ACR_Items.Pricing.GetArmorPrice C# (CSharp) Метод

GetArmorPrice() приватный статический Метод

private static GetArmorPrice ( CLRScriptBase script, uint target ) : int
script CLRScriptFramework.CLRScriptBase
target uint
Результат int
        private static int GetArmorPrice(CLRScriptBase script, uint target)
        {
            #region Initialize commonly-used variables
            int rulesType = script.GetArmorRulesType(target);
            int value = ArmorRulesTypeValues[rulesType];
            int itemType = script.GetBaseItemType(target);
            int enchantmentPenalty = 0;
            int specialMat = script.GetItemBaseMaterialType(target);
            #endregion

            #region Load item properties into the price calculation collection
            List<PricedItemProperty> itProps = new List<PricedItemProperty>();
            foreach (NWItemProperty prop in script.GetItemPropertiesOnItem(target))
            {
                if (script.GetItemPropertyDurationType(prop) == DURATION_TYPE_PERMANENT)
                {
                    itProps.Add(new PricedItemProperty() { Property = prop, Price = 0 });
                }
            }
            #endregion

            #region Check for Mundane Items
            if (itProps.Count == 0 &&
                (specialMat == GMATERIAL_METAL_IRON || specialMat == GMATERIAL_NONSPECIFIC))
            {
                // No item properties. This is just worth the base item.
                return value;
            }
            #endregion

            #region Check for Rules Type Mismatches
            if (rulesType == ARMOR_RULES_TYPE_SHIELD_HEAVY ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL)
            {
                if (itemType != BASE_ITEM_LARGESHIELD)
                {
                    return -1;
                }
            }
            else if (rulesType == ARMOR_RULES_TYPE_SHIELD_LIGHT ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL)
            {
                if (itemType != BASE_ITEM_SMALLSHIELD)
                {
                    return -1;
                }
            }
            else if (rulesType == ARMOR_RULES_TYPE_SHIELD_TOWER ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON ||
                rulesType == ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL)
            {
                if (itemType != BASE_ITEM_TOWERSHIELD)
                {
                    return -1;
                }
            }
            else
            {
                if (itemType != BASE_ITEM_ARMOR)
                {
                    return -1;
                }
            }
            #endregion

            #region Correct Armor Rules Types and Properties for Materials
            switch (specialMat)
            {
                #region Adamantine
                case GMATERIAL_METAL_ADAMANTINE:
                    {
                        int damageReduction = 1;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 15000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    damageReduction = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 15000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    damageReduction = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    damageReduction = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    damageReduction = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    damageReduction = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    damageReduction = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 15000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    damageReduction = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 15000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    damageReduction = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 15000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    damageReduction = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 15000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    damageReduction = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    damageReduction = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    damageReduction = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 15000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 15000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    damageReduction = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    return -1;
                                }
                        }
                        script.StoreCampaignObject(ItemChangeDBName, PriceChangeVarName, target, script.OBJECT_SELF);
                        if (ALFA.Shared.Modules.InfoStore.ModifiedGff.Keys.Contains(PriceChangeVarName))
                        {
                            int dmgRedctMembers = ALFA.Shared.Modules.InfoStore.ModifiedGff[PriceChangeVarName].TopLevelStruct["DmgReduction"].ValueList.StructList.Count;
                            GFFShortField DmgRedctFlags = new GFFShortField();
                            GFFShortField DmgRedctAmt = new GFFShortField();
                            GFFShortField DmgRedctType = new GFFShortField();
                            GFFShortField DmgRedctSubType = new GFFShortField();
                            DmgRedctFlags.ValueInt = 0;
                            DmgRedctFlags.StringLabel = "DmgRedctFlags";
                            DmgRedctAmt.ValueInt = damageReduction;
                            DmgRedctAmt.StringLabel = "DmgRedctAmt";
                            DmgRedctType.ValueInt = 0;
                            DmgRedctType.StringLabel = "DmgRedctType";
                            DmgRedctSubType.ValueInt = 0;
                            DmgRedctSubType.StringLabel = "DmgRedctSubType";

                            GFFStruct dmgRedct = new GFFStruct();
                            dmgRedct.StructType = 2;

                            dmgRedct.Fields.Add("DmgRedctFlags", DmgRedctFlags);
                            dmgRedct.Fields.Add("DmgRedctAmt", DmgRedctAmt);
                            GFFListField dmgRedctTypeList = new GFFListField();
                            GFFList dmgRedctType = new GFFList();
                            GFFStruct dmgRedctTypeStruct = new GFFStruct();
                            dmgRedctTypeStruct.StructType = 2;
                            dmgRedctType.StructList.Add(dmgRedctTypeStruct);
                            dmgRedctType[0].Fields.Add("DmgRedctType", DmgRedctType);
                            dmgRedctType[0].Fields.Add("DmgRedctSubType", DmgRedctSubType);
                            dmgRedctTypeList.ValueList = dmgRedctType;
                            dmgRedctTypeList.StringLabel = "DmgRedctSubList";
                            dmgRedct.Fields.Add("DmgRedctSubList", dmgRedctTypeList);

