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Left/Right hand is casting??


VampireMonkey
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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.


If True

Spell02.Cast(SelfRef, SelfRef) ;(target, source)

;then cast damage health on caster/player


else


endif

endif

endEVENT

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.

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I suspect they are controlled from the game engine. So unless you can edit the EXE files, I don't think so.

I suggested destruction magic because Its on my training dummy, and destruction magic would cause an OnHit block to fire, where I then give the player the right experience depending on what is in the hand. I cannot tell which hand attacked though.

Edited by WillieSea
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