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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@@ -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;