                            if (dmgRedctMembers == 0)
                            {
                                ALFA.Shared.Modules.InfoStore.ModifiedGff[PriceChangeVarName].TopLevelStruct["DmgReduction"].ValueList.StructList.Add(dmgRedct);
                                script.DestroyObject(target, 0.0f, FALSE);
                                target = script.RetrieveCampaignObject(ItemChangeDBName, PriceChangeVarName, script.GetLocation(script.OBJECT_SELF), script.OBJECT_SELF, script.OBJECT_SELF);
                                if (script.GetObjectType(script.OBJECT_SELF) != OBJECT_TYPE_PLACEABLE)
                                {
                                    script.DelayCommand(0.5f, delegate()
                                    {
                                        script.CopyItem(target, script.OBJECT_SELF, TRUE);
                                    });
                                }
                            }
                            else
                            {
                                if (dmgRedctMembers > 1)
                                {
                                    for (int count = 1; count < dmgRedctMembers; count++)
                                    {
                                        ALFA.Shared.Modules.InfoStore.ModifiedGff[PriceChangeVarName].TopLevelStruct["DmgReduction"].ValueList.StructList.Remove(count);
                                    }
                                }
                                if (ALFA.Shared.Modules.InfoStore.ModifiedGff[PriceChangeVarName].TopLevelStruct["DmgReduction"].ValueList[0]["DmgRedctAmt"].ValueInt != damageReduction)
                                {
                                    ALFA.Shared.Modules.InfoStore.ModifiedGff[PriceChangeVarName].TopLevelStruct["DmgReduction"].ValueList[0] = dmgRedct;
                                    script.DestroyObject(target, 0.0f, FALSE);
                                    target = script.RetrieveCampaignObject(ItemChangeDBName, PriceChangeVarName, script.GetLocation(script.OBJECT_SELF), script.OBJECT_SELF, script.OBJECT_SELF);
                                    if (script.GetObjectType(script.OBJECT_SELF) != OBJECT_TYPE_PLACEABLE)
                                    {
                                        script.DelayCommand(0.5f, delegate()
                                        {
                                            script.CopyItem(target, script.OBJECT_SELF, TRUE);
                                        });
                                    }
                                }
                            }
                        }
                        List<PricedItemProperty> removingProps = new List<PricedItemProperty>();
                        foreach (PricedItemProperty prop in itProps)
                        {
                            if (script.GetItemPropertyType(prop.Property) == ITEM_PROPERTY_DAMAGE_REDUCTION)
                            {
                                script.RemoveItemProperty(target, prop.Property);
                                removingProps.Add(prop);
                            }
                        }
                        foreach (PricedItemProperty prop in removingProps)
                        {
                            itProps.Remove(prop);
                        }
                        break;
                    }
                #endregion
                #region Arandur
                case GMATERIAL_ARANDUR:
                    {
                        int resistQuantity = IP_CONST_DAMAGERESIST_2;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Arandur is a metal.
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_SONIC, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SONIC, resistQuantity), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Bluewood
                case GMATERIAL_BLUEWOOD:
                    {
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 1200 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 1200 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 600 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 600 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 600 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 600 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 1200 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 1200 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 1200 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 1200 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 600 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 600 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 1200 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 1200 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Bluewood emulates metal.
                                    return -1;
                                }
                        }
                        if (!GetIsHalfWeight(script, itProps))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_50_PERCENT), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Cold Iron
                case GMATERIAL_METAL_COLD_IRON:
                    {
                        int saveBonus = 1;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 9000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    saveBonus = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 9000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    saveBonus = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 4000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    saveBonus = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 4000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    saveBonus = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 1000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    saveBonus = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 1000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    saveBonus = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 4000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    saveBonus = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 4000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    saveBonus = 2;                                    
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 9000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    saveBonus = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 9000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    saveBonus = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 9000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    saveBonus = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 9000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    saveBonus = 3;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 4000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    saveBonus = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 4000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    saveBonus = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 1000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    saveBonus = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 1000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    saveBonus = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 1000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    saveBonus = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 1000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    saveBonus = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 1000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    saveBonus = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 1000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    saveBonus = 1;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 4000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    saveBonus = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 4000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    saveBonus = 2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    return -1;
                                }
                        }
                        enchantmentPenalty = 2000;
                        if (!GetHasSavingThrowBonus(script, itProps, saveBonus))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyBonusSavingThrowVsX(IP_CONST_SAVEVS_UNIVERSAL, saveBonus), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Copper
                case GMATERIAL_COPPER:
                    {
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    return -1;
                                }
                        }
                        if (!GetHasSpecificSavingThrowBonus(script, itProps, IP_CONST_SAVEVS_POISON, 2))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyBonusSavingThrowVsX(IP_CONST_SAVEVS_POISON, 2), target, 0.0f);
                        }
                        if (!GetHasSpecificSavingThrowBonus(script, itProps, IP_CONST_SAVEVS_DISEASE, 2))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyBonusSavingThrowVsX(IP_CONST_SAVEVS_DISEASE, 2), target, 0.0f);
                        }
                        if (!GetHasSpecificSavingThrowPenalty(script, itProps, IP_CONST_SAVEVS_ELECTRICAL, 2))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyReducedSavingThrowVsX(IP_CONST_SAVEVS_ELECTRICAL, 2), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Darksteel
                case GMATERIAL_METAL_DARKSTEEL:
                    {
                        int resistQuantity = IP_CONST_DAMAGERESIST_2;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Darksteel is a metal.
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_ACID, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID, resistQuantity), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Dlarun
                case GMATERIAL_DLARUN:
                    {
                        int resistQuantity = IP_CONST_DAMAGERESIST_2;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Dlarun is a metal.
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE, resistQuantity), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Black, Green, or Copper Dragon
                case GMATERIAL_CREATURE_BLACK_DRAGON:
                case GMATERIAL_CREATURE_GREEN_DRAGON:
                case GMATERIAL_CREATURE_COPPER_DRAGON:
                    {
                        bool shield = false;
                        switch(rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HIDE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HIDE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_PADDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_PADDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                            case ARMOR_RULES_TYPE_CLOTH:
                                {
                                    return -1;
                                }
                        }
                        if (shield)
                        {
                            if (!GetHasSpecificSavingThrowBonus(script, itProps, IP_CONST_SAVEVS_ACID, 2))
                            {
                                script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyBonusSavingThrowVsX(IP_CONST_SAVEVS_ACID, 2), target, 0.0f);
                            }
                        }
                        else
                        {
                            if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_ACID, IP_CONST_DAMAGERESIST_5))
                            {
                                script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID, IP_CONST_DAMAGERESIST_5), target, 0.0f);
                            }
                        }
                        break;
                    }
                #endregion
                #region Blue or Brass Dragon
                case GMATERIAL_CREATURE_BLUE_DRAGON:
                case GMATERIAL_CREATURE_BRONZE_DRAGON:
                    {
                        bool shield = false;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HIDE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HIDE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_PADDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_PADDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                            case ARMOR_RULES_TYPE_CLOTH:
                                {
                                    return -1;
                                }
                        }
                        if (shield)
                        {
                            if (!GetHasSpecificSavingThrowBonus(script, itProps, IP_CONST_SAVEVS_ELECTRICAL, 2))
                            {
                                script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyBonusSavingThrowVsX(IP_CONST_SAVEVS_ELECTRICAL, 2), target, 0.0f);
                            }
                        }
                        else
                        {
                            if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGERESIST_5))
                            {
                                script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGERESIST_5), target, 0.0f);
                            }
                        }
                        break;
                    }
                #endregion
                #region Red, Brass, or Gold Dragon
                case GMATERIAL_CREATURE_RED_DRAGON:
                case GMATERIAL_CREATURE_BRASS_DRAGON:
                case GMATERIAL_CREATURE_GOLD_DRAGON:
                    {
                        bool shield = false;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HIDE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HIDE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_PADDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_PADDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                            case ARMOR_RULES_TYPE_CLOTH:
                                {
                                    return -1;
                                }
                        }
                        if (shield)
                        {
                            if (!GetHasSpecificSavingThrowBonus(script, itProps, IP_CONST_SAVEVS_FIRE, 2))
                            {
                                script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyBonusSavingThrowVsX(IP_CONST_SAVEVS_FIRE, 2), target, 0.0f);
                            }
