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Warcraft Rumble Tooltips | t.me/RUMBLE_DM

Jan 29th, 2025
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  1. |‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾|
  2. | t.me/RUMBLE_DM |
  3. |______________________________|
  4.  
  5.  
  6. Warcraft Rumble Tooltips | 2118\2118 | v11.1.0.112758
  7.  
  8.  
  9. class Aspect
  10. Components that control unit behavior.
  11.  
  12. class AspectArmyAIMember
  13. Apply flags to units so that the ai system treats them differently.
  14.  
  15. class AspectDeployCount
  16. Keeps track of the number of times the owner of this aspect has been deployed. Can be used by OperationRepeat.
  17.  
  18. class AspectGoldEarnedesponse
  19. Use to trigger an operation when this unit causes it\'s army to gain gold.
  20.  
  21. class AspectGoldMinedResponse
  22. Use to trigger an operation when something mines gold from this unit
  23.  
  24. class AspectLife
  25. Controls unit health and death effects.
  26.  
  27. class AspectPhases
  28. Controls application of abilities based off of the health of the owning Unit.
  29.  
  30. class AspectToggle
  31. Used to hide switches when they are not owned by the local player
  32.  
  33. class CurrencyConfiguration
  34. Configuration for currencies in Gryphon
  35.  
  36. class GuildBadge
  37. A guild badge which can be used to represent a guild
  38.  
  39. class GuildData
  40. Guild configuration
  41.  
  42. class GuildField
  43. A custom field that is supported on a guild
  44.  
  45. class GuildMemberProfileData
  46. Guild configuration
  47.  
  48. class GuildProfileCollection
  49. A profile key collection for guild profile data
  50.  
  51. class GuildProfileKey
  52. A profile key entry for guild profile that can be read or written by a user
  53.  
  54. class MutatorsWithSkullThreshold
  55. Collections of mutators with a required skull level to activate them in Arclight Surge.
  56.  
  57. class PlayerProfileCollection
  58. A profile key collection for player profile data
  59.  
  60. class PlayerProfileKey
  61. A profile key entry for a player profile that can be read or written by a user
  62.  
  63. class ProfileData
  64. Profile configuration
  65.  
  66. class RealMoneyCurrencyType
  67. A currency type which can be used to purchase things and earned
  68.  
  69. class StarPointTomeData
  70. Star Point Tome configuration data
  71.  
  72. class VirtualCurrencyType
  73. A currency type which can be used to purchase things and earned but not purchased through real money
  74.  
  75. m_FTUECompletionKey
  76. The key that is marked true when the player completes the FTUE for this feature
  77.  
  78. m_abExperimentalValueTest
  79. An ab experiment group enabled value for running tests on.
  80.  
  81. m_abGroupGlobalData
  82. Define the AB Experiments, so fields in data can refer to them
  83.  
  84. m_abGroups
  85. All ab experiment groups (variations) available to GI.\nIf a player is in two experiments, highest priority wins if there is a shared data field.
  86.  
  87. m_ability
  88. If set, will only track the last ability target of the specified ability.
  89.  
  90. m_ability
  91. The specific ability that we are listening for.
  92.  
  93. m_abilityAcquisition
  94. What this ability can acquire
  95.  
  96. m_abilityDescriptionRef
  97. The leader ability description to display in the mini info display.
  98.  
  99. m_abilityTargetFailDurationSeconds
  100. The amount of time a unit will ignore a target that it failed to path or maintian los with after acquiring. This doesn\'t need to be super long just long enough to jostle a unit from toggling back and forth between a target which should be a rare situation.
  101.  
  102. m_abortOnGameEnd
  103. Whether to stop and clean up or continue this sequence when the game ends.
  104.  
  105. m_abortThresholdSeconds
  106. Time, in seconds, until a play can be canceled by the player by lifting their finger. Disabled if set to 0.
  107.  
  108. m_acceptedProfileKey
  109. The PlayerProfile key that tracks if the player ever accepted a review request.
  110.  
  111. m_accessLevel
  112. Who can access this Deploy Area
  113.  
  114. m_acquireAlignment
  115. Whether to acquire allies or enemies.
  116.  
  117. m_acquireDead
  118. Whether or not this ability looks for targets that are dead.
  119.  
  120. m_acquireHeight
  121. How high this trigger is.
  122.  
  123. m_acquirePathConeDegrees
  124. Half-arc of cone check for path nodes in degrees. Value of 0 means no cone check.
  125.  
  126. m_acquirePathConeOffset
  127. Distance to offset the path cone\'s origin along the ray between origin and target. A negative value is recommended to pull back the cone origin.
  128.  
  129. m_acquirePathLimit
  130. Maximum length of path to target. 0 means any length, but path still required unless disabled.
  131.  
  132. m_acquirePriority
  133. How to choose the best target when there\'s more than one in range.
  134.  
  135. m_acquireRadius
  136. How far away does the ability scan for targets.
  137.  
  138. m_acquireRadius
  139. Radius of the tower\'s acquisition range.
  140.  
  141. m_acquireStealthed
  142. Whether or not this ability looks for targets that are stealthed.
  143.  
  144. m_acquireTargetsInCooldown
  145. Unsetting this will cause this ability to no longer acquire (and path to) targets while in cooldown. This is needed for units which have a very long cooldown and need to do something else while waiting for their cooldown
  146.  
  147. m_activateChecks
  148. The check to run before activation is allowed
  149.  
  150. m_activateGoldCost
  151. Gold cost ot activate
  152.  
  153. m_activateOperations
  154. Operations to run when activated.
  155.  
  156. m_activatingAspect
  157. Aspect added while \'exploding\'.
  158.  
  159. m_activatingTime
  160. How long before the rune will teleport the units inside. Also determines how long the Activating Aspect is applied.
  161.  
  162. m_activeAspects
  163. Aspects to apply to this object when active
  164.  
  165. m_activeDuration
  166. How long (in seconds) after becoming activated before automatically deactivating.
  167.  
  168. m_activeFamilyOfferTitles
  169. Custom offer titles associated with the active family.
  170.  
  171. m_activeNotifications
  172. All notifications schedulable by the client, listed from highest priority to lower. Higher priority can preempt lower.
  173.  
  174. m_activeReviewRequests
  175. All ReviewRequests active in the game
  176.  
  177. m_activeSubject
  178. The aspect used to indicate a target unit is already active
  179.  
  180. m_activeSurveys
  181. All surveys active in the game
  182.  
  183. m_activity
  184. React when the active state of the attached game object changes to this
  185.  
  186. m_activity
  187. The type of input to respond to.
  188.  
  189. m_activity
  190. To use this, add a call to NestedReactor.HandleEvent to the desired event
  191.  
  192. m_activityList
  193. A list of activities that can contribute to activity tracker progress
  194.  
  195. m_activityTrackerSettings
  196. Configuration for all activity tracker related stuff
  197.  
  198. m_adaptiveDifficultyData
  199. Configuration data related to hidden adaptive difficulty.
  200.  
  201. m_addIncomingDamageToTarget
  202. This ability adds to the target\'s incoming damage.
  203.  
  204. m_addIncomingDamageToTarget
  205. This missile adds to the target\'s incoming damage.
  206.  
  207. m_addIncomingDamageToTarget
  208. This missile adds to the target\'s incoming damage.
  209.  
  210. m_additionalMinisForQuests
  211. Additional minis in this set for the purpose of map selection for quest targets. For Quests: any unit in the combination of these two lists may be replaced by another
  212.  
  213. m_additionalOffer
  214. Additional store offer which may be claimed when this bonus is active.
  215.  
  216. m_additiveMultiplier
  217. Stacking multiplier of the base value. Use this for scaling instead of gameplay buffs.
  218.  
  219. m_adjustmentPerAverageDelta
  220. Adjustment based on the rarity point delta above the average
  221.  
  222. m_adjustmentPerCapDelta
  223. Adjustment based on the rarity point delta above maximum rarity
  224.  
  225. m_adjustmentPerUpgradeDelta
  226. Adjustment based on how close a mini will be to upgrading to the next tier
  227.  
  228. m_adjustmentSettings
  229. List of adjustment settings. The setting with the nearest time remaining that is greater than the actual time remaining is used. Time remaining includes both regulation time and overtime. The victory state must also match the victory state for the player.
  230.  
  231. m_adjustmentUnownedMini
  232. Adjustment for unowned minis
  233.  
  234. m_affectsColumn
  235. Determines if the grid override applies to the items in its column.
  236.  
  237. m_affectsRow
  238. Determines if the grid override applies to the items in its row.
  239.  
  240. m_affordableSupporterScoreValue
  241. Offensive Productivity: affordableSupporterScoreValue
  242.  
