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Checking creature type post-template

FluffyDingo

Well-known member
Hey all, I've got an item that adds channel resistance if the wearer is an undead. Currently I have channel resistance bootstrapped on with the condition of:

fieldval:gIsEquip <> 0 & HasType.tpUndead <> 0

at First 500. Well, it works just fine if the base race is undead, but doesn't register the wearer being undead if the type was gained via template. I ASSUME it's a timing issue, but I've tried a gambit of them, and no luck. Looked like templates had Override Type at First 510, and looking at Tasks for type it said Activate Overridden Type at First 525, but I've tried a range from 500, 515, 530, even 5000, and still no luck. Something I'm missing here?
 
First, the expression should be with out the <> 0 at the end

Code:
fieldval:gIsEqip <> 0 & HasType.Undead

Also, I think you need to look for the tags that override/replace/augment types in addition to HasType. So you statement would be:

Code:
fieldval:gisEquip <> 0 & (HasType.tpUndead | OverTyp.tpUndead | TypeAndAug.tpUndead | TypeNoEff.tpUndead)
 
Channel resistance is a pick that stores and displays a value. If the value is 0, it will hide itself, so this can be handled with a normal script, not a bootstrap condition. That way, you can work late enough to properly test the Type tags after they've all been processed.
 
Awesome, I got this working now no problem, just one last thing to polish it off. I need to apply the creature type of Undead (Augmented) in a script. I have traits and everything else working fine, and while I was originally just applying a template when a checkbox was activated, it had some issues so I just built it into the item itself (allowed me to modify a few things too). I've dug around a bit, but no real luck at finding an answer, so figured I'd ask how to apply a type change in a script. Thanks!
 
Nevermind I found the answer lol, it was what it should have logically have been, but apparently it was too easy for me to solve earlier.
 
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