                        }
                        else
                        {
                            if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGERESIST_5))
                            {
                                script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGERESIST_5), target, 0.0f);
                            }
                        }
                        break;
                    }                
                #endregion
                #region White or Silver Dragon
                case GMATERIAL_CREATURE_WHITE_DRAGON:
                case GMATERIAL_CREATURE_SILVER_DRAGON:
                    {
                        bool shield = false;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HIDE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HIDE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_PADDED_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_PADDED_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_DRAGON];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON];
                                    shield = true;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                            case ARMOR_RULES_TYPE_CLOTH:
                                {
                                    return -1;
                                }
                        }
                        if (shield)
                        {
                            if (!GetHasSpecificSavingThrowBonus(script, itProps, IP_CONST_SAVEVS_COLD, 2))
                            {
                                script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyBonusSavingThrowVsX(IP_CONST_SAVEVS_COLD, 2), target, 0.0f);
                            }
                        }
                        else
                        {
                            if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGERESIST_5))
                            {
                                script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGERESIST_5), target, 0.0f);
                            }
                        }
                        break;
                    }
                #endregion
                #region Duskwood
                case GMATERIAL_WOOD_DUSKWOOD:
                    {
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 300 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK];
                                    break;
                                }
                            default:
                                {
                                    return -1;
                                }
                        }
                        break;
                    }
                #endregion
                #region Fever Iron
                case GMATERIAL_FEVER_IRON:
                    {
                        int resistQuantity = IP_CONST_DAMAGERESIST_2;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Fever iron is a metal.
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_COLD, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_COLD, resistQuantity), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Gold
                case GMATERIAL_GOLD:
                    {
                        int resistQuantity = IP_CONST_DAMAGERESIST_2;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_HEAVYMETAL);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL);
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                                {
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL);
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                                {
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_HEAVYMETAL);
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                                {
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Darksteel is a metal.
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_ACID, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID, resistQuantity), target, 0.0f);
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE, resistQuantity), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Hizagkuur
                case GMATERIAL_HIZAGKUUR:
                    {
                        int resistQuantity = IP_CONST_DAMAGERESIST_2;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Fever iron is a metal.
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_ELECTRICAL, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ELECTRICAL, resistQuantity), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Living Metal
                case GMATERIAL_LIVING_METAL:
                    {
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_LIVING);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_LIVING];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_LIVING);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_LIVING];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_LIVING);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL_LIVING];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_LIVING);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_LIVING];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_LIVING);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_LIVING];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_LIVING);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_LIVING];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_LIVING);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_LIVING];
                                    break;
                                }
                            default:
                                {
                                    return -1;
                                }
                        }
                        break;
                    }
                #endregion
                #region Mithral
                case GMATERIAL_METAL_MITHRAL:
                    {
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MITHREAL);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_MITHREAL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    return -1;
                                }
                        }
                        break;
                    }
                #endregion
                #region Platinum
                case GMATERIAL_PLATINUM:
                    {
                        int resistQuantity = IP_CONST_DAMAGERESIST_2;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_HEAVYMETAL);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL);
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                                {
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL);
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                                {
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_HEAVYMETAL);
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                                {
                                    value = 6000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL);
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                                {
                                    value = 10000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Darksteel is a metal.
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_COLD, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_COLD, resistQuantity), target, 0.0f);
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_SONIC, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SONIC, resistQuantity), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Silver
                case GMATERIAL_METAL_ALCHEMICAL_SILVER:
                    {
                        int resistQuantity = IP_CONST_DAMAGERESIST_2;
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED:
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_HEAVYMETAL);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL);
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                                {
                                    value = 1500 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_2;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_HEAVYMETAL);
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                                {
                                    value = 3000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    resistQuantity = IP_CONST_DAMAGERESIST_4;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL);
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                                {
                                    value = 5000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    resistQuantity = IP_CONST_DAMAGERESIST_6;
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                                {
                                    // Darksteel is a metal.
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_ELECTRICAL, resistQuantity))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ELECTRICAL, resistQuantity), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Sondarr
                case GMATERIAL_SONDARR:
                    {
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_BANDED_DRAGON:
                            case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                            case ARMOR_RULES_TYPE_BANDED_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BANDED_MASTERWORK:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                            case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                            case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                            case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                            case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_DRAGON:
                            case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                            case ARMOR_RULES_TYPE_SCALE_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SCALE_MASTERWORK:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                            case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                            case ARMOR_RULES_TYPE_SPLINT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SPLINT_MASTERWORK:
                                {
                                    value += 2000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_MASTERWORK];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                            case ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                            case ARMOR_RULES_TYPE_HIDE:
                            case ARMOR_RULES_TYPE_HIDE_DRAGON:
                            case ARMOR_RULES_TYPE_HIDE_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER:
                            case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                            case ARMOR_RULES_TYPE_LEATHER_MASTERWORK:
                            case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                            case ARMOR_RULES_TYPE_PADDED:
                            case ARMOR_RULES_TYPE_PADDED_DRAGON:
                            case ARMOR_RULES_TYPE_PADDED_MASTERWORK:
                            case ARMOR_RULES_TYPE_CLOTH:
                                {
                                    return -1;
                                }
                        }
                        break;
                    }
                #endregion
                #region Suzailian Chainweave
                case GMATERIAL_SUZAILLIAN_CHAINWEAVE:
                    {
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                    value = 28000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK:
                                {
                                    value = 28000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                            case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                    value = 35000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK:
                                {
                                    value = 35000 + ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL];
                                    break;
                                }
                            default:
                                {
                                    return -1;
                                }
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_BLUDGEONING, IP_CONST_DAMAGERESIST_2))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_BLUDGEONING, IP_CONST_DAMAGERESIST_2), target, 0.0f);
                        }
                        if (!GetHasElementalArmorBonus(script, itProps, IP_CONST_DAMAGETYPE_SLASHING, IP_CONST_DAMAGERESIST_2))
                        {
                            script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SLASHING, IP_CONST_DAMAGERESIST_2), target, 0.0f);
                        }
                        break;
                    }
                #endregion
                #region Zalantar
                case GMATERIAL_WOOD_DARKWOOD:
                    {
                        switch (rulesType)
                        {
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                                {
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK:
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                                {
                                    script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD);
                                    value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD];
                                    break;
                                }
                            case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                                {
                                    break;
                                }
                            default:
                                {
                                    return -1;
                                }
                        }
                        break;
                    }
                #endregion
                #region Banned Materials
                case GMATERIAL_FIENDBONE:
                case GMATERIAL_FRYSTALLINE:
                    {
                        return -1;
                    }
                #endregion
            }
            #endregion