  243. m_ai
  244. Apply to ai armies.
  245.  
  246. m_ai
  247. Apply to ai armies.
  248.  
  249. m_aiArmyGlobalGoldAdjustment
  250. Globally Tune the gold income for ai controlled armies.
  251.  
  252. m_aiFallbackEnabled
  253. Specifies whether AI match fallback is enabled.
  254.  
  255. m_aiFallbackQueueTime
  256. The queue time range (randomized) for AI fallback matches
  257.  
  258. m_aiOverrideMini
  259. Override with this mini when assigned to the AI. eg. Raptor3 instead of Raptor1
  260.  
  261. m_aiSingleton
  262. This is for artificial intelligence constants.
  263.  
  264. m_aiTags
  265. AITags to put on the unit for the duration of the aspect
  266.  
  267. m_alertAtSecondsRemaining
  268. Trigger quest alert at this time remaining.
  269.  
  270. m_alignment
  271. Do we care if they are on the same team?
  272.  
  273. m_alignment
  274. For which perspective is this tooltip enabled.
  275.  
  276. m_alignmentFilter
  277. Which Army this target applies to, in relation to the Unit the Aspect is on
  278.  
  279. m_alignmentFilter
  280. Who is blocked from deploying unbounds in this area
  281.  
  282. m_alignmentRelativeToLocalArmy
  283. Alignment relative to the army that the user currently owns. In most cases, Enemy == the AI, Ally == player.
  284.  
  285. m_alignmentRelativeToLocalArmy
  286. Alignment relative to the army that the user currently owns. In most cases, Enemy == the AI, Ally == player.
  287.  
  288. m_allowActiveParentPurchaseBypass
  289. Allow child offer purchase if parent is active. This should be set on the child offer
  290.  
  291. m_allowDisabled
  292. Allow for disabled aspects when checking
  293.  
  294. m_allowDisabled
  295. Allow for disabled aspects when checking
  296.  
  297. m_allowInOperations
  298. Whether or not to allow this model to be attached by an operation or a set. Don\'t use unless you are doing something complicated.
  299.  
  300. m_allowLaneReevaluation
  301. Allow the unit to reaquire lanes during gameplay (e.g. after combat).
  302.  
  303. m_allowMiniPlayWhilePaused
  304. If we should allow for minis to be playable while paused.
  305.  
  306. m_alwaysNonRandom
  307. When set, cards will always be drawn in the fixed order defined here.
  308.  
  309. m_amount
  310. Amount to advance. Negative numbers are allowed (-1 to go back 1).
  311.  
  312. m_amount
  313. Creature count to compare against.
  314.  
  315. m_amount
  316. How many instances of the mini to add to the deck.
  317.  
  318. m_amount
  319. How much to increase life by.
  320.  
  321. m_amount
  322. How much to modify gold. Negative values will reduce gold.
  323.  
  324. m_amount
  325. How much to modify life.
  326.  
  327. m_amountPerScorePoint
  328. how much earns one challenge score point. Does not save between sessions
  329.  
  330. m_amountWithIconText
  331. Amount format string including the currency icon.\nUsed when dynamically inserting currency amounts into display text.
  332.  
  333. m_anchor
  334. Which transform root to use when placing this prefab
  335.  
  336. m_androidDisclaimerLink
  337. Android Disclaimer Link
  338.  
  339. m_androidDisclaimerLinkText
  340. Android Disclaimer Link Text
  341.  
  342. m_angle
  343. The angle of this box added to the angle of the unit.
  344.  
  345. m_animParam
  346. Drives the anim params on the puller while active. Use {Anim Param}_IsDelayed and {Anim Param}_IsReturning in the animator.
  347.  
  348. m_animParamName
  349. Animator Transition Variable Base *. Usage \'*_WorkFraction\' for 0-1 between activations
  350.  
  351. m_animParamName
  352. The animation paramater (bool) to activate on the model of any unit this aspect is applied to.
  353.  
  354. m_animParamName
  355. The animation paramater (bool/trigger) to activate on the model of any unit this aspect is applied to.
  356.  
  357. m_animParamName
  358. This name specifies which animation parameter will be set in this unit\'s animation graph when this ability is executing this phase.
  359.  
  360. m_animParamName
  361. This name specifies which animation parameter will be set in this unit\'s animation graph when this ability is executing.
  362.  
  363. m_animParameter
  364. The animation parameter to set while in combat.
  365.  
  366. m_animationCullMode
  367. Performance optimization that causes the bone positions to not be updated when renderers are not visible.
  368.  
  369. m_animationState
  370. The animation to use.
  371.  
  372. m_anyDamageType
  373. Blink if the damage is of any of these types.
  374.  
  375. m_anyDamageType
  376. The response will trigger if the damage is of any of these types.
  377.  
  378. m_anyDamageType
  379. The response will trigger if the damage is of any of these types.
  380.  
  381. m_anythingButLeader
  382. If set to to true, anything will pass as long as its not a leader. This will short circuit the restof the filtering logic.
  383.  
  384. m_aoeSpellPointScoreValue
  385. Productivity: aoeSpellPointScoreValue
  386.  
  387. m_appFirstInstallDateProfileKey
  388. Public Profile key for app install timestamp
  389.  
  390. m_appId
  391. The App ID, which is used to construct the Tassadar URL app query parameter
  392.  
  393. m_appleDisclaimerLink
  394. Apple Disclaimer Link
  395.  
  396. m_appleDisclaimerLinkText
  397. Apple Disclaimer Link Text
  398.  
  399. m_application
  400. When to apply this army buff. This allows you differentiate between a buff that is applied everythird play or every third draw.
  401.  
  402. m_applicationInterval
  403. The interval between applications. A value of 3 here would mean that every third play or draw gets the buff. Adding an application interval will disable this army buff for auto spawned units.
  404.  
  405. m_applyArmyBoardModifications
  406. Whether or not to apply army board modifications to the spawn.
  407.  
  408. m_applyTeamColor
  409. Whether or not to override the gradient values with the team color gradient based on ownership.
  410.  
  411. m_applyTeamColor
  412. Whether or not to override the gradient values with the team color gradient based on ownership.
  413.  
  414. m_aquireUnacquirable
  415. Use if you want to ignore AspectUnaquirable on the target. Only use for highly scripted sequences.
  416.  
  417. m_arc
  418. How close in degrees must our facing be looking at the target to fire.
  419.  
  420. m_arc
  421. The angle in degrees that a target must be within the ring to be found.
  422.  
  423. m_arc
  424. The angle in degrees that a target must be within the ring to be found.
  425.  
  426. m_arc
  427. The angle in degrees that a target must be within the ring to be found.
  428.  
  429. m_arclightSurge
  430. Arclight surge activity type reference
  431.  
  432. m_arclightSurgeData
  433. Arclight Surge specific tuning data - Reference for Server or Editor use only
  434.  
  435. m_arclightSurgeToastPlayerProfileKey
  436. The PlayerProfileKey used to persist viewing the ArclightSurge completed toast.
  437.  
  438. m_arclightSurgeVisualsData
  439. Visuals data for any visual changes in this mode
  440.  
  441. m_arguments
  442. The arguments. This must match with the expected number of arguments for the profile validator
  443.  
  444. m_armorFlags
  445. Damage Types that this armor is invulnerable to
  446.  
  447. m_army
  448. Army will be replaced by this army.
  449.  
  450. m_armyAISettings
  451. This is for Tuning the Army AI.
  452.  
  453. m_armyAIUnitFlags
  454. Flags
  455.  
  456. m_armyBoard
  457. The leader and army board to use.
  458.  
  459. m_armyBoardCurrencyRewardPerLevel
  460. The amount of army board currency rewarded for each level of a dungeon. This is cumulative, meaning that beating level 9 will reward all currency for level 1-9. This starts at m_minDungeonLevel
  461.  
  462. m_armyBoardCurrencyType
  463. Currency used for End Of Game Army Board currency rewards
  464.  
  465. m_armyBuffs
  466. The army buffs to apply if this mini is equipped.
  467.  
  468. m_armyBuffs
  469. The army buffs to apply if this mini/talent combination is equipped.
  470.  
  471. m_armyLevelModifier
  472. The amount to adjust the level of the enemy army, scaled by the number of remaining warmup missions.
  473.  
  474. m_armyLevelModifier
  475. The amount to adjust the level of the enemy army.
  476.  
  477. m_armyLocation
  478. The army of this location is used to calculate the count.
  479.  
  480. m_armyManagerSettings
  481. This is to configure army management.
  482.  
  483. m_armyRequirementsAreInclusive
  484. Toggles whether all family, mini, and trait conditions must be met to advance this challenge.
  485.  
