\pWeapon Checking Command

actor_check(actor_id) = Check Actor ID To Match The Number You want
check_weapon_ammo(0,1,2) = Check Ammo
- 1 = Check Weapon Ammo
- 2 = Check Ammo in Box > 0
- 3 = Check Ammo in Box >= Weapon Max Ammo

Weapon Normal Command
shoot_ammo = Shoot Ammo to Attack Enemy
reload(true or blank) = Reload Ammo
- true = Reload Weapon to Max Ammo
- blank = Reload weapon to number of ammo in bax
\pAnimation Checking Command

weapon_hit_check(weapon_id) = Check what weapon attack enemy

Item Checking Command

check_blank_bag = Check Blank Slot for Add Item
check_ammo_pack(ammo_id) = Check The Ammo Slot You have and can be Add.
\pOther Checking Command

message_run_check = Check for Message is showing
weapon_id_check(weapon_id) = Check Actor Weapon ID
To Match The Number You want
player_die = Check If Player Is Die

Other Normal Command
stop_move_event = Stop Event Moveing
die_point_turn = Turn case to remove dead enemy On/Off
The File ID have to be any item with some value or something.

With any system you get you will have to learn how it works
checking the code, for my RE fangame I prefered make my
custom system in RPGmaker 2003.
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