Add an eval script to the armor. First employ a line to stop the script if the armor isn't equipped:
Code:
~ If we're not equipped, do nothing
doneif (field[gIsEquip].value = 0)
Then there are macros to help with the others (Minous is correct to ask about bonus types, I assume for 2 you mean a resistance typed bonus)
Code:
~ Apply resist fire 5
#applyresist[xDamRsFire, 5]
~ Apply a +1 resistance bonus to saves
#applybonus[svResist,hero.child[svAll],1]
~ Apply a +5 situational bonus to saves
#situational[hero.child[svAll], "+5 bonus vs. fire", field[thingname].text]