  486. m_armyRerollPermission
  487. When army upgrade rerolls are unlocked
  488.  
  489. m_armySlotModType
  490. The type of army board slot modification this is.
  491.  
  492. m_armyUpgradePermission
  493. When army upgrades are unlocked
  494.  
  495. m_arrivalArcDegrees
  496. How close the unit must get to the destination before they\'ve arrived.
  497.  
  498. m_arrivalArcDegrees
  499. How close the unit must get to the destination before they\'ve arrived.
  500.  
  501. m_arrivalDistance
  502. How close to get to the goal.
  503.  
  504. m_arrivalDistance
  505. How close to get to the goal.
  506.  
  507. m_arrivalDistance
  508. How close to get to the original location when returning.
  509.  
  510. m_arrivalDistance
  511. How close to get to the target location
  512.  
  513. m_arrivalOperations
  514. This operation is run on arrival for each waypoint.
  515.  
  516. m_arrivalOperations
  517. This operation is run on arrival for this point.
  518.  
  519. m_arrivalRange
  520. How close the unit must get to the destination before they\'ve arrived.
  521.  
  522. m_arrivalRange
  523. How close the unit must get to the destination before they\'ve arrived.
  524.  
  525. m_aspect
  526. The aspect to apply.
  527.  
  528. m_aspect
  529. The aspect to apply.
  530.  
  531. m_aspect
  532. The aspect to apply.
  533.  
  534. m_aspect
  535. The aspect to attach as part of this set.
  536.  
  537. m_aspect
  538. The aspect to remove.
  539.  
  540. m_aspect
  541. The aspect to which charges will be added.
  542.  
  543. m_aspect
  544. The aspect to which charges will be added.
  545.  
  546. m_aspect
  547. The check will only pass if the selected Aspect is active.
  548.  
  549. m_aspectAbility
  550. This is the ability reference we will target override
  551.  
  552. m_aspectRandomIndexState
  553. Optional, If you want to use \'Auto Attach If Missing\', or you think there might be two index states on the location, code will use the first one of this type.
  554.  
  555. m_aspectType
  556. Type of the aspect
  557.  
  558. m_aspects
  559. Add aspects to any mini modified by this buff.
  560.  
  561. m_aspects
  562. Aspects to apply while activated
  563.  
  564. m_aspects
  565. The aspects that this set applies.
  566.  
  567. m_assignToUnitAtLocation
  568. Optionally assign to a specific Unit at location. Helpful when the Unit doesn\'t exist
  569.  
  570. m_associate
  571. Another reactor that this reactor interacts with (i.e. to Stop)
  572.  
  573. m_async
  574. If true this ability can always fire regardless of what other ability the unit chooses to use.
  575.  
  576. m_atlasSpriteAssets
  577. The TMP Sprite Assets which contain the Emoji glyphs.
  578.  
  579. m_attachToSiblingsOfTarget
  580. Add aspect to all siblings of the target instead.
  581.  
  582. m_attachmentPoint
  583. The attachment point of the selected Location. Use this to use a specific position on the selected location
  584.  
  585. m_attachmentPoint
  586. The name of the transform to look for on its game object.
  587.  
  588. m_attachmentPoints
  589. The names of transforms on its game object where the ability can fire from.
  590.  
  591. m_attachmentSelector
  592. How to choose an attachment point to fire from.
  593.  
  594. m_attackDurationSeconds
  595. How long should the indicator be visible after an attack is made.
  596.  
  597. m_audioParameters
  598. The Wwise audio RTPC parameters, may be used with Play or Set Parameter responses.
  599.  
  600. m_autoAttachIfMissing
  601. if set, attaches Aspect Random Index State to Location if there isn\'t already one there
  602.  
  603. m_autoGuildTargetSize
  604. Target size for auto created Gryphon guilds. Must be less than what we asked BGS to allow. This value may be slightly exceeded in certain conditions, which is why it is a target
  605.  
  606. m_autoPlayThresholdSeconds
  607. Time, in seconds, until the play auto-triggers. Disabled if set to 0.
  608.  
  609. m_autoPlayTime
  610. If this mini should be auto played at this interval. Auto playing stops as soon as the mini is no longer deployable.
  611.  
  612. m_autojoinNames
  613. Random guild names - can be assigned when using the autojoin feature
  614.  
  615. m_availability
  616. Determines when the event is available once unlocked.
  617.  
  618. m_availability
  619. Determines when the offer is available once unlocked.
  620.  
  621. m_availabilityTiming
  622. Optional timing which defines when this product may be purchased externally.\nThis will override the timing defined in the StoreOffer, but only during entitlement delivery checks on the server.\nThis must not be more restrictive than the normal offer timing, otherwise in-game purchases may not be delivered properly on the server. Typically this is used if a product is available on the web shop longer than it is in game.
  623.  
  624. m_availableCurrencies
  625. Currencies that are currently turned on in the game
  626.  
  627. m_availableInWebShop
  628. If set, the product may be seen and purchased in the external Battle.net web shop. If false, this sets the requires server validation flag.
  629.  
  630. m_availablePlatforms
  631. Sets the platforms in which this offer should appear. If this list is empty, it defaults to all platforms.
  632.  
  633. m_availableTalents
  634. The possible equippable talents for this mini.
  635.  
  636. m_avatar
  637. The avatar to display when appearing in PvP
  638.  
  639. m_avatarCategorySortingOrder
  640. Avatar Category Sorting Order
  641.  
  642. m_avatarProfileKey
  643. Public Profile key for avatar
  644.  
  645. m_backLineDistFromEnemy
  646. The desired distance away from the nearest threat (to the deploy zone) to use when selecting a mini\'s spawn location. To use this distance, a mini must have the DeployMethod.Back option selected. (usually ranged/non-combat units)
  647.  
  648. m_backLineDistFromFront
  649. The desired distance away from the front of deploy zones when ai is deploying and no enemy is present
  650.  
  651. m_background
  652. Background image for the events ui.
  653.  
  654. m_backgroundConfig
  655. Optional: VFX settings.
  656.  
  657. m_balanceRoleRequirements
  658. If requirements are met, balance roles that advance this challenge.
  659.  
  660. m_balanceRoles
  661. (Optional) If supplied, this unit will override the balance roles of the mini that spawned it
  662.  
  663. m_balanceRoles
  664. The balance role associated with this mini.
  665.  
  666. m_balanceThreshold
  667. Once compensation currency balance drops below this, the cash out request will be triggered.\nIf any active offers exist with a price below this, the cash out will be deferred.
  668.  
  669. m_balanceType
  670. (Optional) If supplied, this unit will override the balance type of the mini that spawned it
  671.  
  672. m_balanceTypeRequirements
  673. If requirements are met, balance types that advance this challenge.
  674.  
  675. m_ballisticHeight
  676. The maximum height of a ballistic trajectory.
  677.  
  678. m_ballisticHeight
  679. The maximum height of a ballistic trajectory.
  680.  
  681. m_baseMiniLevel
  682. Base level for all units before leader/slot bonuses.
  683.  
  684. m_baseOffset
  685. The amount the unit hovers above the ground.
  686.  
  687. m_basePriceCents
  688. Base product price in US cents.\nTo conform to app store price tiers, this must end in 99, and not exceed 9999
  689.  
  690. m_beamStartLocation
  691. What unit should we consider the \'source\' of the beam?
  692.  
  693. m_beamToTraveler
  694. The beam that will render from traveler unit.
  695.  
  696. m_bestLeaderHonorScaling
  697. Parameters for the honor bonus multiplier when a leader is below their peak honor for the current season
  698.  
  699. m_bestOfferBannerText
  700. Text on the best offer banner.
  701.  
  702. m_bestOfferBannerUIGradient
  703. Text on the best offer banner.
  704.  
  705. m_bgColor
  706. Color of quality UI elements.
  707.  
  708. m_blendTimeAttach
  709. The time it takes to blend in from the normal look to the material when first attached.
  710.  
  711. m_blendTimeDetach
  712. The time it takes to blend out to the normal look from the material when finally detached.
  713.  
  714. m_blendTimePause
  715. The time it takes to blend out to the normal look from the material when loses top priority.
  716.  
  717. m_blendTimeResume
  718. The time it takes to blend in from the normal look to the material when it regains top priority.
  719.  
  720. m_blinkInterruptDuration
  721. How long to interrupt Jaina\'s other abilities upon Blinking
  722.  
  723. m_blinkMissile
  724. The missile that travels between the Pre/Post Blink locations.
  725.  
  726. m_blinkMissileYOffset
  727. Y offset of the blink missile.
  728.  
  729. m_blinkProjection
  730. Details on how the unit should Blink
  731.  
