Hey,
So, a Healing Spring only heals when it's invoked by its God Power. The object itself cannot actually perform the task; nothing more than mere eye candy.
Amidst my beginning to learn AOM coding, I was looking at the code for both the God Power and the object itself.
Healing Spring
God Power - Healing Spring
I also checked how a Valkyrie performs healing, and the code that makes her do it is no where to be found in either the SPring or the GP creating it.
Valkyrie
So, a Healing Spring only heals when it's invoked by its God Power. The object itself cannot actually perform the task; nothing more than mere eye candy.
Amidst my beginning to learn AOM coding, I was looking at the code for both the God Power and the object itself.
<unit id="576" name="Healing Spring Object">
<dbid> 2371< /dbid>
<displaynameid> 19617< /displaynameid>
<icon> God Power Healing Spring icon< /icon>
<initialhitpoints> 2000.0000< /initialhitpoints>
<maxhitpoints> 2000.0000< /maxhitpoints>
<los> 5.0000< /los>
<portraiticon> god power healing spring icon 64< /portraiticon>
<obstructionradiusx> 3.0000< /obstructionradiusx>
<obstructionradiusz> 3.0000< /obstructionradiusz>
<maxvelocity> 0.0000< /maxvelocity>
<movementtype> land< /movementtype>
<buildpoints> 0.0000< /buildpoints>
<buildlimit> 10< /buildlimit>
<bounty resourcetype="Favor"> 2.1600< /bounty>
<bountyfactor resourcetype="Favor"> 1.0000< /bountyfactor>
<bounty resourcetype="Gold"> 5.0000< /bounty>
<rollovertextid> 17655< /rollovertextid>
<decay delay="0.0000" duration="1.0000"> < /decay>
<armor damagetype="Hack" percentflag="1"> 0.30< /armor>
<armor damagetype="Pierce" percentflag="1"> 0.96< /armor>
<armor damagetype="Crush" percentflag="1"> 0.05< /armor>
<unittype> LogicalTypeSuperPredatorsAutoAttack< /unittype>
<unittype> LogicalTypeAffectedByRestoration< /unittype>
<unittype> LogicalTypeSuperPredatorsAttack< /unittype>
<unittype> LogicalTypeConvertsHerds< /unittype>
<unittype> LogicalTypeHandUnitsAutoAttack< /unittype>
<unittype> LogicalTypeBuildingNotTitanGate< /unittype>
<unittype> LogicalTypeBuildingsNotWalls< /unittype>
<unittype> LogicalTypeBuildingsNotHouses< /unittype>
<unittype> LogicalTypeRamAttack< /unittype>
<unittype> LogicalTypeSeaSerpentAttack< /unittype>
<unittype> Building< /unittype>
<unittype> BuildingClass< /unittype>
<unittype> Age1Building< /unittype>
<flag> FlattenGround< /flag>
<flag> NoHPBar< /flag>
<flag> Invulnerable< /flag>
<flag> NonAutoFormedUnit< /flag>
<flag> Doppled< /flag>
<flag> NoBloodOnDeath< /flag>
<flag> InitialGarrisonOnly< /flag>
<flag> DontFadeInOnBuild< /flag>
<flag> CollidesWithProjectiles< /flag>
<flag> Immoveable< /flag>
<flag> ObscuresUnits< /flag>
<flag> SelectWithObstruction< /flag>
<flag> NotDeleteable< /flag>
<flag> NotCommandable< /flag>
<flag> Tracked< /flag>
<action name="AutoConvert">
<param name="MaximumRange" value1="10.0"> < /param>
<param name="Persistent"> < /param>
<param name="ConvertByEnemyOnly"> < /param>
</action>
</unit>
<tech name="Healing Spring" type="Power">
<dbid> 529< /dbid>
<displaynameid> 11738< /displaynameid>
<researchpoints> 0.1000< /researchpoints>
<status> OBTAINABLE< /status>
<icon> God Power Healing Spring icon< /icon>
<rollovertextid> 11739< /rollovertextid>
<prereqs>
<techstatus status="Active"> Age 2 Forseti< /techstatus>
</prereqs>
</tech>
I also checked how a Valkyrie performs healing, and the code that makes her do it is no where to be found in either the SPring or the GP creating it.
