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; }
private static int GetWeaponPrice(CLRScriptBase script, uint target) { #region Initialize commonly-used variables int value = BaseItemValues[script.GetBaseItemType(target)]; int itemType = script.GetBaseItemType(target); int enchantmentPenalty = 0; bool masterworkCounted = false; 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. if (GetIsAmmunition(itemType)) { value /= 100; } return value; } #endregion #region Clear out Properties that Come from Special Materials; Set Base Price By Special Materials if (specialMat != GMATERIAL_METAL_IRON && specialMat != GMATERIAL_NONSPECIFIC) { #region Adamantine if (specialMat == GMATERIAL_METAL_ADAMANTINE) { if (GetIsAmmunition(itemType)) { value += 1500; } else if (GetIsLightWeapon(itemType)) { value += 800; } else if (GetIsHeavyWeapon(itemType)) { value += 2000; } else { value += 1400; } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Silver and Alchemical Silver else if (specialMat == GMATERIAL_METAL_ALCHEMICAL_SILVER) { if (GetIsAlchemicalSilver(script, itProps)) { if (GetIsAmmunition(itemType)) { value += 200; } else if (GetIsLightWeapon(itemType)) { value += 20; } else if (GetIsHeavyWeapon(itemType)) { value += 180; } else { value += 90; } } else { if (GetIsAmmunition(itemType)) { value += 1500; } else if (GetIsLightWeapon(itemType)) { value += 1500; } else if (GetIsHeavyWeapon(itemType)) { value += 3500; } else { value += 2500; } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } } #endregion #region Arandur else if (specialMat == GMATERIAL_ARANDUR) { if (GetIsAmmunition(itemType)) { value += 1000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_SONIC, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_SONIC, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsLightWeapon(itemType)) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_SONIC, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_SONIC, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsHeavyWeapon(itemType)) { value += 4000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_SONIC, IP_CONST_DAMAGEBONUS_1d3)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_SONIC, IP_CONST_DAMAGEBONUS_1d3), target, 0.0f); } } else { value += 3000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_SONIC, IP_CONST_DAMAGEBONUS_1d2)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_SONIC, IP_CONST_DAMAGEBONUS_1d2), target, 0.0f); } } } #endregion #region Bluewood else if (specialMat == GMATERIAL_BLUEWOOD) { if (GetIsAmmunition(itemType)) { value += 400; } else if (GetIsLightWeapon(itemType)) { value += 400; } else if (GetIsHeavyWeapon(itemType)) { value += 900; } else { value += 600; } if(!GetIsHalfWeight(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_50_PERCENT), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Cold Iron else if (specialMat == GMATERIAL_METAL_COLD_IRON) { value += BaseItemValues[script.GetBaseItemType(target)]; enchantmentPenalty = 2000; } #endregion #region Copper // Copper weapons have no special properties or pricing. #endregion #region Darksteel else if (specialMat == GMATERIAL_METAL_DARKSTEEL) { if (GetIsAmmunition(itemType)) { value += 1000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsLightWeapon(itemType)) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsHeavyWeapon(itemType)) { value += 4000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1d3)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1d3), target, 0.0f); } } else { value += 3000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1d2)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1d2), target, 0.0f); } } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Dlarun else if (specialMat == GMATERIAL_DLARUN) { if (GetIsAmmunition(itemType)) { value += 1000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsLightWeapon(itemType)) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsHeavyWeapon(itemType)) { value += 