ObjectParam
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 |





