ITEM_COLORIZE is just a part of what you need.
Next step you -most likely- need is to pack RGB/RGBA into single
(u)int, just like it's done internally by engine. For that, run
`getcolor R G B or `getcolor R G B A replacing letters with wanted value. You'll get a number which you're supposed to remember/note.
And finally, apply the color to Item itself using
`itemlight -c NUMBER which should make everything working. I *think* Item::LightColor was used for both, light and colorizing but i can't be 100% sure without time machine.
another question, how do i make an item completely clickable through? if its even possible
Not sure if it's possible but hey, in worst case you can mark item as hidden and use DrawSprite( item.PicMap )
If you need item just for decoration, you can experiment with ITEM_NO_LOOT/ITEM_NO_STEAL/ITEM_CAN_LOOK/ITEM_CAN_PICKUP/ITEM_CAN_USE flags; setting all NO flags and unsetting all CAN flags should make it practically same as scenery. Pay attention to testing hotkeys and such on edited items; your scripts may ignore itemflags and do things you don't want - like decrafting APAs into materials etc. They most likely will still "steal" mouseclicks so it might not be useful in some cases