            #region Check for early return, if the item is only masterwork or special material
            if (itProps.Count == 0)
            {
                return value;
            }
            #endregion

            #region Check for Use Restriction
            bool IsClassRestricted = GetIsUseRestrictedByClass(script, itProps);
            #endregion

            #region Calculate Magical Bonuses
            float effectivePlus = 0.0f;
            int ACvsEveryone = 0;
            int spellFoci = 0;
            #region Properties that are Indiscriminate
            foreach (PricedItemProperty prop in itProps)
            {
                int propType = script.GetItemPropertyType(prop.Property);
                switch (propType)
                {
                    #region Ability Bonus
                    case ITEM_PROPERTY_ABILITY_BONUS:
                        {
                            prop.Price = (script.GetItemPropertyCostTableValue(prop.Property) * script.GetItemPropertyCostTableValue(prop.Property) * 1000);
                            break;
                        }
                    #endregion
                    #region AC Bonus
                    case ITEM_PROPERTY_AC_BONUS:
                        {
                            if (script.GetItemPropertyCostTableValue(prop.Property) > ACvsEveryone)
                            {
                                ACvsEveryone = script.GetItemPropertyCostTableValue(prop.Property);
                                effectivePlus += script.GetItemPropertyCostTableValue(prop.Property);
                            }
                            break;
                        }
                    #endregion
                    #region Arcane Spell Failure Reduction
                    case ITEM_PROPERTY_ARCANE_SPELL_FAILURE:
                        {
                            switch (script.GetItemPropertyCostTableValue(prop.Property))
                            {
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_5_PERCENT:
                                    {
                                        effectivePlus += 0.5f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_10_PERCENT:
                                    {
                                        effectivePlus += 1.0f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_15_PERCENT:
                                    {
                                        effectivePlus += 1.5f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_20_PERCENT:
                                    {
                                        effectivePlus += 2.0f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_25_PERCENT:
                                    {
                                        effectivePlus += 2.5f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_30_PERCENT:
                                    {
                                        effectivePlus += 3.0f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_35_PERCENT:
                                    {
                                        effectivePlus += 3.5f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_40_PERCENT:
                                    {
                                        effectivePlus += 4.0f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_45_PERCENT:
                                    {
                                        effectivePlus += 4.5f;
                                        break;
                                    }
                                case IP_CONST_ARCANE_SPELL_FAILURE_MINUS_50_PERCENT:
                                    {
                                        effectivePlus += 5.0f;
                                        break;
                                    }
                                default:
                                    {
                                        // the others are all penalties; No influence on price.
                                        break;
                                    }
                            }
                            break;
                        }
                    #endregion
                    #region Bonus Feat
                    case ITEM_PROPERTY_BONUS_FEAT:
                        {
                            switch (script.GetItemPropertySubType(prop.Property))
                            {
                                case IP_CONST_FEAT_COMBAT_CASTING:
                                    {
                                        effectivePlus += 1.0f;
                                        break;
                                    }
                                case IP_CONST_FEAT_DEFLECT_ARROWS:
                                    {
                                        effectivePlus += 2.0f;
                                        break;
                                    }
                                case IP_CONST_FEAT_DODGE:
                                    {
                                        effectivePlus += 1.0f;
                                        break;
                                    }
                                case IP_CONST_FEAT_EXTRA_TURNING:
                                    {
                                        effectivePlus += 1.0f;
                                        break;
                                    }
                                case IP_CONST_FEAT_SPELLFOCUSABJ:
                                case IP_CONST_FEAT_SPELLFOCUSCON:
                                case IP_CONST_FEAT_SPELLFOCUSDIV:
                                case IP_CONST_FEAT_SPELLFOCUSENC:
                                case IP_CONST_FEAT_SPELLFOCUSEVO:
                                case IP_CONST_FEAT_SPELLFOCUSILL:
                                case IP_CONST_FEAT_SPELLFOCUSNEC:
                                    {
                                        switch (spellFoci)
                                        {
                                            case 0:
                                                effectivePlus += 1.0f;
                                                break;
                                            case 1:
                                                effectivePlus += 0.5f;
                                                break;
                                            case 2:
                                                effectivePlus += 0.5f;
                                                break;
                                            default:
                                                return -1;
                                        }
                                        break;
                                    }
                                case IP_CONST_FEAT_SPELLPENETRATION:
                                    {
                                        effectivePlus += 1.5f;
                                        break;
                                    }
                            }
                            break;
                        }
                    #endregion
                    #region Bonus Spell Slot
                    case ITEM_PROPERTY_BONUS_SPELL_SLOT_OF_LEVEL_N:
                        {
                            int level = script.GetItemPropertyCostTableValue(prop.Property);
                            if (level == 0)
                            {
                                prop.Price = 500;
                            }
                            else
                            {
                                prop.Price = level * level * 1000;
                            }
                            break;
                        }
                    #endregion
                    #region Cast Spell
                    case ITEM_PROPERTY_CAST_SPELL:
                        {
                            int spell = script.GetItemPropertySubType(prop.Property);
                            if (spell == IP_CONST_CASTSPELL_ACTIVATE_ITEM ||
                               spell == IP_CONST_CASTSPELL_UNIQUE_POWER ||
                               spell == IP_CONST_CASTSPELL_UNIQUE_POWER_SELF_ONLY)
                            {
                                // We can't price these, as their powers are custom scripted.
                                return -2;
                            }
                            float spellLevel = 0.0f;
                            float casterLevel = 0.0f;
                            float.TryParse(script.Get2DAString("iprp_spells", "InnateLvl", spell), out spellLevel);
                            float.TryParse(script.Get2DAString("iprp_spells", "CasterLvl", spell), out casterLevel);
                            if (spellLevel < 0.5f)
                            {
                                spellLevel = 0.5f;
                            }
                            if (casterLevel < 1.0f)
                            {
                                casterLevel = 1.0f;
                            }
                            float multiplier = spellLevel * casterLevel;
                            switch (script.GetItemPropertyCostTableValue(prop.Property))
                            {
                                case IP_CONST_CASTSPELL_NUMUSES_0_CHARGES_PER_USE:
                                    {
                                        return -1;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_1_CHARGE_PER_USE:
                                    {
                                        prop.ChargedPrice = (int)(multiplier * 36);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_1_USE_PER_DAY:
                                    {
                                        prop.Price = (int)(multiplier * 360);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_2_CHARGES_PER_USE:
                                    {
                                        prop.ChargedPrice = (int)(multiplier * 18);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_2_USES_PER_DAY:
                                    {
                                        prop.Price = (int)(multiplier * 720);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_3_CHARGES_PER_USE:
                                    {
                                        prop.ChargedPrice = (int)(multiplier * 12);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_3_USES_PER_DAY:
                                    {
                                        prop.Price = (int)(multiplier * 1080);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_4_CHARGES_PER_USE:
                                    {
                                        prop.ChargedPrice = (int)(multiplier * 9);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_4_USES_PER_DAY:
