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- -- Get players inrange and check their parties
- local Max_possible_NPC_level = 80
- local NPC_plus_levels = 3
- function OnCombat(pUnit, event, pPlayer)
- local Players = pUnit:GetInRangePlayers()
- if(Players ~= nil) then
- local Level = 0
- for a,n in ipairs(Players) do
- if(n:IsInGroup()) then
- for k,v in ipairs(n:GetGroupPlayers()) do
- local X = v:GetPlayerLevel()
- if (X > Level) then
- Level = X
- end
- end
- else
- local X = n:GetPlayerLevel()
- if (X > Level) then
- Level = X
- end
- end
- end
- if(Level > 0) then
- if(Level > Max_possible_NPC_level - NPC_plus_levels)then
- Level = Max_possible_NPC_level - NPC_plus_levels
- end
- pUnit:SetLevel(Level + NPC_plus_levels)
- end
- end
- end
- RegisterUnitEvent(6, 1, OnCombat)
- -- Get the level of the attacker
- local Max_possible_NPC_level = 80
- local NPC_plus_levels = 3
- function OnCombat(pUnit, event, pPlayer)
- local Level = pPlayer:GetPlayerLevel()
- if(Level > Max_possible_NPC_level - NPC_plus_levels)then
- Level = Max_possible_NPC_level - NPC_plus_levels
- end
- pUnit:SetLevel(Level + NPC_plus_levels)
- end
- RegisterUnitEvent(6, 1, OnCombat)
- -- Get the level of the attacker's party
- local Max_possible_NPC_level = 80
- local NPC_plus_levels = 3
- function OnCombat(pUnit, event, pPlayer)
- local Level = 0
- if(pPlayer:IsInGroup()) then
- for k,v in ipairs(pPlayer:GetGroupPlayers()) do
- local X = v:GetPlayerLevel()
- if (X > Level) then
- Level = X
- end
- end
- else
- local X = pPlayer:GetPlayerLevel()
- if (X > Level) then
- Level = X
- end
- end
- if(Level > 0) then
- if(Level > Max_possible_NPC_level - NPC_plus_levels) then
- Level = Max_possible_NPC_level - NPC_plus_levels
- end
- pUnit:SetLevel(Level + NPC_plus_levels)
- end
- end
- RegisterUnitEvent(6, 1, OnCombat)
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