  732. m_blizzardDisclaimerLink
  733. Blizzard Disclaimer Link
  734.  
  735. m_blizzardDisclaimerLinkText
  736. Blizzard Disclaimer Link Text
  737.  
  738. m_blobShadowOffset
  739. If nonzero, this will adjust the location of the blob shadow projector.
  740.  
  741. m_blobShadowRadius
  742. If greater than 0, this model will use a blob shadow rather than a standard shadow.
  743.  
  744. m_blocksSpells
  745. If true, this blocker area also blocks spells
  746.  
  747. m_boardName
  748. The name of the army board.
  749.  
  750. m_bonusCurrencyBank
  751. Banked amount of bonus currency
  752.  
  753. m_bonusCurrencyGlowVfx
  754. Prefab to be instantiated when opening doors.
  755.  
  756. m_bonusExperiencePercent
  757. Additional experience percentage applied to all earned game rewards, but not purchases
  758.  
  759. m_bonusOffers
  760. List of potential bonus offers.\nEach bonus configures its own rules determining if and when it activates.\nBonus offers will be presented to the player in the order defined here.
  761.  
  762. m_bonusQualityDeck
  763. Deck used to choose a bonus quality when timing activates.
  764.  
  765. m_bonusQualityTiming
  766. Timing rules for when bonus quality is applied.
  767.  
  768. m_bonusResetGracePeriod
  769. Minimum duration bonuses must be active before they will reset.\nThis prevents bonuses from being lost if the offer is claimed right before the bonus reset time.
  770.  
  771. m_bonusResetTime
  772. Time of day at which any unclaimed bonuses will be reset, and a new offer becomes available.\nBefore this time, unclaimed bonuses will prevent a new offer from becoming available.
  773.  
  774. m_bonusStoreCurrencyPercent
  775. Additional store currency percentage applied to all earned game rewards, but not purchases
  776.  
  777. m_bonusXpGlowVfx
  778. Prefab to be instantiated when opening doors.
  779.  
  780. m_botGpsBands
  781. Used to scale bot gps per honor band
  782.  
  783. m_botRankFrameHonorOffset
  784. When facing against a bot, used to +/- from the players\' honor value to determine the bots rank.
  785.  
  786. m_bottomMinis
  787. Bucket D: Bottom N minis, 0 means include all minis
  788.  
  789. m_bounceCount
  790. How many times to bounce.
  791.  
  792. m_bounceSearchRings
  793. How to find targets once the initial targets are exhausted..
  794.  
  795. m_brazeDisplaySequence
  796. Display Sequence that controls the Braze In Game Messages
  797.  
  798. m_brazeIgmKey
  799. Template string keys with associated template popup
  800.  
  801. m_brazeMessageSettings
  802. The settings for sending out custom events to Braze.
  803.  
  804. m_bucketRatingFuzziness
  805. This is the amount that a player\'s honor can be increased or decreased by randomly when calculating their mmr.
  806.  
  807. m_buckets
  808. Matchmaking bucket definitions. Uses Leader Honor
  809.  
  810. m_buffs
  811. Army will be given these buffs.
  812.  
  813. m_buffs
  814. The buffs to apply to the owning player\'s army.
  815.  
  816. m_buildUpTimeSeconds
  817. Duration of the buildup animation. In seconds.
  818.  
  819. m_bundleTemplatePrefab
  820. Prefab to be instantiated within StoreMultiBundlesComponent.\nIf unset, the default bundle prefab will be used.
  821.  
  822. m_burrowTargetUnit
  823. The Burrow Target unit type. Each Burrow Target found on the map represents a possible attack wave spawn location.
  824.  
  825. m_button
  826. The name of a button configured in the Input Manager.
  827.  
  828. m_bypassProgressionEvents
  829. Progression events that allow bypassing migration. If any are present, we will consider this migration as completed and grant the migration progression event without granting any rewards.
  830.  
  831. m_calculateAngleToTarget
  832. Calculate the angle (in degrees) between the direction this unit is looking, and the direction to it\'s current target. The result is then passed to the client and set as a anim param in the unit\'s AnimatorController. Used in Boss_Devilsaur to play attack animations.
  833.  
  834. m_cameraOffsetDistance
  835. A fixed distance to move the camera towards the camera. (Works additively with TargetColliderCameraOffsetScale)
  836.  
  837. m_campaign
  838. Campaign activity type reference
  839.  
  840. m_campaignModeSettings
  841. Data related to the different campaign modes feature
  842.  
  843. m_campaignProgression
  844. Defines campaign progression unlocks.
  845.  
  846. m_campaignProgressionLevels
  847. List of progression levels of the entire campaign
  848.  
  849. m_campaignReward
  850. Reward for completing each campaign mission
  851.  
  852. m_canAcquireSelf
  853. Whether or not this ability can acquire the caster as a target.
  854.  
  855. m_canBeStolen
  856. Whether or not this poi can be captured while it is captured.
  857.  
  858. m_cannonAbility
  859. The ability we override on the boss in order to fire artillery shots
  860.  
  861. m_cap
  862. The Team\'s gold cost for minis will never be more than this. (zero to disable).
  863.  
  864. m_capPercentDamageAtAttackerHealth
  865. Will not do more percent damage than the attacker\'s current health.
  866.  
  867. m_capPercentageAmountBaseHealth
  868. Caps percentage damage to the amount that would be done to a target with this amount of health. A value of 0.0f will cause no cap.
  869.  
  870. m_capPercentageAmountBaseHealth
  871. Caps percentage healing to the amount that would be done to a target with this amount of health. A value of 0.0f will cause no cap.
  872.  
  873. m_captureChecks
  874. The conditions that must be true for the POI to change ownership.
  875.  
  876. m_captureDelay
  877. Defines how long after becoming capturable that a POI can be captured. After this delay, the mostrecent army to enter the capture area captures the POI.
  878.  
  879. m_captureLevel
  880. How this object interacts with POIs. Generally higher levels will be able to capture more POIs.
  881.  
  882. m_captureLevelContest
  883. The minimum owner capture level required to mark this poi as contested.
  884.  
  885. m_captureLevelOwner
  886. The minimum owner capture level required to prevent this POI to change ownership.
  887.  
  888. m_captureOnDeath
  889. Capture immediately when destroyed. Killer\'s army takes ownership.
  890.  
  891. m_captureRadius
  892. How far away to scan for anyone who can capture in cells.
  893.  
  894. m_captureResetDelay
  895. In seconds. How long after control switches before it starts resetting.
  896.  
  897. m_captureResetDuration
  898. In seconds. How long it takes for the POI to be available again.
  899.  
  900. m_capturedOperationPeriod
  901. In seconds. How long to wait in between running the captured operation while the POI is captured.
  902.  
  903. m_capturedOperations
  904. The operation to run when the POI is captured.
  905.  
  906. m_capturedPeriodicOperations
  907. The operation to run every m_capturedOperationPeriod seconds while the poi is captured.
  908.  
  909. m_cashOut
  910. Currency conversion used to cash out event currency after the event ends.\n\tGranted Currency Type = Non-event currency type which will be granted\n\tGranted Amount = Currency granted at the reference amount\n\tReference Amount = Event currency corresponding to the granted amount\n\tRounding Increment = Converted amount will be rounded up to the next increment of this\nFinal converted amount = event balance x granted amount / reference amount, rounded up to increment
  911.  
  912. m_cashOutDescription
  913. Description for the cash out popup window
  914.  
  915. m_category
  916. The Family/Category this avatar belongs to
  917.  
  918. m_celebrationVoiceOver
  919. The voiceline to play when a unit is purchased or upgraded.
  920.  
  921. m_celebrationVoiceOverSubtitle
  922. The VO subtitle to play when a unit is purchased or upgraded.
  923.  
  924. m_center
  925. The center of the range check
  926.  
  927. m_chainOfferConfig
  928. Chain offer configuration
  929.  
  930. m_challengeActiveText
  931. Shown in challenge list while challenges are active.
  932.  
  933. m_challengeLockedText
  934. Shown in challenge list before challenges are unlocked.
  935.  
  936. m_challengeOptions
  937. Required Content Gate = challenges will only be drawn from this option if the content gate is unlocked\nActive Challenge Count = number of challenges from this option that are active at once\nChallenges Deck = random deck from which to draw challenges\nMaximum Challenge Deck Draw Retries = number of times to attempt drawing a valid challenge from the deck
  938.  
  939. m_challengeRewardAmount
  940. The amount of currency to grant when this challenge is completed. The type of currency is referenced in the parent event
  941.  
  942. m_challengeScoreTarget
  943. The target score for this challenge.
  944.  