                                    {
                                        prop.Price = (int)(multiplier * 1440);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_5_CHARGES_PER_USE:
                                    {
                                        prop.ChargedPrice = (int)(multiplier * 7);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_5_USES_PER_DAY:
                                    {
                                        prop.Price = (int)(multiplier * 1800);
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_SINGLE_USE:
                                    {
                                        if (script.GetItemCharges(target) > 0)
                                        {
                                            if (IsClassRestricted)
                                            {
                                                prop.ChargedPrice = (int)((multiplier * 25) / script.GetItemCharges(target));
                                            }
                                            else
                                            {
                                                prop.ChargedPrice = (int)((multiplier * 50) / script.GetItemCharges(target));
                                            }
                                        }
                                        else
                                        {
                                            if (IsClassRestricted)
                                            {
                                                prop.Price = (int)(multiplier * 25);
                                            }
                                            else
                                            {
                                                prop.Price = (int)(multiplier * 50);
                                            }
                                        }
                                        break;
                                    }
                                case IP_CONST_CASTSPELL_NUMUSES_UNLIMITED_USE:
                                    {
                                        return -1;
                                    }
                            }
                            break;
                        }
                    #endregion
                    #region Damage Resistance
                    case ITEM_PROPERTY_DAMAGE_RESISTANCE:
                        {
                            switch (script.GetItemPropertySubType(prop.Property))
                            {
                                case IP_CONST_DAMAGETYPE_ACID:
                                case IP_CONST_DAMAGETYPE_COLD:
                                case IP_CONST_DAMAGETYPE_ELECTRICAL:
                                case IP_CONST_DAMAGETYPE_FIRE:
                                case IP_CONST_DAMAGETYPE_SONIC:
                                    {
                                        switch (script.GetItemPropertyCostTableValue(prop.Property))
                                        {
                                            case IP_CONST_DAMAGERESIST_5:
                                                {
                                                    prop.Price = 4000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_10:
                                                {
                                                    prop.Price = 12000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_15:
                                                {
                                                    prop.Price = 20000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_20:
                                                {
                                                    prop.Price = 28000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_25:
                                                {
                                                    prop.Price = 36000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_30:
                                                {
                                                    prop.Price = 44000;
                                                    break;
                                                }
                                            default:
                                                {
                                                    return -1;
                                                }
                                        }
                                        break;
                                    }
                                case IP_CONST_DAMAGETYPE_NEGATIVE:
                                    {
                                        switch (script.GetItemPropertyCostTableValue(prop.Property))
                                        {
                                            case IP_CONST_DAMAGERESIST_5:
                                                {
                                                    prop.Price = 6000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_10:
                                                {
                                                    prop.Price = 18000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_15:
                                                {
                                                    prop.Price = 30000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_20:
                                                {
                                                    prop.Price = 42000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_25:
                                                {
                                                    prop.Price = 54000;
                                                    break;
                                                }
                                            case IP_CONST_DAMAGERESIST_30:
                                                {
                                                    prop.Price = 66000;
                                                    break;
                                                }
                                        }
                                        break;
                                    }
                                default:
                                    {
                                        return -1;
                                    }
                            }
                            break;
                        }
                    #endregion
                    #region Freeom of Movement
                    case ITEM_PROPERTY_FREEDOM_OF_MOVEMENT:
                        {
                            prop.Price = 40000;
                            break;
                        }
                    #endregion
                    #region Immunities
                    case ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS:
                        {
                            switch (script.GetItemPropertySubType(prop.Property))
                            {
                                case IP_CONST_IMMUNITYMISC_DEATH_MAGIC:
                                    {
                                        prop.Price = 80000;
                                        break;
                                    }
                                case IP_CONST_IMMUNITYMISC_DISEASE:
                                    {
                                        prop.Price = 7500;
                                        break;
                                    }
                                case IP_CONST_IMMUNITYMISC_FEAR:
                                    {
                                        prop.Price = 10000;
                                        break;
                                    }
                                case IP_CONST_IMMUNITYMISC_KNOCKDOWN:
                                    {
                                        prop.Price = 22500;
                                        break;
                                    }
                                case IP_CONST_IMMUNITYMISC_LEVEL_ABIL_DRAIN:
                                    {
                                        prop.Price = 40000;
                                        break;
                                    }
                                case IP_CONST_IMMUNITYMISC_PARALYSIS:
                                    {
                                        prop.Price = 15000;
                                        break;
                                    }
                                case IP_CONST_IMMUNITYMISC_POISON:
                                    {
                                        prop.Price = 25000;
                                        break;
                                    }
                                default:
                                    {
                                        return -1;
                                    }
                            }
                            break;
                        }
                    #endregion
                    #region Spell Immunities
                    case ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL:
                        {
                            float spellLevel = 0.0f;
                            float.TryParse(script.Get2DAString("spells", "Innate", script.GetItemPropertyCostTableValue(prop.Property)), out spellLevel);
                            if (spellLevel < 0.5f)
                            {
                                spellLevel = 0.5f;
                            }
                            prop.Price = (int)(((spellLevel * spellLevel) + 1) * 1000);
                            break;
                        }
                    #endregion
                    #region Light
                    case ITEM_PROPERTY_LIGHT:
                        {
                            prop.Price = script.GetItemPropertyCostTableValue(prop.Property) * 100;
                            break;
                        }
                    #endregion
                    #region Saving Throws
                    case ITEM_PROPERTY_SAVING_THROW_BONUS:
                        {
                            int val = script.GetItemPropertyCostTableValue(prop.Property);
                            if (val > 5)
                            {
                                return -1;
                            }
                            if (script.GetItemPropertySubType(prop.Property) == IP_CONST_SAVEVS_UNIVERSAL)
                            {
                                prop.Price = (val * val) * 1000;
                            }
