EVENT OnHitEffect
VARS
CHARACTER:_Char
FLOAT:_Level
ON
OnDamage(_,_,_Char,_)
ACTIONS
//CharacterHeal(_Char, _Level) //not sure what this is for?
IF "c1&(c2|c3)"
CharacterGetStat(_Level, _Char, Experience)
IsLessThen(_Level, 40000)
IsEqual(_Level, 40000)
THEN
CharacterConsume(__Me, damageTestOne)
ELIF "c1&(c2|c3)" // Never actually triggers due to CharacterGetStat() returning Level as 0
IsGreaterThen(_Level, 40000)
IsLessThen(_Level, 330000)
IsEqual(_Level, 330000)
THEN
CharacterConsume(__Me, damageTestTwo)
ENDIF