4000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1d3)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1d3), target, 0.0f); } } else { value += 3000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1d2)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1d2), target, 0.0f); } } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Black, Green, or Copper Dragon else if (specialMat == GMATERIAL_CREATURE_BLACK_DRAGON || specialMat == GMATERIAL_CREATURE_GREEN_DRAGON || specialMat == GMATERIAL_CREATURE_COPPER_DRAGON) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_ACID, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ACID, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Blue or Brass Dragon else if (specialMat == GMATERIAL_CREATURE_BLUE_DRAGON || specialMat == GMATERIAL_CREATURE_BRONZE_DRAGON) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ELECTRICAL, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Red, Brass, or Gold Dragon else if (specialMat == GMATERIAL_CREATURE_RED_DRAGON || specialMat == GMATERIAL_CREATURE_BRASS_DRAGON || specialMat == GMATERIAL_CREATURE_GOLD_DRAGON) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region White or Silver Dragon else if (specialMat == GMATERIAL_CREATURE_WHITE_DRAGON || specialMat == GMATERIAL_CREATURE_SILVER_DRAGON) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Duskwood else if (specialMat == GMATERIAL_WOOD_DUSKWOOD) { value += 1000; if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Fever Iron else if (specialMat == GMATERIAL_FEVER_IRON) { if (GetIsAmmunition(itemType)) { value += 1000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsLightWeapon(itemType)) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsHeavyWeapon(itemType)) { value += 4000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d3)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d3), target, 0.0f); } } else { value += 3000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d2)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d2), target, 0.0f); } } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Fiend Bone else if (specialMat == GMATERIAL_FIENDBONE) { if (GetIsAmmunition(itemType)) { value += 1500; } else if (GetIsLightWeapon(itemType)) { value += 1500; } else if (GetIsHeavyWeapon(itemType)) { value += 3500; } else { value += 2500; } if(!GetHasVersusAlignmentBonus(script, itProps, IP_CONST_ALIGNMENTGROUP_GOOD, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonusVsAlign(IP_CONST_ALIGNMENTGROUP_GOOD, IP_CONST_DAMAGETYPE_MAGICAL, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Frystalline else if (specialMat == GMATERIAL_FRYSTALLINE) { if (GetIsAmmunition(itemType)) { value += 1500; } else if (GetIsLightWeapon(itemType)) { value += 1500; } else if (GetIsHeavyWeapon(itemType)) { value += 3500; } else { value += 2500; } if (!GetHasVersusAlignmentBonus(script, itProps, IP_CONST_ALIGNMENTGROUP_EVIL, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonusVsAlign(IP_CONST_ALIGNMENTGROUP_EVIL, IP_CONST_DAMAGETYPE_MAGICAL, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Gold else if (specialMat == GMATERIAL_GOLD) { if (GetIsAmmunition(itemType)) { value += 1500; } else if (GetIsLightWeapon(itemType)) { value += 1500; } else if (GetIsHeavyWeapon(itemType)) { value += 2500; } else { value += 3500; } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Hizagkuur else if (specialMat == GMATERIAL_FEVER_IRON) { if (GetIsAmmunition(itemType)) { value += 1000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsLightWeapon(itemType)) { value += 2000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1), target, 0.0f); } } else if (GetIsHeavyWeapon(itemType)) { value += 4000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d3)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d3), target, 0.0f); } } else { value += 3000; if (!GetHasElementalWeaponBonus(script, itProps, IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d2)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d2), target, 