DATA1 for ALL items...
 div 100 indacates "Line Type"
 (see cm_info for more info)
 mod 100 is the color to draw it in.
  Black      0  DarkGray       8
  Blue       1  LightBlue      9
  Green      2  LightGreen    10
  Cyan       3  LightCyan     11
  Red        4  LightRed      12
  Magenta    5  LightMagenta  13
  Brown      6  Yellow        14
  LightGray  7  White         15
 These both default to 1. (blue)
DATA2 was for ansi graphic but this info has been moved to DEV_TEXT.WRK.
 I'm sure I'll come up with something. (Been thinking about making some
 of the LRWeapons auto fire)
DATA3 was for SOMETHING... but I'm not sure what...

Some of these may be diffrent for specific items.


   1 > Healing
    You seemed to get this one correct.
   2 > SR Weapon
    CTL 1 Damage...
    CTL 2 Thrown damage
    CTL 3 if non-zero the item is blunt otherwise it's bladed (not used
          now...  throw back to old version. However I plan on bringing
          it back)
   3 > LR Weapon
    CTL1 THACO modifer
    DATA 1 Weapon Flags?
     Data 2 You think I should use this for an auto fire rate for like
            the Uzi and AK-47?
   4 > Ammo
    You SEEM to have this correct. I don't think ctl2 does anything...
    however I will probibly use it for elemental effects
   5 > Armour
    CTL2 is useless. It used to represent "Reflextion" in armour. That
    is why some of them have data.
   6 > Rope
   7 > Treasure
    if CTL1 is zero then it's not jewelry
    if CTL1 is 1 then it's a ring and you can have 8 equiped
    if CTL1 is 2 or 4 it's Earrings and gloves respectivly and 2 each
      can be equiped. (Note for each ring subtract 4 from the maximum
      rings)
    If CTL1 is 3 or 5 through 10 then it's other misc jewelry and only
      one of each can be worn.
   8 > Potions
     You SEEM to have these right.
   9 > Food
     You SEEM to have these right
  10 > Shield
     Same as armour
  11 > SR/Throw Wea
     I don't think this type is in use anymore. I simply use type two
     for both now. It MAY have been changed to something else however.
  12 > Throw Boom W
     ctl1 Damage
     ctl2 Radius
     ctl3 Special Effect
            1   Fire
            2   Ice
            3   Electricity
            4   Acid
            5   Earth
            6   Water
            7   Air
     data1 Explosion color
  13 > Danger Minip
    You got this one correct
  14 > Magik Restor
    You got this one correct
  15 > LR Scan
    ctl1 Viewing Dist (it's not round!) :)
    ctl2 If non-zero only displays this level
  16 > Nuke
  17 > Spell Book
  18 > Computer
  19 > Spell Scroll
  20 > Wand
  21 > Bio Soft
  22 > Reagent
    You seemed to have this one correct...
  23 > Wond O' Wandor
    No data now. However it will soon work much like the one below.
  24 > Rand Msg Dev
    You got this one correct.
     This represents a line from block #39 in misctext.wrk. At this time
     block #39 is HARDCODED for the wand of wonder... but that is gonna
     change.
  25 > Enhance Kit
  26 > Suit
   You got it correct... but
    if ctl1 = 1 then Ctrl two represents an "Ammo" type
    for it to use one of each step if this is blank
    (EXAMPLE: Gill Suit) it just works!
  27 > Text File
  28 > Pass E-Field & 29 > Detect Traps
    These are NOT special items at all. Thay have no function whatso
    ever. In the TARRAIN types if the FLASH WHEN or the PASS WITH flags
    are set then it uses the RAD damage var for the itemtype.
  30 > Radio
  31 > Magik Bag
    Seem to have it correct.
  32 > Replicator
    Replicators work kinda strange. When I first put them in the game
    people would use them to copy massive piles of stuff to sell at a
    heafty profit. So I put a thing in so that thay fail MOST OF THE TIME
    when trying to copy something more expensive then thay are. It's not
    a good solution but...
  38 > Corpse
    These are automaticly generated when a monster dies (based on there
    settings) using block # 54 from misctext.dat.



---------------- Hostel items use the SAME structure!!!! -----------------

For the most part DATA1 and DATA2 are used for Power and Magik consumption of
the item. If DATA3 is 9 the item appears in the NPC store, if it's NON-Zero it
appears in on of the other stores. I may put the monsters somewhere else some
time in the future... (then again I may not)

21 Teleporter (Links to teleporter node and all other hostels)
22 Portal (Only links to YOUR hostels)
23 Power Generator
    Dset1 Amount of power generated per night
    Dset3 if non-zero then it can NOT be overloaded
24 Magik Generator
    Dset2 Amount of Magik Generated per night..
{Looking at this it would be a simple matter to JOIN the two generator type..
 Overloading will only effect power. Then I could make some wierd generaters
 which could produce both...}
25 Transporter
    Dset1 Range
    Dset2 I think I intended this to be Z cordanate range... However it isn't
          set up to do anything in the code...
26 Factory
    Dset1 Itemnumber to build
    Dset2 Power it takes
    Dset3 Set InGameItem.Data1 to this...
   {Data1 Set InGameItem.Data2 to this...
    Data3 Set InGameItem.Data3 to this...}
27 Hostel LRScanner
    Dset1 Radius
    Dset2 If non-zero only this level
28 Radio
29 Monster
    dset1 Str
    dset2 Dex
    dset3 Agl          THESE ARE DISPLAY ONLY... IT GETS THE REAL STATS FROM
    dset4 Hits             THE MONSTER FILE! MONSTER NAME MUST = MONSTER FILE
    dset5 Magik                                 NAME
30 Item Grid....
    This item is not Avaible at this time...
31 Summoner
    Summons a monster using block # dset1.
    If dset2 is non-zero then the SPACIFIC monster is configurable
32 Repair Unit
    Repairs a monster of subtype dset3 (10% during combat... Compleaty after)
    Dset1 is the INITAL power cost for each combat.
    Data1 is power charged for EACH round of combat.