Wall

Field cell-object reference. Type tag: wall. 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] stage-local spawn position
rotation number 0 yaw in degrees
destructible bool false if true the wall can be cleared by attacks

Spawn behavior

A static blocker placed from the stage config. Forms part of the cell collision so the player and pathing MUST route around it.

Persisted state

Persisted state is intactdestroyed. A destroyed destructible wall MUST stay destroyed on re-entry.

Interactions

A non-destructible wall is a permanent blocker. A destructible wall can be attacked until destroyed, opening the path it blocked.

Notes

Re-skinned per field like the box: it MUST load oNN_wall for the active area. The Eternal Tower ships no wall model (its rooms are sealed rather than walled off), so the resolver falls back to the Valley wall there. Collision stays at the authored 6 × 1.85 × 0.52 rather than being measured from the mesh — walls are blockers and pathing is tuned against that box.

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