0.0f); } } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Living Metal else if (specialMat == GMATERIAL_LIVING_METAL) { value += 1000; if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Mithral else if (specialMat == GMATERIAL_METAL_MITHRAL) { if (GetIsAmmunition(itemType)) { value += 1000; } else if (GetIsLightWeapon(itemType)) { value += 1000; } else if (GetIsHeavyWeapon(itemType)) { value += 12000; } else { value += 6000; } if (!GetIsHalfWeight(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_50_PERCENT), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion #region Platinum // Platinum has no special properties as a weapon. #endregion #region Sondarr else if (specialMat == GMATERIAL_LIVING_METAL) { value += 1000; } #endregion #region Zalantar else if (specialMat == GMATERIAL_WOOD_DARKWOOD) { if (GetIsAmmunition(itemType)) { value += 300; } else if (GetIsLightWeapon(itemType)) { value += 300; } else if (GetIsHeavyWeapon(itemType)) { value += 300; } else { value += 300; } int addedVal = 0; if (int.TryParse(script.Get2DAString("baseitems", "TenthLBS", itemType), out addedVal)) { value += addedVal; } if (!GetIsHalfWeight(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_50_PERCENT), target, 0.0f); } if (!GetIsMasterwork(script, itProps)) { script.AddItemProperty(DURATION_TYPE_PERMANENT, script.ItemPropertyAttackBonus(1), target, 0.0f); } masterworkCounted = true; } #endregion } #endregion #region Check for masterwork and mighty bonuses if (!masterworkCounted) { if (GetIsAmmunition(itemType)) { if (GetIsMasterworkAmmunition(script, itProps)) { value += 300; } } else if (GetIsMasterwork(script, itProps)) { value += 300; } } foreach (PricedItemProperty prop in itProps) { if (script.GetItemPropertyType(prop.Property) == ITEM_PROPERTY_MIGHTY) { if (itemType == BASE_ITEM_LONGBOW || itemType == BASE_ITEM_HEAVYCROSSBOW) { value += (100 * script.GetItemPropertyCostTableValue(prop.Property)); } else { value += (75 * script.GetItemPropertyCostTableValue(prop.Property)); } } } #endregion #region Check for early return, if the item is only masterwork or special material if (itProps.Count == 0) { if (GetIsAmmunition(itemType)) { value /= 100; } 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 attackVsEveryone = 0; int enhancementVsEveryone = 0; #region Properties that are Indiscriminate foreach (PricedItemProperty prop in itProps) { int propType = script.GetItemPropertyType(prop.Property); switch (propType) { #region Ability Score Bonus case ITEM_PROPERTY_ABILITY_BONUS: { prop.Price = (script.GetItemPropertyCostTableValue(prop.Property) * script.GetItemPropertyCostTableValue(prop.Property) * 1000); break; } #endregion #region Bonus Armor Class case ITEM_PROPERTY_AC_BONUS: { if (script.GetItemPropertyCostTableValue(prop.Property) > ACvsEveryone) { ACvsEveryone = script.GetItemPropertyCostTableValue(prop.Property); } prop.Price = (ACvsEveryone * ACvsEveryone * 2000); break; } #endregion #region Magical Attack Bonus case ITEM_PROPERTY_ATTACK_BONUS: { attackVsEveryone = script.GetItemPropertyCostTableValue(prop.Property); effectivePlus += attackVsEveryone; break; } #endregion #region Base Item Weight Reduction case ITEM_PROPERTY_BASE_ITEM_WEIGHT_REDUCTION: { // Question: do we call this item illegal? break; } #endregion #region Bonus Feat (disarm only) case ITEM_PROPERTY_BONUS_FEAT: { if (script.GetItemPropertySubType(prop.Property) == IP_CONST_FEAT_DISARM) { effectivePlus += 0.5f; } else { if(debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported feat"); return -1; } 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: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides infinite spellcasting"); 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: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides infinite spellcasting"); return -1; } } break; } #endregion #region Damage Bonus case ITEM_PROPERTY_DAMAGE_BONUS: { switch (script.GetItemPropertySubType(prop.Property)) { case IP_CONST_DAMAGETYPE_ACID: case