this mod actually works, but I think there is some big overhead.
each damage calculation needs to do some heavy checks against attacker, map, and so on.
for big population servers,damage calculation is quit frequent,especially when massive AOE actions happen.
so, I think it's better to implement this using core native damage calculation mechanism, each time when a creature is added to world, doing the creature condition check, including which map and difficulty mask it belongs to. then, change some origial unit data field or modifier value of this creature. and let the core mechanism to do the work. or in modules, just do some light action.
actually, right now, it is really hard to implement spelldamagemodifier without core hack. but for performance reason, I think it worth a try
Improvements can be made later on but I’m not currently concerned with performance issues. Anything other than the container lookups should be pretty light as it is.
this mod actually works, but I think there is some big overhead.
each damage calculation needs to do some heavy checks against attacker, map, and so on. for big population servers,damage calculation is quit frequent,especially when massive AOE actions happen.
so, I think it's better to implement this using core native damage calculation mechanism, each time when a creature is added to world, doing the creature condition check, including which map and difficulty mask it belongs to. then, change some origial unit data field or modifier value of this creature. and let the core mechanism to do the work. or in modules, just do some light action.
actually, right now, it is really hard to implement spelldamagemodifier without core hack. but for performance reason, I think it worth a try