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In my test, if the structure is static, there is no need for continual generation since apparently the modifier stuck there until otherwise erased. The problem is that mobile gap is a pickle.
Another thing is to ensure the registration of all generators. Good gracious, I had a terrible headache handling the dynamic variant.
Wait, the modifier stays even after using abilities like Reveal?
When I tried to recreate Mental Omega/Warcraft I shroud in Warcraft III, the shroud does not regenerate after I moved units away. (Then again it was on 1.26 back then)
Speaking of registration, oh boy, I have a feeling DreadCraft will suffer a lot here since I'm finna incorporate many Mental Omega-esque gimmicks there. Invisibility fields, mind control, empty vehicles, chronowalk, veterancy, etc. for instance. I'm also gonna make triggered damage modifiers like how they do it in Mental Omega too. Ripperoni
I have thought of scaling it down somewhat, hence I mostly focus on lore and design at first before really delving deep into implementing all those fancy stuffs. Gonna get the ideas jotted down before they flash away from my head
As for Chronowalk, I have yet to implement the after-teleport stun effect yet sadly. Apparently I could not get the game to actually stun the Chronowalker after teleport. And if I recall, I also have concerns over whether it's MUI or not.
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Though I did somewhat make it black mask only. Others also did something similar in their WC1 remakes