IP_CONST_DAMAGETYPE_BLUDGEONING: case IP_CONST_DAMAGETYPE_COLD: case IP_CONST_DAMAGETYPE_ELECTRICAL: case IP_CONST_DAMAGETYPE_FIRE: case IP_CONST_DAMAGETYPE_PHYSICAL: case IP_CONST_DAMAGETYPE_PIERCING: case IP_CONST_DAMAGETYPE_SLASHING: case IP_CONST_DAMAGETYPE_SONIC: case IP_CONST_DAMAGETYPE_SUBDUAL: { switch (script.GetItemPropertyCostTableValue(prop.Property)) { case IP_CONST_DAMAGEBONUS_1d4: { effectivePlus += 1.0f; break; } case IP_CONST_DAMAGEBONUS_1d6: { effectivePlus += 1.5f; break; } case IP_CONST_DAMAGEBONUS_1d8: { effectivePlus += 2.2f; break; } case IP_CONST_DAMAGEBONUS_1: { effectivePlus += 0.4f; break; } case IP_CONST_DAMAGEBONUS_2: { effectivePlus += 0.8f; break; } case IP_CONST_DAMAGEBONUS_3: { effectivePlus += 1.2f; break; } case IP_CONST_DAMAGEBONUS_4: { effectivePlus += 1.6f; break; } case IP_CONST_DAMAGEBONUS_5: { effectivePlus += 2.0f; break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported damage bonus"); return -1; } } break; } case IP_CONST_DAMAGETYPE_NEGATIVE: { switch (script.GetItemPropertyCostTableValue(prop.Property)) { case IP_CONST_DAMAGEBONUS_1d4: { effectivePlus += 1.1f; break; } case IP_CONST_DAMAGEBONUS_1d6: { effectivePlus += 1.7f; break; } case IP_CONST_DAMAGEBONUS_1d8: { effectivePlus += 2.4f; break; } case IP_CONST_DAMAGEBONUS_1: { effectivePlus += 0.5f; break; } case IP_CONST_DAMAGEBONUS_2: { effectivePlus += 0.9f; break; } case IP_CONST_DAMAGEBONUS_3: { effectivePlus += 1.3f; break; } case IP_CONST_DAMAGEBONUS_4: { effectivePlus += 1.8f; break; } case IP_CONST_DAMAGEBONUS_5: { effectivePlus += 2.2f; break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported damage bonus"); return -1; } } break; } case IP_CONST_DAMAGETYPE_DIVINE: case IP_CONST_DAMAGETYPE_MAGICAL: case IP_CONST_DAMAGETYPE_POSITIVE: { switch (script.GetItemPropertyCostTableValue(prop.Property)) { case IP_CONST_DAMAGEBONUS_1d4: { effectivePlus += 1.3f; break; } case IP_CONST_DAMAGEBONUS_1d6: { effectivePlus += 2.0f; break; } case IP_CONST_DAMAGEBONUS_1d8: { effectivePlus += 2.7f; break; } case IP_CONST_DAMAGEBONUS_1: { effectivePlus += 0.7f; break; } case IP_CONST_DAMAGEBONUS_2: { effectivePlus += 1.1f; break; } case IP_CONST_DAMAGEBONUS_3: { effectivePlus += 1.5f; break; } case IP_CONST_DAMAGEBONUS_4: { effectivePlus += 2.1f; break; } case IP_CONST_DAMAGEBONUS_5: { effectivePlus += 2.5f; break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported damage bonus"); return -1; } } break; } } 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: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported damage resistance"); 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; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported damage resistance"); return -1; } } break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an illegal type of damage resistance"); return -1; } } break; } #endregion #region Freedom of Movement case ITEM_PROPERTY_FREEDOM_OF_MOVEMENT: { prop.Price = 40000; break; } #endregion #region Enhancement Bonus case ITEM_PROPERTY_ENHANCEMENT_BONUS: { enhancementVsEveryone = script.GetItemPropertyCostTableValue(prop.Property); effectivePlus += enhancementVsEveryone; 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: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides a disallowed immunity"); return -1; } } break; } #endregion #region Immunity to Specific Spell 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 Keen case ITEM_PROPERTY_KEEN: { effectivePlus += 1.0f; break; } #endregion #region Light case ITEM_PROPERTY_LIGHT: { prop.Price = script.GetItemPropertyCostTableValue(prop.Property) * 100; break; } #endregion #region Massive Criticals case ITEM_PROPERTY_MASSIVE_CRITICALS: { switch (script.GetItemPropertyCostTableValue(prop.Property)) { case IP_CONST_DAMAGEBONUS_1d4: { effectivePlus += 0.3f; break; } case IP_CONST_DAMAGEBONUS_1d6: { effectivePlus += 0.4f; break; } case IP_CONST_DAMAGEBONUS_1d8: { effectivePlus += 0.6f; break; } case IP_CONST_DAMAGEBONUS_1d10: { effectivePlus += 0.8f; break; } case IP_CONST_DAMAGEBONUS_1d12: { effectivePlus += 1.0f; break; } case IP_CONST_DAMAGEBONUS_2d4: { effectivePlus += 0.7f; break; } case IP_CONST_DAMAGEBONUS_2d6: { effectivePlus += 1.1f; break; } case IP_CONST_DAMAGEBONUS_1: { effectivePlus += 0.1f; break; } case IP_CONST_DAMAGEBONUS_2: { effectivePlus += 0.2f; break; } case IP_CONST_DAMAGEBONUS_3: { effectivePlus += 0.3f; break; } case IP_CONST_DAMAGEBONUS_4: { effectivePlus += 0.4f; break; } case IP_CONST_DAMAGEBONUS_5: { effectivePlus += 0.6f; break; } case IP_CONST_DAMAGEBONUS_6: { effectivePlus += 0.8f; break; } } break; } #endregion #region Regeneration: Vampiric case ITEM_PROPERTY_REGENERATION_VAMPIRIC: { int val = script.GetItemPropertyCostTableValue(prop.Property); if (val > 2) { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides more than 2 points of vampiric regeneration"); return -1; } effectivePlus = val * 0.5f; break; } #endregion #region Bonus to Saving Throw Subtypes case ITEM_PROPERTY_SAVING_THROW_BONUS: { int val = script.GetItemPropertyCostTableValue(prop.Property); if (val > 5) { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides a bonus to saving throws greater than five"); 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 Bonus to Saving Throw Types case ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC: { int val = script.GetItemPropertyCostTableValue(prop.Property); if (val > 5) { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides a saving throw bonus greater than five."); return -1; } prop.Price = (val * val) * 250; break; } #endregion #region Skill Bonus 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_10: { prop.Price = 6000; break; } case IP_CONST_SPELLRESISTANCEBONUS_12: { prop.Price = 10000; break; } case IP_CONST_SPELLRESISTANCEBONUS_14: { prop.Price = 20000; break; } case IP_CONST_SPELLRESISTANCEBONUS_16: { prop.Price = 40000; break; } case IP_CONST_SPELLRESISTANCEBONUS_18: { prop.Price = 60000; break; } case IP_CONST_SPELLRESISTANCEBONUS_20: { prop.Price = 80000; break; } case IP_CONST_SPELLRESISTANCEBONUS_22: { prop.Price = 100000; break; } case IP_CONST_SPELLRESISTANCEBONUS_24: { prop.Price = 120000; break; } case IP_CONST_SPELLRESISTANCEBONUS_26: { prop.Price = 140000; break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides a spell resistance bonus greater than 26."); return -1; } } break; } #endregion #region Unlimited Ammunition case ITEM_PROPERTY_UNLIMITED_AMMUNITION: { effectivePlus += 0.5f; switch (script.GetItemPropertyCostTableValue(prop.Property)) { // Basic unlimited ammo just has the 0.5 above. case IP_CONST_UNLIMITEDAMMO_BASIC: { break; } // These are bonus elemental damage. Price as such. case IP_CONST_UNLIMITEDAMMO_1D6COLD: case IP_CONST_UNLIMITEDAMMO_1D6FIRE: case IP_CONST_UNLIMITEDAMMO_1D6LIGHT: { effectivePlus += 1.5f; break; } // These are actually only bonus physical damage. Price as such. case IP_CONST_UNLIMITEDAMMO_PLUS1: { effectivePlus += +0.4f; break; } case IP_CONST_UNLIMITEDAMMO_PLUS2: { effectivePlus += 0.8f; break; } case IP_CONST_UNLIMITEDAMMO_PLUS3: { effectivePlus += 1.2f; break; } case IP_CONST_UNLIMITEDAMMO_PLUS4: { effectivePlus += 1.6f; break; } case IP_CONST_UNLIMITEDAMMO_PLUS5: { effectivePlus += 2.0f; break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides a variety of unlimited ammunition which is illegal."); return -1; } } break; } #endregion #region Banned Properties case ITEM_PROPERTY_BONUS_HITPOINTS: case ITEM_PROPERTY_DAMAGE_REDUCTION: case ITEM_PROPERTY_DARKVISION: case ITEM_PROPERTY_ENHANCED_CONTAINER_REDUCED_WEIGHT: case ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE: case ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE: case ITEM_PROPERTY_HASTE: case ITEM_PROPERTY_HEALERS_KIT: case ITEM_PROPERTY_HOLY_AVENGER: case ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE: case ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL: case ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL: case ITEM_PROPERTY_IMPROVED_EVASION: