I've made it so that the vampire lord spell "Drain Life" (the red ball with splash damage) is usable as a spell in normal form.
but to give it a twist, i added an perk on it that makes it so when you charge it, you also loose health, essentially a blood magic spell.
so here's my problem, if i equip the spell on one hand and then have a different spell on the other, that spell will also reduce health when active.
any ways to tell the game that if it's not the right spell then no damage on charge/use?
I've tried a number of things.
currently the last thing i tried was to make a perk and then add it to the absorb spell under casting perk
then in the perk i added iscasting and spellhascurrentcastingperk to the conditions.
then i added under perk entries the ability which is a constant one that drain the health from the player.
so if the spell is charging the perk will active and deal damage to the player, but if the spell is equipped and the other hand has a different spell and it's casting then
the same result will happen.
so i also tried some papyrus, altho my knowledge of papyrus is very little.
Scriptname ScriptIsCastingSpell extends ActiveMagicEffect
Actor property SelfRef auto ;the caster/player
Spell property Spell01 auto ;the main absorb spell
Spell property Spell02 auto ;the health damage effect to add
EVENT OnEffectStart(Actor Target, Actor Caster)
SelfRef = Caster
If SelfRef.IsCasting(Spell01) == True
;if absorb spell is casting, altho i think if this worked then i would get the same problem as before
;since "iscasting" just notices what the player has equipped, but not if it's the right thing he's casting.
Spell02.Cast(SelfRef, SelfRef) ;(target, source)
;then cast damage health on caster/player
i know the script is wrong, i don't know how to make it work, i have tried searching for a iscasting on hand condition, but i couldn't find any.
So after all that trying i came here as a last resort, since i have noticed that people on here are really helpfull.