Heal Pad

Field cell-object reference. Type tag: heal_pad. The key words MUST, MUST NOT, and MAY are used as in RFC 2119. See the Cell Objects index and the Field Stage Lifecycle for how objects are spawned and persisted.

Config schema

Fields authored on this object in the stage JSON:

FieldTypeDefaultNote
position [x, y, z] authored goal-room position — exactly one per ga1

Spawn behavior

Exactly one authored pad in every area's ga1 (s01–s07, a+b) — the room that terminates every generated section, which is what makes the pad land in each one's endgame.

Persisted state

The storybook's two states: unused (charged) → used (spent). Both frames live on the one sheet (o0c_0_healhp.png, charged left / spent right); the state shifts the texture window ±0.5 offsetX with a 450ms ease, so the pad reads as draining. Nothing persists — a revisit rebuilds it charged (per-visit resource).

Interactions

Standing on the charged pad restores HP to full and consumes it. The amount the original restores is unmeasured (psz-re publishes the placement, not the parameter block); the object's own name — heal hp — is the reading, and it heals HP only, not PP. A full-HP step does not spend the pad.

Notes

Trigger Area3D only — no solid body, nothing to wedge on. See /mechanics/safe-room-ambience.

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