DS1

Field Description
hp Amount of damage object receives before breaking. -1 = don't break normally
defense Threshold compared against AtkParam field atkObj. if object damage surpasses object defense, the object will take damage (needs verification)
extRefTexId
materialId Material to use when this object is hit, determining visual effect and sound to use
animBreakIdMax
isCamHit Determines if camera collides with object
isBreakByPlayerCollide Determines if player collision can break the object (needs verification)
isAnimBreak Determines if object should use an animation when broken
isPenetrationBulletHit If Bullet with isPenetrate will collide with the object (needs verification)
isChrHit Determines if characters will collide with the object and if character attacks can hit the object
isAttackBacklash Determines if attacks can deflect off of the object (attacks can deflect anyway if object is invincible)
isDisableBreakForFirstAppear Determines if the object will break when the game is loaded if the player collides with the object upon spawning
isLadder
isAnimPauseOnRemoPlay
isDamageNoHit Unknown. Related to AtkParam field isDisableNoDamage?
isMoveObj
defaultLodParamId
breakSfxId