  945. m_challengeTitle
  946. Displayed challenge text describing the nature of the challenge
  947.  
  948. m_changeWhileInHand
  949. If set to true, changes the replacement Mini in real time if the Mini is in the Player\'s hand and the replacement index changes. Will replace on the next draw otherwise.
  950.  
  951. m_channel
  952. The channel data that this notification should be related to.
  953.  
  954. m_chargesToAdd
  955. The number of charges to add if the aspect exists.
  956.  
  957. m_chargesToAdd
  958. The number of charges to add if the aspect exists.
  959.  
  960. m_chatTextLimitFormat
  961. Formatting for chat text input character limit, ex: 199/200
  962.  
  963. m_cheatIncrements
  964. Modifier increments for cheats
  965.  
  966. m_check
  967. Check must pass for this event to occur (Optional)
  968.  
  969. m_check
  970. Check must pass for this event to occur (Optional)
  971.  
  972. m_check
  973. Check must pass for this event to occur (Optional)
  974.  
  975. m_check
  976. Check must pass for this event to occur (Optional)
  977.  
  978. m_check
  979. Check must pass for this event to occur (Optional)
  980.  
  981. m_check
  982. Check must pass for this event to occur (Optional)
  983.  
  984. m_check
  985. Check must pass for this event to occur (Optional)
  986.  
  987. m_checkLocation
  988. Lets the check know which target to examine
  989.  
  990. m_checkLocation
  991. Lets the check know which target to examine
  992.  
  993. m_checkLocation
  994. Lets the check know which target to examine
  995.  
  996. m_checkLocation1
  997. Lets the check know which target to examine
  998.  
  999. m_checkLocation2
  1000. Lets the check know which target to examine
  1001.  
  1002. m_checkOnDeploy
  1003. Checks to run when deploying the mini. Will only deploy if all the checks pass.
  1004.  
  1005. m_checkSibling
  1006. Rather than search the map, this will only check if the caster has sibling units that spawned with them and are alive. Think Footmen.
  1007.  
  1008. m_checkoutImage
  1009. Image seen during purchase checkout.\nThis applies to desktop client and web shop purchases only, and not mobile devices.
  1010.  
  1011. m_checkoutWindowPrefab
  1012. The checkout window that hosts a BlizzardBrowser to process purchases.
  1013.  
  1014. m_checks
  1015. Checks must pass for this token counter event to trigger. Note that the context for this check is the same context that the operation is run with.
  1016.  
  1017. m_checks
  1018. Checks run on the objects inside the trigger to determine if the trigger should activate.
  1019.  
  1020. m_checks
  1021. Checks run on the objects within range to determine if the turret should activate.
  1022.  
  1023. m_checks
  1024. If this check fails the operation will not execute.
  1025.  
  1026. m_checks
  1027. The check to perform on each target.
  1028.  
  1029. m_checks
  1030. The check to perform on each target.
  1031.  
  1032. m_checks
  1033. The check to use as the on/off switch. If the check passes, this aspect will be activated.
  1034.  
  1035. m_checks
  1036. The conditions to check for when evaluating a target.
  1037.  
  1038. m_checks
  1039. The operation won\'t execute unless all of these checks pass.
  1040.  
  1041. m_checks
  1042. This unit is only acquireable by abilities if it passes these checks. This check is executed with this aspects owner as the target.
  1043.  
  1044. m_checks
  1045. Unit which earned the gold must pass these checks in order for the operations to execute.
  1046.  
  1047. m_children
  1048. The operations to execute as soon as this operation happens.
  1049.  
  1050. m_chinaBuild
  1051. Enable behavior specific to builds for China
  1052.  
  1053. m_claimSortOrder
  1054. Order in which claims from this source will be presented to the user.\nLower values will be presented before higher values.
  1055.  
  1056. m_clearCaster
  1057. Use this bool to disable propagating the caster to spawned units. This is useful when a unit has a complicated spawn sequence and you want to set the caster when the actual unit is spawned. Never use for missiles.
  1058.  
  1059. m_clientBackoffValues
  1060. Backoff sending values for Client
  1061.  
  1062. m_clientInteractionSection
  1063. When this was fired.
  1064.  
  1065. m_clientLayer
  1066. PICK ONLY ONE! This is only used if this collider is created on the client. It should match the layer tagged in the object in scene!
  1067.  
  1068. m_closeFormat
  1069. The string to display how much time is left for the raid
  1070.  
  1071. m_collectionLevelPoints
  1072. The number of collection level points to grant for obtaining this rarity.
  1073.  
  1074. m_collectionLevelRequirement
  1075. Used to calculate the collection level = \n sum(mini rarities) * m_rarityMultiplier + sum(mini levels) * m_miniLevelMultiplier / m_collectionLevelRequirement\n Clamped to m_maxCollectionLevel
  1076.  
  1077. m_collectionLevelRewards
  1078. Rewards that are granted every multiple of X
  1079.  
  1080. m_collectionNameRef
  1081. The name to display in the collection/glue screens.
  1082.  
  1083. m_collideLayer
  1084. This LayerMask specifies which layers this agent will hit.
  1085.  
  1086. m_color
  1087. Color of quality UI elements.
  1088.  
  1089. m_color
  1090. Color of quest UI elements.
  1091.  
  1092. m_color
  1093. Main Color.
  1094.  
  1095. m_color
  1096. Optional: Main Color.
  1097.  
  1098. m_combatDuration
  1099. Amount of time in seconds all creeps in the camp must be out of combat before the camp is considered out of combat.
  1100.  
  1101. m_combatTime
  1102. How long to be considiered in combat after taking damge or executing an ability operation
  1103.  
  1104. m_combatTime
  1105. The amount of time to be considered in combat.
  1106.  
  1107. m_commerceConfig
  1108. Configurations on the store offer page
  1109.  
  1110. m_commerceSettings
  1111. Contains data related to commerce products (real money transactions).
  1112.  
  1113. m_commonQuest
  1114. Common quest activity type reference
  1115.  
  1116. m_compCurrencyCashOut
  1117. Values used for the one-time cash out request which exchanges remaining compensation currency for game currency.
  1118.  
  1119. m_compCurrencyConversions
  1120. Conversions from compensation currency to real currencies. For display purposes only.\n\tCurrency Code = three letter code of the destination currency (ex: USD)\n\tCulture Code = five letter dashed code of the culture for string display (ex: en-US)\n\tReference Amount = amount of compensation currency to be converted\n\tEquivalent Amount = converted amount in the destination currency\n\tDivisor = additional value by which to divide the result (ex: 100 to go from cents to dollars)
  1121.  
  1122. m_compare
  1123. Age comparison operator.
  1124.  
  1125. m_compare
  1126. Age comparison operator.
  1127.  
  1128. m_compare
  1129. Age comparison operator.
  1130.  
  1131. m_compare
  1132. Comparison Type
  1133.  
  1134. m_compare
  1135. Comparison Type
  1136.  
  1137. m_compare
  1138. Search target count comparison operator.
  1139.  
  1140. m_completedProgressionEvent
  1141. ProgressionEvent + Rewards granted after completing all mission sequences
  1142.  
  1143. m_complianceRegionFilter
  1144. Optional filter for regional availability of this offer.\n\tRequired Regions = if not empty, only regions in this list will see the offer\n\tDisallowed Regions = if not empty, any regions in this list will NOT see the offer
  1145.  
  1146. m_complianceRegionFilter
  1147. The popup will be triggered if active compliance region is contained in this filter.
  1148.  
  1149. m_compositeTables
  1150. Other reward tables to be combined for the composite result
  1151.  
  1152. m_compositions
  1153. Enumeration of the season\'s composition scheduler.
  1154.  
  1155. m_compressedData
  1156. Base64 encoded compressed locale profanity filter data from Battle.net
  1157.  
  1158. m_conditions
  1159. If any of these checks fail, the armor is not applied to incoming damage. Adding conditions will cause unit indicators to not update to their armored state
  1160.  
  1161. m_confidenceGamesCap
  1162. The number of games (quests) played needed for ranking confidence.
  1163.  
  1164. m_configs
  1165. All available configs. Configs MUST be added here to be included in device builds.
  1166.  
  1167. m_contestedRadius
  1168. How far away to scan for anyone who can capture in cells.
  1169.  
  1170. m_contestedScanHeight
  1171. How far above to scan for anyone who can capture in cells.
  1172.  
  1173. m_continueMovingDuringWindup
  1174. If the unit was moving on the previous tick, the unit can continue moving during the windup (This means before the first ability operation is executed).
  1175.  
  1176. m_contract
  1177. The contract for the server function. These should be defined by a server engineer when the function is created.
  1178.  