<unit id="399" name="Valkyrie">
<dbid> 770< /dbid>
<displaynameid> 19524< /displaynameid>
<footprint> Footprint Cavalry< /footprint>
<icon> Special N Valkyrie icon< /icon>
<initialhitpoints> 375.0000< /initialhitpoints>
<maxhitpoints> 375.0000< /maxhitpoints>
<los> 20.0000< /los>
<portraiticon> Special N Valkyrie icon 64< /portraiticon>
<obstructionradiusx> 0.9900< /obstructionradiusx>
<obstructionradiusz> 0.9900< /obstructionradiusz>
<soundvariant> Hack< /soundvariant>
<ballisticsplashproto> Splash< /ballisticsplashproto>
<formationcategory> Mobile< /formationcategory>
<maxvelocity> 5.5000< /maxvelocity>
<movementtype> land< /movementtype>
<turnrate> 13.5000< /turnrate>
<unitaitype> HandCombative< /unitaitype>
<populationcount> 4< /populationcount>
<trainpoints> 17.0000< /trainpoints>
<buildingworkrate> 1.0000< /buildingworkrate>
<allowedage> 2< /allowedage>
<cost resourcetype="Food"> 200.0000< /cost>
<cost resourcetype="Favor"> 18.0000< /cost>
<bounty resourcetype="Favor"> 1.0800< /bounty>
<bountyfactor resourcetype="Favor"> 0.0000< /bountyfactor>
<rollovertextid> 16473< /rollovertextid>
<rolloveruseagainstid> 17413< /rolloveruseagainstid>
<rollovercounterwithid> 17523< /rollovercounterwithid>
<rolloverupgradeatid> 17504< /rolloverupgradeatid>
<buttonpos row="0" column="1"> < /buttonpos>
<armor damagetype="Hack" percentflag="1"> 0.60< /armor>
<armor damagetype="Pierce" percentflag="1"> 0.55< /armor>
<armor damagetype="Crush" percentflag="1"> 0.80< /armor>
<unittype> LogicalTypeValidTremorAttack< /unittype>
<unittype> LogicalTypeVolcanoAttack< /unittype>
<unittype> LogicalTypeSuperPredatorsAutoAttack< /unittype>
<unittype> LogicalTypeCanBeHealed< /unittype>
<unittype> LogicalTypeAffectedByRestoration< /unittype>
<unittype> LogicalTypeAffectedByVortex< /unittype>
<unittype> LogicalTypeValidTraitorsTarget< /unittype>
<unittype> LogicalTypeMilitaryUnitsAndBuildings< /unittype>
<unittype> LogicalTypeParticipatesInBattlecries< /unittype>
<unittype> LogicalTypeTornadoAttack< /unittype>
<unittype> LogicalTypeSuperPredatorsAttack< /unittype>
<unittype> LogicalTypeConvertsHerds< /unittype>
<unittype> LogicalTypeMummyMinionTarget< /unittype>
<unittype> LogicalTypePerseusCanStone< /unittype>
<unittype> LogicalTypeValidBoltTarget< /unittype>
<unittype> LogicalTypeFimbulWinterTCEvalType< /unittype>
<unittype> LogicalTypeEarthquakeAttack< /unittype>
<unittype> LogicalTypeValidSpyTarget< /unittype>
<unittype> LogicalTypeValidShiftingSandsTarget< /unittype>
<unittype> LogicalTypePredatorsAttack< /unittype>
<unittype> LogicalTypeMythUnitNotTitan< /unittype>
<unittype> LogicalTypeNeededForVictory< /unittype>
<unittype> LogicalTypeHandUnitsAutoAttack< /unittype>
<unittype> LogicalTypeFavoriteMythUnit< /unittype>
<unittype> LogicalTypeValidFrostTarget< /unittype>
<unittype> LogicalTypeCanBeStoned< /unittype>
<unittype> LogicalTypeLandMilitary< /unittype>