IT+, IT-, ITJ, and GITIn-depth reviewBase descriptions:
You can use the argument decoder to see what item you would be giving. I'm assuming that you already know what items do what, but if you don't you can always give it to yourself and look at its description.
If you try to take away an item that the player doesn't have, the command will do nothing...
But will only work if used with a MSG command.
The argument decoder seems to be a little bit broken for this command, so i'll go over it here. To show a weapon icon, you need to put in the weapon number. The weapon number is the same number as its number for the AM+ command (0002 -> Polar Star, 0003 -> Machine Gun)
If you start your argument with a 1, then the game will display an item. (1002 -> Map System, 1020 -> Turbo Charge)
if the player has a certain item.
Now, let's say that we have an NPC on the map that runs event #0101 when you interact with them. The first thing that the game does is freeze all game action, and then checks to see if the player has item number 0002 If the player has item number 0002, then jump strait to event #0102 However if the player does not have item, then do not jump, and continue the rest of the script.
the game checks if the player has the item, the player does not currently have the item, but is given it later in the event.
The ITJ command would make the game jump to event #0102 When the game does a jump, it completely ignores any commands and/or other events inbetween it.
The jump here would ignore the MSG, NOD, IT+, and END command in event #0101 and go strait to event #0102 and start running it.
And this will happen every time the player interacts with the NPC from now on until the player loses the item.
event when certain conditions are met. Previous Lesson: FAC, NOD, CLR, and CLO Next Lesson: AM+, AM-, TAM, AE+, AMJ, and ZAM |