[DiscordArchive] <@!248138535968833537> - does your sweet transmog script has a high performance impact?
[DiscordArchive] <@!248138535968833537> - does your sweet transmog script has a high performance impact?
Archived author: Jinnai • Posted: 2020-08-01T09:13:32.167000+00:00
Original source
<@!248138535968833537> - does your sweet transmog script has a high performance impact?
Archived author: Rochet2 • Posted: 2020-08-01T09:14:11.944000+00:00
Original source
Probably not.
Archived author: Rochet2 • Posted: 2020-08-01T09:14:35.029000+00:00
Original source
Not that I actually know.
Archived author: Rochet2 • Posted: 2020-08-01T09:17:03.745000+00:00
Original source
It's a bit hard to test such things. But all db queries should be async and otherwise the code has little impact so I doubt it will cause much issues.
Archived author: Jinnai • Posted: 2020-08-01T09:18:41.785000+00:00
Original source
true, in a development scenario there is no way to check the performance for a use case with a lot of people
Archived author: germ • Posted: 2020-08-01T09:18:47.460000+00:00
Original source
Alright, thank you.
Archived author: Jinnai • Posted: 2020-08-01T09:18:49.333000+00:00
Original source
thanks for the info 
ealDamage
Archived author: germ • Posted: 2020-08-01T09:47:30.013000+00:00
Original source
I decided to go with a cheeky ```cpp
if (attacker->GetTypeId() == TYPEID_PLAYER)
{
if (attacker->ToPlayer()->GetMap()->IsDungeon())
{
damage *= 3;
}
}
if (victim->GetTypeId() == TYPEID_PLAYER)
{
if (victim->ToPlayer()->GetMap()->IsDungeon())
{
damage /= 3;
}
}``` At the top of Unit:
ealDamage
Archived author: germ • Posted: 2020-08-01T09:47:41.871000+00:00
Original source
I hope it works lol
Edit: It works, but since it's only applied for the calculations, the client still sees the original damage as floating text lol