                            else if (script.GetItemPropertyCostTableValue(prop.Property) == IP_CONST_SAVEVS_MINDAFFECTING)
                            {
                                prop.Price = (val * val) * 500;
                            }
                            else
                            {
                                prop.Price = (val * val) * 250;
                            }
                            break;
                        }
                    #endregion
                    #region Specific Saving Throws
                    case ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC:
                        {
                            int val = script.GetItemPropertyCostTableValue(prop.Property);
                            if (val > 5)
                            {
                                return -1;
                            }
                            prop.Price = (val * val) * 250;
                            break;
                        }
                    #endregion
                    #region Skill Bonuses
                    case ITEM_PROPERTY_SKILL_BONUS:
                        {
                            int val = script.GetItemPropertyCostTableValue(prop.Property);
                            prop.Price = (val * val) * 100;
                            break;
                        }
                    #endregion
                    #region Spell Resistance
                    case ITEM_PROPERTY_SPELL_RESISTANCE:
                        {
                            switch (script.GetItemPropertyCostTableValue(prop.Property))
                            {
                                case IP_CONST_SPELLRESISTANCEBONUS_12:
                                    {
                                        effectivePlus += 2.0f;
                                        break;
                                    }
                                case IP_CONST_SPELLRESISTANCEBONUS_14:
                                    {
                                        effectivePlus += 3.0f;
                                        break;
                                    }
                                case IP_CONST_SPELLRESISTANCEBONUS_16:
                                    {
                                        effectivePlus += 4.0f;
                                        break;
                                    }
                                case IP_CONST_SPELLRESISTANCEBONUS_18:
                                    {
                                        effectivePlus += 5.0f;
                                        break;
                                    }
                                default:
                                    {
                                        return -1;
                                    }
                            }
                            break;
                        }
                    #endregion
                    #region Non-Price-Adjusting Properties
                    case ITEM_PROPERTY_WEIGHT_INCREASE:
                    case ITEM_PROPERTY_VISUALEFFECT:
                    case ITEM_PROPERTY_USE_LIMITATION_SPECIFIC_ALIGNMENT:
                    case ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE:
                    case ITEM_PROPERTY_USE_LIMITATION_CLASS:
                    case ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP:
                    case ITEM_PROPERTY_DECREASED_ABILITY_SCORE:
                    case ITEM_PROPERTY_DECREASED_AC:
                    case ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER:
                    case ITEM_PROPERTY_DECREASED_DAMAGE:
                    case ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER:
                    case ITEM_PROPERTY_DECREASED_SAVING_THROWS:
                    case ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC:
                    case ITEM_PROPERTY_DECREASED_SKILL_MODIFIER:
                    case ITEM_PROPERTY_DAMAGE_VULNERABILITY:
                    case ITEM_PROPERTY_DAMAGE_REDUCTION_DEPRECATED:
                        {
                            // penalties don't change prices.
                            break;
                        }
                    #endregion
                    #region Illegal or Untoolable Properties
                    case ITEM_PROPERTY_UNLIMITED_AMMUNITION:
                    case ITEM_PROPERTY_TURN_RESISTANCE:
                    case ITEM_PROPERTY_TRUE_SEEING:
                    case ITEM_PROPERTY_TRAP:
                    case ITEM_PROPERTY_THIEVES_TOOLS:
                    case ITEM_PROPERTY_SPECIAL_WALK:
                    case ITEM_PROPERTY_REGENERATION_VAMPIRIC:
                    case ITEM_PROPERTY_REGENERATION:
                    case ITEM_PROPERTY_POISON:
                    case ITEM_PROPERTY_ONHITCASTSPELL:
                    case ITEM_PROPERTY_ON_MONSTER_HIT:
                    case ITEM_PROPERTY_ON_HIT_PROPERTIES:
                    case ITEM_PROPERTY_NO_DAMAGE:
                    case ITEM_PROPERTY_MONSTER_DAMAGE:
                    case ITEM_PROPERTY_MIND_BLANK:
                    case ITEM_PROPERTY_MIGHTY:
                    case ITEM_PROPERTY_MASSIVE_CRITICALS:
                    case ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL:
                    case ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL:
                    case ITEM_PROPERTY_IMPROVED_EVASION:
                    case ITEM_PROPERTY_KEEN:
                    case ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE:
                    case ITEM_PROPERTY_HOLY_AVENGER:
                    case ITEM_PROPERTY_HEALERS_KIT:
                    case ITEM_PROPERTY_HASTE:
                    case ITEM_PROPERTY_ENHANCEMENT_BONUS:
                    case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP:
                    case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP:
                    case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT:
                    case ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE:
                    case ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE:
                    case ITEM_PROPERTY_ENHANCED_CONTAINER_REDUCED_WEIGHT:
                    case ITEM_PROPERTY_DARKVISION:
                    case ITEM_PROPERTY_DAMAGE_REDUCTION:
                    case ITEM_PROPERTY_DAMAGE_BONUS:
                    case ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP:
                    case ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP:
                    case ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT:
                    case ITEM_PROPERTY_BONUS_HITPOINTS:
                    case ITEM_PROPERTY_BASE_ITEM_WEIGHT_REDUCTION:
                    case ITEM_PROPERTY_ATTACK_BONUS:
                    case ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP:
                    case ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP:
                    case ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT:
                        {
                            return -1;
                        }
                    #endregion
                }
            }
            #endregion
            #region Properties that are vs. Specifics
            foreach (PricedItemProperty prop in itProps)
            {
                int propType = script.GetItemPropertyType(prop.Property);
                switch (propType)
                {
                    #region AC Bonus vs. Alignement Group
                    case ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP:
                        {
                            int ACvsGroup = script.GetItemPropertyCostTableValue(prop.Property);
                            if (ACvsGroup > ACvsEveryone)
                            {
                                float multiplier = 0.40f;
                                if (script.GetItemPropertySubType(prop.Property) == IP_CONST_ALIGNMENTGROUP_NEUTRAL)
                                {
                                    multiplier = 2.0f / 3.0f;
                                }
                                if (script.GetItemPropertySubType(prop.Property) == IP_CONST_ALIGNMENTGROUP_EVIL)
                                {
                                    multiplier = 0.50f;
                                }
                                float effectiveBonus = (ACvsGroup - ACvsEveryone) * multiplier;
                                effectivePlus += effectiveBonus;
                            }
                            break;
                        }
                    #endregion
                    #region AC Bonus vs. Damage Type
                    case ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE:
                        {
                            int ACvsGroup = script.GetItemPropertyCostTableValue(prop.Property);
                            if (ACvsGroup > ACvsEveryone)
                            {
                                float multiplier = 1.0f / 3.0f;
                                float effectiveBonus = (ACvsGroup - ACvsEveryone) * multiplier;
                                effectivePlus += effectiveBonus;
                            }
                            break;
                        }
                    #endregion
                    #region AC Bonus vs. Racial Type
                    case ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP:
                        {
                            int ACvsGroup = script.GetItemPropertyCostTableValue(prop.Property);
                            if (ACvsGroup > ACvsEveryone)
                            {
                                float multiplier = 1.0f / 3.0f;
                                float effectiveBonus = (ACvsGroup - ACvsEveryone) * multiplier;
                                effectivePlus += effectiveBonus;
                            }
                            break;
                        }
                    #endregion
                    #region AC Bonus vs. Specific Alignment
                    case ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT:
                        {
                            int ACvsGroup = script.GetItemPropertyCostTableValue(prop.Property);
                            if (ACvsGroup > ACvsEveryone)
                            {
                                float multiplier = 1.0f / 6.0f;
                                float effectiveBonus = (ACvsGroup - ACvsEveryone) * multiplier;
                                effectivePlus += effectiveBonus;
                            }
                            break;
                        }
                    #endregion
                }
            }
            #endregion
            #endregion