case ITEM_PROPERTY_MIND_BLANK: case ITEM_PROPERTY_MONSTER_DAMAGE: case ITEM_PROPERTY_ON_HIT_PROPERTIES: case ITEM_PROPERTY_ON_MONSTER_HIT: case ITEM_PROPERTY_ONHITCASTSPELL: case ITEM_PROPERTY_POISON: case ITEM_PROPERTY_REGENERATION: case ITEM_PROPERTY_SPECIAL_WALK: case ITEM_PROPERTY_THIEVES_TOOLS: case ITEM_PROPERTY_TRAP: case ITEM_PROPERTY_TRUE_SEEING: case ITEM_PROPERTY_TURN_RESISTANCE: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an illegal property base type."); return -1; } #endregion #region Penalties and Non-Price-Affecting Properties case ITEM_PROPERTY_DAMAGE_REDUCTION_DEPRECATED: case ITEM_PROPERTY_DAMAGE_VULNERABILITY: 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_NO_DAMAGE: case ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP: case ITEM_PROPERTY_USE_LIMITATION_CLASS: case ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE: case ITEM_PROPERTY_USE_LIMITATION_SPECIFIC_ALIGNMENT: case ITEM_PROPERTY_VISUALEFFECT: case ITEM_PROPERTY_WEIGHT_INCREASE: { // these props don't affect the price. break. break; } #endregion } } #endregion #region Properties that are vs. Specifics foreach (PricedItemProperty prop in itProps) { if (prop.Price > 0) { continue; } 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) + ACvsEveryone; prop.Price = (int)((effectiveBonus * effectiveBonus * 2000) - (ACvsEveryone * ACvsEveryone * 2000)); } 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) + ACvsEveryone; prop.Price = (int)((effectiveBonus * effectiveBonus * 2000) - (ACvsEveryone * ACvsEveryone * 2000)); } 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) + ACvsEveryone; prop.Price = (int)((effectiveBonus * effectiveBonus * 2000) - (ACvsEveryone * ACvsEveryone * 2000)); } 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) + ACvsEveryone; prop.Price = (int)((effectiveBonus * effectiveBonus * 2000) - (ACvsEveryone * ACvsEveryone * 2000)); } break; } #endregion #region Attack Bonus vs. Alignment Group case ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP: { int attackVsGroup = script.GetItemPropertyCostTableValue(prop.Property); if (attackVsGroup > attackVsEveryone) { 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; } effectivePlus += ((attackVsGroup - attackVsEveryone) * multiplier); } break; } #endregion #region Attack Bonus vs. Racial Group case ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP: { int attackVsGroup = script.GetItemPropertyCostTableValue(prop.Property); if (attackVsGroup > attackVsEveryone) { float multiplier = 1.0f / 3.0f; effectivePlus += ((attackVsGroup - attackVsEveryone) * multiplier); } break; } #endregion #region Attack Bonus vs. Specific Alignment case ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT: { int attackVsGroup = script.GetItemPropertyCostTableValue(prop.Property); if (attackVsGroup > attackVsEveryone) { float multiplier = 1.0f/6.0f; effectivePlus += ((attackVsGroup - attackVsEveryone) * multiplier); } break; } #endregion #region Damage Bonus vs. Alignment Group case ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP: { 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; } switch (script.GetItemPropertyCostTableValue(prop.Property)) { case IP_CONST_DAMAGEBONUS_1d4: { effectivePlus += (1.3f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1d6: { effectivePlus += (2.0f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1d8: { effectivePlus += (2.7f * multiplier); break; } case IP_CONST_DAMAGEBONUS_2d4: { effectivePlus += (3.0f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1: { effectivePlus += (0.7f * multiplier); break; } case IP_CONST_DAMAGEBONUS_2: { effectivePlus += (1.1f * multiplier); break; } case IP_CONST_DAMAGEBONUS_3: { effectivePlus += (1.5f * multiplier); break; } case IP_CONST_DAMAGEBONUS_4: { effectivePlus += (2.1f * multiplier); break; } case IP_CONST_DAMAGEBONUS_5: { effectivePlus += (2.5f * multiplier); break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported damage type vs. alignment