Optional pacing limit on how fast progress adds up: at most maxAmount units of progress count in any sliding window of windowSeconds. Absent means progress adds up freely. While the window's budget is used up, further progress is ignored and the player sees a countdown to the next available moment.
Optional clustering requirement: actions only count when they arrive clustered, at least amount units within one trailing window of windowSeconds forming one burst. When present, amountRequired counts completed bursts instead of raw actions. Actions that age out of the window without completing a burst never count. Absent means no clustering.
Optional conditions that restrict when progress counts. Progress is recorded only when the objective's main requirement and all of these conditions are met. Use an empty map for none.
hideDetails
boolean
When true, hides this objective's in-game condition strip and details popup, so the description is the only explanation players get. Title, description and progress still show. Absent means false.
Progress increments by the HP actually restored, clamped to the target’s
missing health. Over-healing past full HP does not count, and healing a
full-health target counts nothing.