            #region Correct for Magical Armor That Should be Masterwork, and Special Mat Rules on Mundane Mats
            if (specialMat == GMATERIAL_NONSPECIFIC ||
                specialMat == GMATERIAL_METAL_IRON ||
                specialMat == GMATERIAL_SONDARR)
            {
                switch (rulesType)
                {
                    case ARMOR_RULES_TYPE_BANDED:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_BANDED_DRAGON:
                    case ARMOR_RULES_TYPE_BANDED_HEAVYMETAL:
                    case ARMOR_RULES_TYPE_BANDED_LIVING:
                    case ARMOR_RULES_TYPE_BANDED_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BANDED_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BANDED_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_BREASTPLATE:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_BREASTPLATE_DRAGON:
                    case ARMOR_RULES_TYPE_BREASTPLATE_DUSKWOOD:
                    case ARMOR_RULES_TYPE_BREASTPLATE_HEAVYMETAL:
                    case ARMOR_RULES_TYPE_BREASTPLATE_LIVING:
                    case ARMOR_RULES_TYPE_BREASTPLATE_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_BREASTPLATE_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_CHAIN_SHIRT:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_CHAIN_SHIRT_HEAVYMETAL:
                    case ARMOR_RULES_TYPE_CHAIN_SHIRT_LIVING:
                    case ARMOR_RULES_TYPE_CHAIN_SHIRT_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAIN_SHIRT_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_CHAINMAIL:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_CHAINMAIL_HEAVYMETAL:
                    case ARMOR_RULES_TYPE_CHAINMAIL_LIVING:
                    case ARMOR_RULES_TYPE_CHAINMAIL_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_CHAINMAIL_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_FULL_PLATE:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_FULL_PLATE_DRAGON:
                    case ARMOR_RULES_TYPE_FULL_PLATE_HEAVYMETAL:
                    case ARMOR_RULES_TYPE_FULL_PLATE_LIVING:
                    case ARMOR_RULES_TYPE_FULL_PLATE_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_FULL_PLATE_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_HALF_PLATE:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_HALF_PLATE_DRAGON:
                    case ARMOR_RULES_TYPE_HALF_PLATE_HEAVYMETAL:
                    case ARMOR_RULES_TYPE_HALF_PLATE_LIVING:
                    case ARMOR_RULES_TYPE_HALF_PLATE_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HALF_PLATE_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_HIDE:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HIDE_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HIDE_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_HIDE_DRAGON:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_HIDE_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_HIDE_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_LEATHER:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_LEATHER_DRAGON:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_LEATHER_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_LEATHER_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_PADDED:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_PADDED_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_PADDED_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_PADDED_DRAGON:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_PADDED_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_PADDED_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_SCALE:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_SCALE_DRAGON:
                    case ARMOR_RULES_TYPE_SCALE_HEAVYMETAL:
                    case ARMOR_RULES_TYPE_SCALE_LIVING:
                    case ARMOR_RULES_TYPE_SCALE_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SCALE_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SCALE_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_SHIELD_HEAVY:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_SHIELD_HEAVY_DARKWOOD:
                    case ARMOR_RULES_TYPE_SHIELD_HEAVY_DRAGON:
                    case ARMOR_RULES_TYPE_SHIELD_HEAVY_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_HEAVY_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_SHIELD_LIGHT:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_SHIELD_LIGHT_DARKWOOD:
                    case ARMOR_RULES_TYPE_SHIELD_LIGHT_DRAGON:
                    case ARMOR_RULES_TYPE_SHIELD_LIGHT_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_LIGHT_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_SHIELD_TOWER:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_SHIELD_TOWER_DARKWOOD:
                    case ARMOR_RULES_TYPE_SHIELD_TOWER_DRAGON:
                    case ARMOR_RULES_TYPE_SHIELD_TOWER_MITHRAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SHIELD_TOWER_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_SPLINT:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_SPLINT_DRAGON:
                    case ARMOR_RULES_TYPE_SPLINT_HEAVYMETAL:
                    case ARMOR_RULES_TYPE_SPLINT_LIVING:
                    case ARMOR_RULES_TYPE_SPLINT_MITHREAL:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_SPLINT_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_SPLINT_MASTERWORK];
                            break;
                        }
                    case ARMOR_RULES_TYPE_STUDDED_LEATHER:
                        {
                            if (ACvsEveryone > 0)
                            {
                                script.SetArmorRulesType(target, ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK);
                                value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK];
                            }
                            break;
                        }
                    case ARMOR_RULES_TYPE_LEATHER_STUDDED_DRAGON:
                        {
                            script.SetArmorRulesType(target, ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK);
                            value = ArmorRulesTypeValues[ARMOR_RULES_TYPE_STUDDED_LEATHER_MASTERWORK];
                            break;
                        }
                }
            }
            #endregion

