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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@@ -749,9 +749,12 @@ function freeAllPrisoners(b) {
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* buff an operator / summon / device put on it and every source-less catalogue status (晕眩, 减速, 恐惧, 脆弱, 诱导 … —
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* buffs.js STATUS). Kept [ASSUMED: the whitelist]: its talents and traits (`persist` buffs, and what it or another enemy
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* 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
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* state buffs without a source (terrain, airflow — re-applied by position — and element burst locks). Without it a 逐火
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* knocked out while feared (叙拉古 / 妮芙: 恐惧 makes it unblockable) stayed unblockable — so, 隐匿, untargetable — as an
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* ember until the fear ran out.
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* state buffs without a source (on-tile terrain, airflow — re-applied by position — and element burst locks). Without it
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* a 逐火 knocked out while feared (叙拉古 / 妮芙: 恐惧 makes it unblockable) stayed unblockable — so, 隐匿, untargetable —
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* 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
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* 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
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* 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
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* 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).
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*/
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/**
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* 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
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@@ -761,10 +764,13 @@ function rebirthCooldowns(e) {
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for (const s of (e.mem.ab && e.mem.ab.list) || []) if (s.cd != null) s.left = num(s.icd, 0);
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}
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/** devices.js' lasting 活性源石 effect: a timed buff, not field state — cleared at a 重生 (rebirthCleanse). */
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const INFECTION_BUFF = 'terrain:infection';
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function rebirthCleanse(b, e) {
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for (const x of e.buffs.slice()) {
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if (x.persist || (x.source && x.source.side === 'enemy')) continue;
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if (x.source || x.status) b.removeBuff(e, x);
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if (x.source || x.status || x.key === INFECTION_BUFF) b.removeBuff(e, x);
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}
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}
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