  1179. m_cooldown
  1180. The time (in seconds) between when this becomes inactive and when it can be activated again.
  1181.  
  1182. m_cooldownAspect
  1183. Aspect applied to owner when on cooldown after printing.
  1184.  
  1185. m_cooldownCount
  1186. each element will go on cooldown for this this long after being selected
  1187.  
  1188. m_cooldownDelay
  1189. Time after printing before becoming active again.
  1190.  
  1191. m_cooldownRange
  1192. The minimum time before a new wander location will be chosen after arriving..
  1193.  
  1194. m_coolupTime
  1195. The initial delay before the first pack spawn
  1196.  
  1197. m_copyChecks
  1198. Target must pass this check in order to be copied.
  1199.  
  1200. m_copyTargetOperations
  1201. Operations to run on the copied unit.
  1202.  
  1203. m_copyingAspect
  1204. Aspect applied to owner unit when searching for a copy target
  1205.  
  1206. m_cosmeticsSettings
  1207. Data related to cosmetics - Reference for Server or Editor use only
  1208.  
  1209. m_count
  1210. Number of units to print.
  1211.  
  1212. m_countLocation
  1213. Which location to use to calculate the number of times to repeat the operations.
  1214.  
  1215. m_countSource
  1216. Used to figure out how many times the given operations should be repeated
  1217.  
  1218. m_counterGrid
  1219. AI Tags that Counter each other.
  1220.  
  1221. m_counterScoreValue
  1222. Productivity: counterScoreValue - how much each counter in a lane is worth
  1223.  
  1224. m_counteredByScoreValue
  1225. Productivity: counteredByScoreValue - how much each counteredBy in a lane is cost
  1226.  
  1227. m_createOnClient
  1228. Whether to create this collider on the client.
  1229.  
  1230. m_createOnServer
  1231. Whether to create this collider on the server.
  1232.  
  1233. m_creep
  1234. Apply to creep armies.
  1235.  
  1236. m_criticalRewardMissions
  1237. Missions that contain critical rewards that must be claimed for proper progression
  1238.  
  1239. m_currencyAmount
  1240. Fixed amount of currency granted
  1241.  
  1242. m_currencyConfiguration
  1243. This is for currency configuration data
  1244.  
  1245. m_currencyCost
  1246. Amount of currency used for this grid override.
  1247.  
  1248. m_currencyCost
  1249. Event currency amount needed to purchase this reward.
  1250.  
  1251. m_currencyManagerSettings
  1252. This is to configure currency progression.
  1253.  
  1254. m_currencyNameAndAmount
  1255. The description in the mini upgrade cost info tooltip.
  1256.  
  1257. m_currencyPrices
  1258. Prices in additional currencies.\nCurrency Code should be the three-character code (ex: USD).\nPrice Amount should be expressed in the smallest unit of the currency (ex: cents).
  1259.  
  1260. m_currencyRequired
  1261. Game currency used for this grid override.
  1262.  
  1263. m_currencyTotal
  1264. Total amount of currency granted from all sources
  1265.  
  1266. m_currencyType
  1267. Currency type used for everything in the event. Granted by challenges and spent on rewards.
  1268.  
  1269. m_currencyType
  1270. Game currency used for all store transactions
  1271.  
  1272. m_currencyTypes
  1273. All currency types supported by the currency manager.
  1274.  
  1275. m_currencyTypes
  1276. All currency types supported by the currency manager.
  1277.  
  1278. m_customFields
  1279. Custom fields
  1280.  
  1281. m_customSubtitle
  1282. Displays custom subtitle if value is assigned.
  1283.  
  1284. m_cutoffSeason
  1285. Season rollover is not applied to seasons before the cutoff season determined here
  1286.  
  1287. m_cutscene
  1288. The optional cutscene to take action with.
  1289.  
  1290. m_cycleLengthSeconds
  1291. The length of a single activity tracker cycle (in seconds)
  1292.  
  1293. m_cycleOffsetSeconds
  1294. The offset relative to midnight that a new cycle begins (in seconds)
  1295.  
  1296. m_dailyDropTitle
  1297. The description of the TomeProgression in daily drop offers
  1298.  
  1299. m_dailyDropTitle
  1300. The description of the currency in daily drop offers
  1301.  
  1302. m_damageCategory
  1303. Damage category provides more information about this damage.
  1304.  
  1305. m_damageGrowthRate
  1306. ValueForLevel = miniValue * this ^ (level - 1)
  1307.  
  1308. m_damageMultiplier
  1309. The multiplier to the damage that will be received for vulnerable damage types. Multiple armor aspects of the same type are unified into the single highest multiplier and lowest fractional multiplier.
  1310.  
  1311. m_damageType
  1312. Damage type indicates what defenses apply, if any.
  1313.  
  1314. m_damageTypes
  1315. must match for event to occur
  1316.  
  1317. m_dateTimeArray
  1318. An array of Date Time\'s
  1319.  
  1320. m_dateTimeScalar
  1321. A scalar Date Time
  1322.  
  1323. m_daysBeforeSeasonToSchedule
  1324. Days before season start to first schedule notifications
  1325.  
  1326. m_daysBeforeSilent
  1327. Number of days from the initial grant after which to silently claim rewards without a popup.\n(Ex: If downtime was 7+ days ago, don\'t alert the user about it, but still grant the items.)
  1328.  
  1329. m_daysHighest
  1330. The time to display when days is the highest value.
  1331.  
  1332. m_daysOnly
  1333. The time to display when days is the only value.
  1334.  
  1335. m_daysUntilInitialGridExpires
  1336. The interval of time in days that the initial grid will rotate if the user has not purchased an item
  1337.  
  1338. m_deactivateCooldown
  1339. The time (in seconds) between when this becomes active and when it can be deactivated again.
  1340.  
  1341. m_deactivateGoldCost
  1342. Gold cost to deactivate
  1343.  
  1344. m_deactivateOperations
  1345. Operations to run when deactivated.
  1346.  
  1347. m_deathDuration
  1348. How long before the unit destroys itself when it dies. If set to infinity, it will never be destroyed.
  1349.  
  1350. m_deathDurationSeconds
  1351. How long should it take the indicator to play a death animation after the notification is finished.
  1352.  
  1353. m_deathOperations
  1354. Operation run when the unit reaches 0 life and dies.
  1355.  
  1356. m_deathOperations
  1357. Operations to fire on tracked units when the tracker dies
  1358.  
  1359. m_decayDepth
  1360. How far into the ground the unit should sink between when the decay and death timers expire.
  1361.  
  1362. m_decayDuration
  1363. How long before the unit sinks through the ground when it dies. If set to longer than the death timer or infinity, it will never sink.
  1364.  
  1365. m_deckCounts
  1366. Number of decks of each type. Decks may be repeated to define an exact ordering.
  1367.  
  1368. m_deckList
  1369. A list of decks to use for rarities during new quest generation.
  1370.  
  1371. m_decks
  1372. Decks should be listed in order of increasing priority, along with the required permission to unlock its usage. Only the first deck may have no permission in order to always be available.
  1373.  
  1374. m_decks
  1375. Reward decks. Decks may be repeated to define an exact ordering
  1376.  
  1377. m_deepLinkKeyWords
  1378. Keywords to lookup a deeplink that is opened when the player taps on this challenge\'s UI view item in the client
  1379.  
  1380. m_deepLinkSettings
  1381. Deep Link Configurations
  1382.  
  1383. m_defaultArmyboard
  1384. The default armyboard used when no leader armyboard is selected
  1385.  
  1386. m_defaultAvatar
  1387. Default player avatar
  1388.  
  1389. m_defaultConfig
  1390. Indicates this is the default config used when not overridden by AppSettings
  1391.  
  1392. m_defaultDaytimeHourEnd
  1393. Default day time hour end, used to define night time notifications (0-23).
  1394.  
  1395. m_defaultDaytimeHourStart
  1396. Default day time hour start, used to define night time notifications.
  1397.  
  1398. m_defaultDifficultyAdjustment
  1399. This is the difficulty adjustment that will be used if a player doesn\'t already have a setting stored in their profile.
  1400.  
  1401. m_defaultEditorConfig
  1402. Indicates this is the default config used when running in the Unity Editor and not overridden by AppSettings
  1403.  
  1404. m_defaultEmotes
  1405. The emotes every player will start with.
  1406.  
  1407. m_defaultExpRewardBonusPercentage
  1408. Default Exp reward bonus percentage.
  1409.  
  1410. m_defaultImpact
  1411. Used when no Skin is selected, or as a fallback when there isn\'t a Skin-specific entry forthe Impact.
  1412.  
  1413. m_defaultMinerSkin
  1414. The miner skin every player will start with.
  1415.  
