
actor property selfRef autoweapon property unarmed autoEVENT onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if (selfref.getEquippedWeapon() == Unarmed ) && \ (akAggressor.getEquippedWeapon() == Unarmed ) && \ (akAggressor.HasKeyword(ActorTypeNPC)) debug.messagebox("test") endifendEVENT



it seems that the brawl quest check works fine! I am gonig to gues the jorvuskar one will to 
Scriptname modImperialProcEffect extends ActiveMagicEffect ;see woodelf script for details about how this code workskeyword property ActorTypeNPC autoactor property selfRef auto hiddenfloat property effectChance = 0.05 autospell property PowerEffect autospell property npcPower automagicEffect property Cooldown autoquest property brawlQuest autoquest property fighterQuest autoEVENT OnEffectStart(Actor Target, Actor Caster) selfRef = caster endEVENTEVENT onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if (brawlquest.isrunning()) || (fighterQuest.isrunning()) ;donothing else if selfref == game.getplayer() if akAggressor.HasKeyword(ActorTypeNPC)&& \ !(selfRef.hasMagicEffect(Cooldown)) && \ !(selfRef.isdead()) float dice = utility.RandomFloat(0,1) if dice <= effectChance PowerEffect.cast(selfRef, selfRef) endif endif else if !(selfRef.hasMagicEffect(Cooldown)) && \ !(selfRef.isdead()) float dice = utility.RandomFloat(0,1) if dice <= effectChance npcPower.cast(selfRef, selfRef) endif endif endif endifendEVENT

if (brawlquest.isrunning()) || (fighterQuest.isrunning()) questcheckproperty = 1 elsequestcheckproperty = 0endifand then add a check for the properties value in one of the otehr if statements.

Scriptname brawl Proof of concept extends ActiveMagicEffect int property questCheck = 0 autoquest property brawlQuest auto ; reference in editor: DGIntimidateQuestquest property fighterQuest auto ; reference in editor: c00JorrvaskrFightEVENT onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if (brawlquest.isrunning()) || (fighterQuest.isrunning()) questcheck = 1 else questcheck = 0 endif ;debug.messagebox("questcheck is" +questCheck) ; do whatever stuff you want here using the property "questcheck" to do what you want. 0 when not ina brawl, 1 when in a brawl.endEVENTScriptname brawl Proof of concept extends ActiveMagicEffect int property questCheck = 0 autoquest property brawlQuest auto ; reference in editor: DGIntimidateQuestquest property fighterQuest auto ; reference in editor: c00JorrvaskrFightEVENT onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if (brawlquest.isrunning()) || (fighterQuest.isrunning()) questcheck = 1 else questcheck = 0 endif ;debug.messagebox("questcheck is" +questCheck) ; do whatever stuff you want here using the property "questcheck" to do what you want. 0 when not ina brawl, 1 when in a brawl.endEVENT