Data field descriptions for Importing treasure from an uploaded text file:

 Each record has 58 lines, each line being described by the Data file field
 name, where the value for the line is the Data file field value.

 For example, the format for Line 1: TreasureName Data field value would be:

  Some leather armor

 Any line indicating (-1/0) would be simply -1 or 0 in the data field value.

Format:

 Line #x: Data file field name

   Data file field value

Description:

 Line 1: TreasureName

   Treasure Name(30 characters)

 Line 2: ShortName

   Treasure identifier(30 characters)

 Line 3: Weight

   Weight(1-32767)

 Line 4: Gold

   Gold value(1-32767)

 Line 5: Spell

   Record number in Spells.txt import file.

 Line 6: WeaponNumber

   1 - Container
     Sets the following:
       WeaponNumber=False
       TwoHanded=False
       Container=True
   (A - W) sets:
     Container=False
     ContainerMax=False
     ContainerSize=False
     TwoHanded=False
     A - Armor
       WeaponNumber=1
     B - Boots
       WeaponNumber=2
     C - Cloak
       WeaponNumber=3
     H - Helmet
       WeaponNumber=8
     R1 - Ring (left-handed)
       WeaponNumber=4
     R2 - Ring (right-handed)
       WeaponNumber=9
     S - Shield
       WeaponNumber=5
     T - Bracers
       WeaponNumber=6
     U - Amulet
       WeaponNumber=10
     W1 - Weapon
       WeaponNumber=7
       TwoHanded=False
     W2 - Weapon (two-handed)
       WeaponNumber=7
       TwoHanded=True
     X - None
       Sets the following:
         WeaponNumber=False
         Container=False
         ContainerMax=False
         ContainerSize=False
         TwoHanded=False
         RequireStr=False
         RequireDex=False
         RequireInt=False

 Line 7: RequireStr

   Minimum strength(0-32767)

 Line 8: RequireDex

   Minimum dexterity(0-32767)

 Line 9: RequireInt

   Minimum intelligence(0-32767)

 Line 10: Plus

   Hit plus(1-32767)

 Line 11: Coin

   Treasure is coins(-1/0)

 Line 12: Scroll

   Treasure is scroll(-1/0)

 Line 13: Charges

   Charges(0-32767,-1=safe vehicle)

 Line 14: Potion

   Treasure is potion(-1/0)

 Line 15: Liquid

   Treasure is a liquid(-1/0) if potion=-1

 Line 16: LiquidType

   Drinking type(1=sip,2=gulp) if liquid=-1

   LiquidType=0/1/2

 Line 17: LiquidFlags

   Currently = 0

 Line 18: PotionType

   If Potion = -1 then

     Potion can be poured into another

   PotionType = record number of other potion in Treasure.txt import file.

 Line 19: MixPotion

   Potion can be mixed(-1/0)

 Line 20: NewPotion

   If Potion = -1 then

     Potion becomes another when mixed or poured into another

   NewPotion = record number of other potion in Treasure.txt import file.

 Line 21: Ammunition

   Ammunition(-1/0)

 Line 22: Loadable

   Treasure is a loadable device(-1/0)

 Line 23: AmmoLoads

   If Loadable = -1 then

     Treasure which loads this device

   Ammoloads = is record number of ammunition in Treasure.txt import file.

 Line 24: Invisible

   Treasure is invisible(-1/0)

 Line 25: Proficiency

   B - Blunt
     Proficiency = 1
   P - Pole
     Proficiency = 2
   S - Sharp
     Proficiency = 3
   T - Thrusting
     Proficiency = 4
   N - None
     Proficiency = 0

 Line 26: RingType

   Treasure ring option:
   A - Any spell
      RingSpell=True
      RingType=3
   F - Fumbling
      RingSpell=True
      RingType=8
   I - Inventory damage
      RingSpell=True
      RingType=7
   L - Level drain
      RingSpell=False
      RingType=2
   O - Offense/invisible spell
      RingSpell=record number in Spell.txt import file which is offense or invisible
      RingType=3
   P - Poison
      RingSpell=False
      RingType=1
   R - Rusting
      RingSpell=True
      RingType=5
   S - Stealing
      RingSpell=True
      RingType=6
   T - Teleporting
      RingSpell=True
      RingType=9
   X - All traps
      RingSpell=True
      RingType=4