groups."); return -1; } } break; } #endregion #region Damage Bonus vs. Racial Group case ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP: { float multiplier = 1.0f / 3.0f; switch (script.GetItemPropertyCostTableValue(prop.Property)) { case IP_CONST_DAMAGEBONUS_1d4: { effectivePlus += (1.3f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1d6: { effectivePlus += (2.0f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1d8: { effectivePlus += (2.7f * multiplier); break; } case IP_CONST_DAMAGEBONUS_2d4: { effectivePlus += (3.0f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1: { effectivePlus += (0.7f * multiplier); break; } case IP_CONST_DAMAGEBONUS_2: { effectivePlus += (1.1f * multiplier); break; } case IP_CONST_DAMAGEBONUS_3: { effectivePlus += (1.5f * multiplier); break; } case IP_CONST_DAMAGEBONUS_4: { effectivePlus += (2.1f * multiplier); break; } case IP_CONST_DAMAGEBONUS_5: { effectivePlus += (2.5f * multiplier); break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported damage type vs. racial groups."); return -1; } } break; } #endregion #region Damage Bonus vs. Specific Alignment case ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT: { float multiplier = 1.0f / 6.0f; switch (script.GetItemPropertyCostTableValue(prop.Property)) { case IP_CONST_DAMAGEBONUS_1d4: { effectivePlus += (1.3f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1d6: { effectivePlus += (2.0f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1d8: { effectivePlus += (2.7f * multiplier); break; } case IP_CONST_DAMAGEBONUS_2d4: { effectivePlus += (3.0f * multiplier); break; } case IP_CONST_DAMAGEBONUS_1: { effectivePlus += (0.7f * multiplier); break; } case IP_CONST_DAMAGEBONUS_2: { effectivePlus += (1.1f * multiplier); break; } case IP_CONST_DAMAGEBONUS_3: { effectivePlus += (1.5f * multiplier); break; } case IP_CONST_DAMAGEBONUS_4: { effectivePlus += (2.1f * multiplier); break; } case IP_CONST_DAMAGEBONUS_5: { effectivePlus += (2.5f * multiplier); break; } default: { if (debug) script.SendMessageToAllDMs("Illegal weapon because it provides an unsupported damage type vs. specific alignments."); return -1; } } break; } #endregion #region Enhancement Bonus vs. Alignment Group case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP: { int enhancementVsGroup = script.GetItemPropertyCostTableValue(prop.Property); if (enhancementVsGroup > enhancementVsEveryone) { 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; } effectivePlus += ((enhancementVsGroup - enhancementVsEveryone) * multiplier); } break; } #endregion #region Enhancement Bonus vs. Racial Group case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP: { int enhancementVsGroup = script.GetItemPropertyCostTableValue(prop.Property); if (enhancementVsGroup > enhancementVsEveryone) { float multiplier = 1.0f / 3.0f; effectivePlus += ((enhancementVsGroup - enhancementVsEveryone) * multiplier); } break; } #endregion #region Enhancement Bonus vs. Specific Alignment case ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT: { int enhancementVsGroup = script.GetItemPropertyCostTableValue(prop.Property); if (enhancementVsGroup > enhancementVsEveryone) { float multiplier = 1.0f / 6.0f; effectivePlus += ((enhancementVsGroup - enhancementVsEveryone) * multiplier); } break; } #endregion } } #endregion #endregion #region Sum Calculated Values #region Permanent Properties value += enchantmentPenalty; bool allSecondary = false; if (effectivePlus >= 0.05f) { allSecondary = true; if (effectivePlus >= 1.0f) { if (enhancementVsEveryone < 0.99 && !GetIsAmmunition(itemType)) { script.SendMessageToAllDMs("Illegal weapon because total enhancement is 1 or greater, but no baseline enhancement bonus is established."); return -1; } value += (int)((effectivePlus * effectivePlus) * 2000); } else { value += (int)(effectivePlus * 2000); } } 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 #region Correct for Ammunition if (GetIsAmmunition(itemType)) { value /= 100; } #endregion return value; }