int nEnhance;
int iTable;
int iTablevalue;
int iSubtype;
itemproperty ip = GetFirstItemProperty(oMyWeapon);
while (GetIsItemPropertyValid(ip))
{
iTable = GetItemPropertyCostTable(ip); // 2 = EnchantBonus
iSubtype = GetItemPropertySubType(ip); // 0 = Weapon EnchantBonus
if (iTable == 2 && iSubtype == 0)
{
iTablevalue = GetItemPropertyCostTableValue(ip);
break ;
}
else ip = GetNextItemProperty(oMyWeapon);
}
if (nForestMaster > 8)
nEnhance = 3;
else
nEnhance = 2;
nEnhance += iTablevalue;

int iTable;
int iTablevalue;
int iSubtype;
itemproperty ip = GetFirstItemProperty(oMyWeapon);
while (GetIsItemPropertyValid(ip))
{
iTable = GetItemPropertyCostTable(ip); // 2 = EnchantBonus
iSubtype = GetItemPropertySubType(ip); // 0 = Weapon EnchantBonus
if (iTable == 2 && iSubtype == 0)
{
iTablevalue = GetItemPropertyCostTableValue(ip);
break ;
}
else ip = GetNextItemProperty(oMyWeapon);
}
if (nForestMaster > 8)
nEnhance = 3;
else
nEnhance = 2;
nEnhance += iTablevalue;