 Line 27: RingSpell

   If RingType=3 then

     RingSpell=record number in Spells.txt import file which is offense or invisible

 Line 28: Edible

   Treasure is edible(-1/0)

 Line 29: Rustable

   Treasure can rust(-1/0)

 Line 30: RustPercent

   Percent chance weapon will rust during room rust rate(1-100)

 Line 31: Stealable

   Treasure can be stolen(-1/0)

 Line 32: StealPercent

   Percent chance treasure stolen during room steal rate(1-100)

 Line 33: LaunchAmmo

   Treasure launchs from devices(-1/0)

 Line 34: Launchable

   Treasure is a launchable device(-1/0)

 Line 35: LaunchLoads

   If Launchable = -1 then

     Treasure which loads this device

   Launchloads = is record number of launch ammunition in Treasure.txt import file.

 Line 36: Movable

   Launchable device can be moved(-1/0)

 Line 37: Vehicle

   Treasure is a vehicle(-1/0)

 Line 38: VehicleType
   A - Air terrain
     VehicleType=0
   L - Land terrain
     VehicleType=1
   W - Water terrain
     VehicleType=2
   X - All terrain
     VehicleType=3

 Line 39: LightType

   Treasure is a light(-1/0)

 Line 40: LightCharges

   Light charges(1-32767)

 Line 41: FuelType

   Treasure is fuel(-1/0)

 Line 42: FuelCharges

   Fuel charges(1-32767)

 Line 43: Locked

   Container is locked(-1/0)

 Line 44: ContainerMax

   Max container items(1-32767/-1=unlimited)

 Line 45: ContainerPrefix

   Container name prefix(in it)

 Line 46: ContainerDisappears

   Container disappears with another when placed in each other:

     Value is record number of another container in Treasure.txt import file.

 Line 47: ContainerSize

   0 - Any
   1 - Small
   2 - Medium
   3 - Large

 Line 48-50: RestrictItem(1 To 3)

   Items restricted to container

     Each the record number in Treasure.txt import file. May be zero.

 Line 51: TrapType
   Container is trapped:
   P - Poison
     TrapType=1
   H - Hits
     TrapType=2
   E - Explodes
     TrapType=3
   W - Weapon
     TrapType=4

 Line 52: TrapHits

   For TrapType=2,
     Hits of fat:
       TrapHits=(1-32767)
     Hits of vit:
       TrapHits=-(1-32767)
   For TrapType=3,
     No hits=0,
     Hits of fat:
       TrapHits=(1-32767)
     Hits of vit:
       TrapHits=-(1-32767)

 Line 53: TrapItem

   For TrapType=4,

     TrapItem=record number in Treasure.txt import file.

 Line 54: KeyNumber

   Key number(1-32767)

 Line 55: MasterKey

   Item is a master key(-1/0)

 Line 56: Prefix1

   ANSI prefix code(8 characters):

   fore-   back-   color     foreground
   ground  ground  value     hilight
   ------  ------  ------    ----------
    {F0     {B0    Black     {F8  Gray
    {F1     {B1    Blue      {F9  Light blue
    {F2     {B2    Green     {FA  Light green
    {F3     {B3    Cyan      {FB  Light cyan
    {F4     {B4    Red       {FC  Light red
    {F5     {B5    Magenta   {FD  Light magenta
    {F6     {B6    Brown     {FE  Yellow
    {F7     {B7    White     {FF  High-intensity white

   May be blank.

 Line 57: Permanent

   Treasure is permanent(-1/0)

 Line 58: StaysInRoom

   Treasure stays in room(-1/0)

 Last line: <eof>

   Last line after all records are entered must be <eof>

-end-