  1416. m_defaultMiniStatueBasePrefab
  1417. The default mini statue base prefab (3D) to display for minis without a matching family.
  1418.  
  1419. m_defaultMiniWeight
  1420. Default weight given to a mini during random selection
  1421.  
  1422. m_defaultSkinMapping
  1423. Aspect overrides and reactors to use for this Unit when no Skin is specified.AspectSkin value is ignored.
  1424.  
  1425. m_defaultStoreCurrencyRewardBonusPercentage
  1426. Default Store currency reward bonus percentage.
  1427.  
  1428. m_defaultTalentCost
  1429. Default talent cost used to calculate store offer equivalent value for dynamic talents
  1430.  
  1431. m_defaultTowerSkin
  1432. The tower skin every player will start with.
  1433.  
  1434. m_defenseOffenseVelocity
  1435. Confidence - defenseOffenseVelocity
  1436.  
  1437. m_delayAfterClaim
  1438. Duration between claiming the offer and the next time it is available.
  1439.  
  1440. m_delayAfterGlueLoadSeconds
  1441. Delay, in seconds, to wait after Glue loads before displaying any survey
  1442.  
  1443. m_delayAfterGlueLoadSeconds
  1444. Delay, in seconds, to wait after Glue loads before displaying any survey
  1445.  
  1446. m_delayAfterParentOffer
  1447. Duration to wait after parent offer is purchased to unlock this offer
  1448.  
  1449. m_delayAfterScreenChangeSeconds
  1450. Delay, in seconds, to wait after changing screens before displaying any review request
  1451.  
  1452. m_delayAfterScreenChangeSeconds
  1453. Delay, in seconds, to wait after changing screens before displaying any survey
  1454.  
  1455. m_delaySeconds
  1456. How long after the activity happens should we wait until handling it.
  1457.  
  1458. m_delaySeconds
  1459. How long before the renderer is disabled.
  1460.  
  1461. m_delaySeconds
  1462. The length of time before the first period.
  1463.  
  1464. m_delaySeconds
  1465. The length of time before the first period.
  1466.  
  1467. m_delayTimeframe
  1468. The timeframe the delay seconds apply to.
  1469.  
  1470. m_delta
  1471. Delta applied to the count before min/max.
  1472.  
  1473. m_deployAreaGuid
  1474. Name of the deploy area to lock/unlock.
  1475.  
  1476. m_deployMethod
  1477. Set where the unit should spawn in the deploy area.
  1478.  
  1479. m_deploySortOrderToEnemyEpsilon
  1480. Lane Offense - deploySortOrderToEnemyEpsilon all deploys within this dist are sorted the same
  1481.  
  1482. m_deployToEnemySortOrderPointsPerPlace
  1483. Lane Offense - Value per sort place (helps prioritize lanes close to enemy base)
  1484.  
  1485. m_deployVariant
  1486. Deploy animation override. This value can be read as DeployVariant in the animator and used toselect different transitions in the animator.
  1487.  
  1488. m_deploys
  1489. The objects to instantiate while deploying the mini. If not set, it will use the Spawns.
  1490.  
  1491. m_deploys
  1492. The objects to instantiate while deploying the mini. If not set, it will use the Spawns.
  1493.  
  1494. m_deprecatedRewards
  1495. Rewards that are no longer actively used, but must be maintained in data because they still exist in the live service, and may need to be processed for pending rewards.\n\nThese must be added here so they will be included in the build.
  1496.  
  1497. m_description
  1498. Description text within the popup when claiming items from this source.\n(Ex: Sorry about the extended downtime. Have some goodies!)
  1499.  
  1500. m_descriptionRef
  1501. The description to display in the collection/glue screens.
  1502.  
  1503. m_descriptionRef
  1504. The description to display in the tooltip.
  1505.  
  1506. m_descriptionText
  1507. Localized text that may be used during dynamic value replacement within offer description text.
  1508.  
  1509. m_descriptionTokens
  1510. String tokens that may be used for dynamic value replacement within offer description text.
  1511.  
  1512. m_descriptionTokens
  1513. String tokens that may be used for dynamic value replacement within offer description text.\nTokens for currency are defined individually for each type within CurrencyType.
  1514.  
  1515. m_descriptions
  1516. Line items of the goodies the player will get for buying. Used for bundles.
  1517.  
  1518. m_designIconSpriteReference
  1519. The image that is parallaxed in the background for milestones.
  1520.  
  1521. m_desiredState
  1522. The enabled state of the requested component while the duration is active.
  1523.  
  1524. m_destination
  1525. The location to move to.
  1526.  
  1527. m_detachAll
  1528. Remove all instances.
  1529.  
  1530. m_deuteranomalousSwatch
  1531. The swatch to use when the deuteranomalous display mode is active.
  1532.  
  1533. m_devCurrencyCodes
  1534. List of dev currency codes for this currency in Bnet.
  1535.  
  1536. m_dimensions
  1537. Size of this Deploy Area. Y component is ignored.
  1538.  
  1539. m_dimensions
  1540. Size of this Deploy Area. Y component is ignored.
  1541.  
  1542. m_directionalPlayAbortDeployTriggerName
  1543. Name of the Animator trigger causes the \'abort deploy\' transition
  1544.  
  1545. m_directionalPlayDeploySuccessTriggerName
  1546. Name of the Animator trigger causes the \'play/deploy successful\' transition
  1547.  
  1548. m_directionalPlayDurationAnimationParamName
  1549. Name of the Animator parameter that receives the build up animation duration(BuildUpTimeSeconds).
  1550.  
  1551. m_directionalPlaySettings
  1552. Settings for Directional minis. Only used if the Directional flag is set.
  1553.  
  1554. m_directionalPlayTimingNormalizedAnimationParamName
  1555. Name of the Animator parameter that receives the normalized time value as calculated bythe game engine, based on BuildUpTimeSeconds.
  1556.  
  1557. m_disableAdjustmentsForBeatenCampaignMissions
  1558. Specify whether the player\'s adaptive difficulty setting is affected by campaignmissions the player has already beaten.
  1559.  
  1560. m_disableAiFallback
  1561. Specifies if AI match fallback should be disabled for this bucket.
  1562.  
  1563. m_disableCloseEnoughPathingSearch
  1564. Disable Close Enough Rule which allows a path to any place within acquire distance.
  1565.  
  1566. m_disableDuringDeployDelay
  1567. Whether or not this periodic should be disabled during the deploy delay.
  1568.  
  1569. m_disabledSwitchGradient
  1570. The gradient to apply when the switch is disabled.
  1571.  
  1572. m_disallowedVariantMask
  1573. The mission variants that cause missions to be excluded from candidates when trying to unlock quests.
  1574.  
  1575. m_disclaimerTextHeader
  1576. Purchase Disclaimer Header Text
  1577.  
  1578. m_discount
  1579. The Team\'s gold cost for all minis will be reduced by this. (zero to disable).
  1580.  
  1581. m_discountMinimum
  1582. If discount is being used, no mini can be reduced to less than this
  1583.  
  1584. m_displayData
  1585. Information needed to display this progression level in sigil road
  1586.  
  1587. m_displayName
  1588. Region name seen by the user
  1589.  
  1590. m_displayName
  1591. The name of the currency
  1592.  
  1593. m_displayName
  1594. The title to display for this rarity.
  1595.  
  1596. m_displayWhenIdle
  1597. Whether the indicator should use its idle state to display when it is not actively notifying.
  1598.  
  1599. m_displayedChainOffer
  1600. Expected chain offer (For display purposes only)
  1601.  
  1602. m_distanceRange
  1603. The random range added to the wander distance.
  1604.  
  1605. m_doLockDeployArea
  1606. If we are locking or unlocking the deploy.
  1607.  
  1608. m_doLockHandSlot
  1609. If we are locking or unlocking the hand slots.
  1610.  
  1611. m_downloadingNotification
  1612. Notification that will be shown by the client when the player leaves during a download
  1613.  
  1614. m_downtimeRotationPeriod
  1615. Amount of units of downtime between iterations of the list.
  1616.  
  1617. m_dungeon
  1618. Dungeon activity type reference
  1619.  
  1620. m_dungeonAllLeaderMinis
  1621. Set of all leader minis which are checked for ownership.
  1622.  
  1623. m_dungeonAllLeadersProduct
  1624. If all leaders for the active dungeon are owned, use this product instead.
  1625.  
  1626. m_dungeonCloseFormat
  1627. The string to display how much time is left for the dungeon.
  1628.  
  1629. m_dungeonData
  1630. Dungeons specific tuning data - Reference for Server or Editor use only
  1631.  
