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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@@ -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);
}
}