#define GOLD					"gold"
#define INCAS_IDOL				"idol"
#define INCAS_COLLECTION		"icollection"
#define PIECE_OF_LEGEND			"legend_piece"
#define NOTES_OF_LEGEND			"legend_notes"
#define COPYES_OF_LEGEND		"legend_copy"
#define RHEIMS_JOURNAL			"rheims_journal"
#define COMPRAMAT_TO_DOMIGUES	"domingues_fucked"
#define ITEM_RHEIMS_LETTER		"rheims_letter"
#define LOVE_LETTERS_OF_PRIEST	"pornushka"
#define animists_AMULET			"ANIMISTS_amulet"
#define LETTER_TO_DOMINGUES		"letter_to_domingues"
#define LETTER_TO_BERNARD		"letter_to_bernard"
#define PRISON_LETTER			"letter_prison"
#define OLD_JOURNAL				"old_journal"
#define SMALL_CHEST				"small_chest"
#define NIKOLAS_SABER			"blade18"
#define STATUE1					"Statue 1"
#define STATUE2					"Statue 2"
#define STATUE3					"Statue 3"

// scheffnow -->
#define HOLYCROSS_COPPER		"holycross1"
#define HOLYCROSS_SILVER		"holycross2"
#define HOLYCROSS_GOLD			"holycross3"
// scheffnow <--

//TEMP
#define BLADE_DAGGER    		"blade5"
#define BLADE_SABER				"blade1"
#define BLADE_SHORT				"blade1"
#define BLADE_NORMAL			"blade1"
#define BLADE_LONG				"blade1"
#define GUN_COMMON				"pistol1"
#define CHEAP_SPYGLASS			"spyglass1"
#define COMMON_SPYGLASS			"spyglass2"
#define GOOD_SPYGLASS			"spyglass3"
#define SUPERIOR_SPYGLASS		"spyglass4"
#define POTION					"potion1"

// items group id
#define OBJECT_ITEM_TYPE		"items"
#define GUN_ITEM_TYPE			"gun"
#define BLADE_ITEM_TYPE			"blade"
#define SPYGLASS_ITEM_TYPE		"spyglass"
#define ARMOR_ITEM_TYPE			"armor"			// GreatZen
#define FLASK_ITEM_TYPE			"powderflask"	//JRH	
#define POUCH_ITEM_TYPE			"ammopouch"		//JRH
#define LOCKPICK_ITEM_TYPE		"lockpick"		//PB
#define CLOCK_ITEM_TYPE			"clock"			//PB
#define COMPASS_ITEM_TYPE		"compass"		//PB
#define POTION_ITEM_TYPE		"potion"		//MAXIMUS
#define QUEST_ITEM_TYPE			"quest_item"	//MAXIMUS
#define AMMUNITION_ITEM_TYPE	"ammunition"	// KK
#define MAP_ITEM_TYPE			"map"			// KK

// indexes for items` array
// NK -->
#define MAX_ITEMS				533
int ITEMS_QUANTITY = 0;
#define MAX_RANDITEMS				533 // MUST BE CAREFUL
// should be near items; some items are not for rand pickup, but some are added more than once
// (for probability). Setting this = max_items should be fine.
// note that this is academic as only ~200 something items are used now anyway.
int RANDITEMS_QUANTITY = 0;
#define MAX_SKILLITEMS				533 // must be >= num skill-changing items; best to leave this = max_items
int SKILLITEMS_QUANTITY = 0;
int TRADEITEMS_QUANTITY = 0; // 05-04-01 NK itemtrade
int FIRST_TRADE_ITEM = 0;	// 05-04-07 so we skip quest/notrade items.
int QUESTITEMS_QUANTITY = 0; // KK

// NK <--
#define MAX_BUTTONS				  128
#define BUTTON_ACTIVATION_TIME	  1000
#define ITEMS_LAYER				  50
#define MAX_LOADED_RANDITEMS	  10
#define MAX_HANDLED_BOXES 		  10


object Items[MAX_ITEMS];
object RandItems[MAX_RANDITEMS]; // NK
object SkillItems[MAX_SKILLITEMS]; // NK

// NK new style randitems:
#define RANDITEMS_MAXCHANCE	10
#define RANDITEMS_MAX			8192 // hope that's enough. At max we'd need MAX_ITEMS * RANDITEMS_MAXCHANCE or so, but most items have smaller itm.rare
#define RANDITEMS_MAXLEVELS	128

int RandItemsIdx[RANDITEMS_MAX];
int RandItemsIdx_Quantity = 0;
int RandItemsLevels[RANDITEMS_MAXLEVELS];		// stores last-randitemidx-for-level
int RandItemsLevels_Quantity = 0;

int RandItemsIdx_BLADE[RANDITEMS_MAX];
int RandItemsIdx_BLADE_Quantity = 0;
int RandItemsLevels_BLADE[RANDITEMS_MAXLEVELS];		// stores last-randitemidx-for-level
int RandItemsLevels_BLADE_Quantity = 0;

int RandItemsIdx_GUN[RANDITEMS_MAX];
int RandItemsIdx_GUN_Quantity = 0;
int RandItemsLevels_GUN[RANDITEMS_MAXLEVELS];		// stores last-randitemidx-for-level
int RandItemsLevels_GUN_Quantity = 0;
// NK <--

// scheffnow - weaponsmod -->
#define MAX_BLADES          300
#define MAX_GUNS            150
#define MAX_QUALITY         6
#define QUALITY_BADLYWORN   0
#define QUALITY_WORN        1
#define QUALITY_AVERAGE     2
#define QUALITY_GOOD        3
#define QUALITY_FINE        4
#define QUALITY_EXELLENT    5
int BLADE_HIGH = -1;
int GUN_HIGH   = -1;
object  BladeItems[MAX_BLADES];
object  GunItems[MAX_GUNS];
object  SortItems[1]; // NEVER USED 05-07-22
// scheffnow - weaponsmod <--