            #region Sum Calculated Values
            #region Permanent Properties
            value += enchantmentPenalty;
            bool allSecondary = false;
            if (effectivePlus >= 0.05f)
            {
                allSecondary = true;
                if (effectivePlus >= 1.0f)
                {
                    if (ACvsEveryone < 0.99)
                    {
                        return -1;
                    }
                    value += (int)((effectivePlus * effectivePlus) * 1000);
                }
                else
                {
                    value += (int)(effectivePlus * 1000);
                }
            }

            int costliestProp = 0;
            int propsPrice = 0;
            PricedItemProperty costliestCharge = null;
            PricedItemProperty secondCostliestCharge = null;
            foreach (PricedItemProperty prop in itProps)
            {
                value += prop.Price;
                propsPrice += prop.Price;
                if (costliestProp < prop.Price)
                {
                    costliestProp = prop.Price;
                }
                if (prop.ChargedPrice > 0)
                {
                    if (costliestCharge == null)
                    {
                        costliestCharge = prop;
                    }
                    else if (prop.ChargedPrice > costliestCharge.ChargedPrice)
                    {
                        secondCostliestCharge = costliestCharge;
                        costliestCharge = prop;
                    }
                    else if (secondCostliestCharge == null)
                    {
                        secondCostliestCharge = prop;
                    }
                    else if (prop.ChargedPrice > secondCostliestCharge.ChargedPrice)
                    {
                        secondCostliestCharge = prop;
                    }
                }
            }
            if (allSecondary)
            {
                value += (propsPrice / 2);
            }
            else
            {
                // If the costliest prop is the only prop, 0/2 = 0.
                // otherwise, all secondary props cost 50% more.
                value += ((propsPrice - costliestProp) / 2);
            }
            #endregion

            #region Charge-Consuming Properties
            int chargesCost = 0;
            if (costliestCharge != null)
            {
                if (secondCostliestCharge == null)
                {
                    chargesCost += costliestCharge.ChargedPrice * script.GetItemCharges(target);
                    value += costliestCharge.ChargedPrice * script.GetItemCharges(target);
                }
                else
                {
                    foreach (PricedItemProperty prop in itProps)
                    {
                        if (costliestCharge == prop)
                        {
                            chargesCost += prop.ChargedPrice * script.GetItemCharges(target);
                            value += prop.ChargedPrice * script.GetItemCharges(target);
                        }
                        else if (secondCostliestCharge == prop)
                        {
                            chargesCost += (prop.ChargedPrice * script.GetItemCharges(target) * 3) / 4;
                            value += (prop.ChargedPrice * script.GetItemCharges(target) * 3) / 4;
                        }
                        else
                        {
                            chargesCost += (prop.ChargedPrice * script.GetItemCharges(target)) / 2;
                            value += (prop.ChargedPrice * script.GetItemCharges(target)) / 2;
                        }
                    }
                }
            }
            if (IsClassRestricted)
            {
                value -= (chargesCost - ((chargesCost * 750) / 1800));
            }
            #endregion
            #endregion
            return value;
        }