level() always return player level
radix-pro opened this issue ยท 3 comments
I think it's because that's condition overrides in paperdoll.lua
registerConditions = function(self, condition)
**condition:RegisterCondition("level", false, self.getLevel)**
condition:RegisterCondition("specialization", false, self.isSpecialization)
end,
Also relativelevel() returns wrong value in timewalking dungeons
I think it's because no UnitEffectiveLevel() checking in this function
For example:
AddFunction IsBigGuy { target.RelativeLevel()>0 or (target.RelativeLevel() == 0 and (target.Classification(elite) or target.MaxHealth()>{player.MaxHealth()*2})) }
I do not uses target.Level() but this function exists and would be usable