feedback2 WD: a 重生 clears the lasting 活性源石 effect (an ember that crossed the tile no longer dies from its ticks); a relocated operator keeps it, an operator drains past 300 s only by the [ASSUMED] refresh rule

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sganggs committed 2026-10-04 00:07:15 +08:00
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commit 0907c3b7a4
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@@ -356,10 +356,12 @@ function enterTerrain(battle, st, u, code) {
* global_tile_infection_1 「目标:可控感染」 "踏过活性源石地块的敌人不再持续损失生命值" switches the lasting HP loss off,
* so without it the loss continues. One effect per unit (PRTS 作战机制: "同名buff的默认叠加策略buff只能表现出一个"): a
* unit that already carries it gets its full `duration` back and keeps its per-second rhythm — no second effect, no
* extra tick [ASSUMED: the time counts from the last contact]. An operator deployed on it is always in contact and
* keeps draining, as officially. Leaving the field drops it with every buff; a 重生 keeps it (enemies.js rebirthCleanse
* keeps source-less buffs [ASSUMED]). The tick (terrainDamage) is true damage no unit deals (无来源), tagged 'terrain' =
* 环境伤害 (PRTS 自然环境 lists 活性源石), not 'dot' [ASSUMED: PRTS 伤害分类's list of BUFF damage does not name it].
* extra tick [ASSUMED: the time counts from the last contact — so an operator deployed on it, always in contact, drains
* past `duration`]. An operator moved off the tile (Battle.relocate: 乌尔比安 S3, 夕's 小自在 …) keeps it for its time;
* leaving the field drops it with every buff; a 重生 clears it (enemies.js rebirthCleanse: PRTS 特殊机制 §重生 "清空自身
* 身上除白名单外所有Buff") and contact gives it again while the unit is on the tile [ASSUMED]. The tick (terrainDamage)
* is true damage no unit deals (无来源), tagged 'terrain' = 环境伤害 (PRTS 自然环境 lists 活性源石), not 'dot' [ASSUMED:
* PRTS 伤害分类's list of BUFF damage does not name it].
*/
function touchInfection(battle, st, u) {
const I = st.infection;
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@@ -749,9 +749,12 @@ function freeAllPrisoners(b) {
* buff an operator / summon / device put on it and every source-less catalogue status (晕眩, 减速, 恐惧, 脆弱, 诱导 … —
* buffs.js STATUS). Kept [ASSUMED: the whitelist]: its talents and traits (`persist` buffs, and what it or another enemy
* gave it — 锏's 抵抗 is a self-applied status, enemy auras refresh every few tenths of a second anyway) and the field's
* state buffs without a source (terrain, airflow — re-applied by position — and element burst locks). Without it a 逐火
* knocked out while feared (叙拉古 / 妮芙: 恐惧 makes it unblockable) stayed unblockable — so, 隐匿, untargetable — as an
* ember until the fear ran out.
* state buffs without a source (on-tile terrain, airflow — re-applied by position — and element burst locks). Without it
* a 逐火 knocked out while feared (叙拉古 / 妮芙: 恐惧 makes it unblockable) stayed unblockable — so, 隐匿, untargetable —
* as an ember until the fear ran out. 活性源石's lasting effect (devices.js touchInfection) is no field state but a timed
* buff that outlives the tile, so it is cleared like any buff (PRTS 特殊机制 非首次标记: "如无特殊说明,也默认同常规Buff一样
* 可被重生清除"); contact gives it again while the enemy stands on the tile. Kept, its 1 s ticks — each a hit of a husk's
* 特殊生命值 — killed a 逐火 ember that had crossed the tile long before it could stand up (review of GitHub #33 item 6).
*/
/**
* The end of a 重生 (PRTS 特殊机制 §重生 "重生结束时,重置自身的通用技能与当前形态的技能冷却为初始冷却"): every ability with a
@@ -761,10 +764,13 @@ function rebirthCooldowns(e) {
for (const s of (e.mem.ab && e.mem.ab.list) || []) if (s.cd != null) s.left = num(s.icd, 0);
}
/** devices.js' lasting 活性源石 effect: a timed buff, not field state — cleared at a 重生 (rebirthCleanse). */
const INFECTION_BUFF = 'terrain:infection';
function rebirthCleanse(b, e) {
for (const x of e.buffs.slice()) {
if (x.persist || (x.source && x.source.side === 'enemy')) continue;
if (x.source || x.status) b.removeBuff(e, x);
if (x.source || x.status || x.key === INFECTION_BUFF) b.removeBuff(e, x);
}
}