  1632. m_dungeonInteractableList
  1633. The units that are available to be selected as dungeon interactables.
  1634.  
  1635. m_dungeonRotation
  1636. Timed dungeon rotation data.
  1637.  
  1638. m_dungeonSequence
  1639. Dungeon Sequence for this zone
  1640.  
  1641. m_dungeonVisuals
  1642. Visuals data for any visual changes to accomodate this dungeon
  1643.  
  1644. m_duplicateMinisPermission
  1645. One way to have duplicate minis in the grid (or have Min Owned Minis For DuplicateMinis).
  1646.  
  1647. m_duration
  1648. Amount of time the content will remain available after the specified start time.
  1649.  
  1650. m_durationChanceType
  1651. Determines how duration-based random chance is used.\n\tNone = No random chance at all. Only Fixed Days will be used.\n\tLinear = Random chance increases linearly from 0% to 100% across the min/max duration window.
  1652.  
  1653. m_durationScalingData
  1654. Can be used to scale the duration using the scaling rules of a stat.
  1655.  
  1656. m_durationScalingData
  1657. Can be used to scale the duration using the scaling rules of a stat.
  1658.  
  1659. m_durationSeconds
  1660. How long the renderer stays disabled.
  1661.  
  1662. m_durationSeconds
  1663. Length of time before the quest expires.
  1664.  
  1665. m_dynamicGrantType
  1666. Custom rules for determining granted content based on player state at unlock time.
  1667.  
  1668. m_dynamicOfferConfig
  1669. Configuration for dynamic offers, including random mini selection
  1670.  
  1671. m_dynamicProductGroup
  1672. All products which may be selected dynamically for this offer.
  1673.  
  1674. m_dynamicReplacementTomePage
  1675. Tome page used for any dynamic replacement XP grants.
  1676.  
  1677. m_dynamicReplacementType
  1678. Method for replacing any owned minis or talents that are being granted.\n\tNone = No replacements will be made.\n\tCurrency Only = Replace owned items with the equivalent store currency cost.\n\tCurrency And Xp = Replace owned items with an XP grant (minis only), plus the equivalent store currency cost minus the cost of any XP grant.
  1679.  
  1680. m_dynamicTalentCount
  1681. Number of talents to be generated dynamically based on player collection.
  1682.  
  1683. m_dynamicTalentMini
  1684. (Optional) Specific mini for generated talents. This will prioritize unowned talents.
  1685.  
  1686. m_dynamicVisuals
  1687. Mapping from currency amounts to UI visuals. Max Currency Value is exclusive.
  1688.  
  1689. m_earlyLoadAssets
  1690. Contains all assets that must be made available to load before login completes.
  1691.  
  1692. m_editorStorageFile
  1693. The name of the file used to store cached data when running from the editor
  1694.  
  1695. m_elementToAdd
  1696. The UI element to add and its control parameters.
  1697.  
  1698. m_emailFlavorText
  1699. Optional text which appears in email confirmation after product purchase.
  1700.  
  1701. m_emoteArray
  1702. An Emote array
  1703.  
  1704. m_emoteDeckSize
  1705. The number of Emotes slots in each Army.
  1706.  
  1707. m_emotePickerEmotesPerPage
  1708. Max number of emotes to display per page in the Emote Picker
  1709.  
  1710. m_emotePickerSendEmoteCooldown
  1711. Minimum permitted delay between sending emotes to guild chat
  1712.  
  1713. m_emoteScalar
  1714. An scalar Emote
  1715.  
  1716. m_enableClientTimelineSync
  1717. Enables the creep camp timers to sync to a timeline on the client.
  1718.  
  1719. m_enableGridLockout
  1720. Grid Lockout prevents granted items from appearing in the store grid while the offer is active.\nIt also treats any items already in the grid at the moment the offer unlocks as if they were owned.
  1721.  
  1722. m_enableReactors
  1723. This must be on if you are counting on a reactor firing from this periodic.
  1724.  
  1725. m_enableSharedContents
  1726. Shared Contents indicates that multiple active offers may have the same dynamic generation rules.\nActive offers using this option will be treated as if they were owned for the purposes of generating the contents of other offers also using this option.
  1727.  
  1728. m_enabledIn
  1729. When this should appear.
  1730.  
  1731. m_endArrivalOperations
  1732. This operation is run when reached the very end of the waypoint list.
  1733.  
  1734. m_endGameSequenceCameraFieldOfView
  1735. If this unit is targeted for the end game sequence, this is the fov that is used.
  1736.  
  1737. m_endGameSequenceDeathTime
  1738. How long to watch the target\'s death animation for before transition to the victory panel.
  1739.  
  1740. m_endGameSequenceFieldOfViewTransitionTime
  1741. If this unit is targeted for the end game sequence, this is the time it takes to transition.
  1742.  
  1743. m_endReachedDistance
  1744. The distance to the endpoint to consider it reached in seconds
  1745.  
  1746. m_endTime
  1747. End time to earn these progression events. This is a UTC time by default and in YYYY-MM-DD format.
  1748.  
  1749. m_endsWindup
  1750. Whether or not executing this phase\'s operation should be considered the end of the ability\'s windup.
  1751.  
  1752. m_enemyDefensePointsMax
  1753. Lane Danger - Max total Score for all enemies
  1754.  
  1755. m_enemyDefensePointsPerEnemy
  1756. Lane Danger - Score per enemy
  1757.  
  1758. m_enemyFoundAspect
  1759. The aspect attached to the target unit when it crosses into the reticle\'s area
  1760.  
  1761. m_environmentType
  1762. The environment that will be converted to MobileAuth Environment.
  1763.  
  1764. m_environmentType
  1765. The environment type defined for a region
  1766.  
  1767. m_eogExp
  1768. EoG exp granted after ceiling
  1769.  
  1770. m_epicQuest
  1771. Epic quest activity type reference
  1772.  
  1773. m_equalWeightPushRatio
  1774.  
  1775.  
  1776. m_equipPermission
  1777. The permission required to put this mini in an army.
  1778.  
  1779. m_equipStatueIcon
  1780. The image to display to equip the skin.
  1781.  
  1782. m_equipStatueIcon
  1783. The image to display to equip the talent.
  1784.  
  1785. m_equippedArmyProfileKey
  1786. Public Profile key for equipped army
  1787.  
  1788. m_equivalentCost
  1789. Equivalent currency cost when included in store offers.
  1790.  
  1791. m_essentialRewardsEarnedPermission
  1792. The permission required to go past the initial reward track, as a failsafe for stuck players
  1793.  
  1794. m_evaluateArmyBuffs
  1795. If true, we will forcibly re-evaluate army buffs on this spawn operation
  1796.  
  1797. m_eventInterval
  1798. The delay between each event, in seconds
  1799.  
  1800. m_eventIslandId
  1801. Used to map which event island this event is associated with.
  1802.  
  1803. m_eventName
  1804. Event Name for the information popup window
  1805.  
  1806. m_eventRotation
  1807. Timed GRID event theme rotation data.
  1808.  
  1809. m_eventThemeType
  1810. What type of event theme is this
  1811.  
  1812. m_eventType
  1813. The event type
  1814.  
  1815. m_eventVisualsData
  1816. Visuals data for theming the event
  1817.  
  1818. m_eventsScreenUnlockedViewPrefab
  1819. The prefab to spawn in the events screen when raids are unlocked
  1820.  
  1821. m_eventsScreenUnlockedViewPrefabGuid
  1822. The prefab to spawn in the events screen when dungeons are unlocked
  1823.  
  1824. m_eventsScreenUpcomingRaidViewPrefab
  1825. The prefab to spawn in the events screen to show upcoming raids
  1826.  
  1827. m_excessClearReward
  1828. The clear reward after earning all army upgrade clear rewards, up until but not including the max dungeon level.
  1829.  
  1830. m_excludedFlags
  1831. The check will only pass if the target has none of these flags.
  1832.  
  1833. m_excludedMiniFlags
  1834. Operations will only execute if the played mini doesn\'t have these flags.
  1835.  
  1836. m_excludedMiniFlags
  1837. Operations will only execute if the played mini doesn\'t have these flags.
  1838.  
  1839. m_excludedMiniFlags
  1840. Will only counter if the played mini doesn\'t have these flags.
  1841.  
  1842. m_excludedMinis
  1843. These minis will be excluded even if they pass the rest of the filters.
  1844.  
  1845. m_exclusionMinutes
  1846. Lower priority notifications are preempted if they would occur within Exclusion Minutes of a higher priority.
  1847.  
  1848. m_expBoostDeck
  1849. The deck that contains the cards for EXP boosts
  1850.  
  1851. m_expBoostInPickedItems
  1852. Are EXP boosts included in the pickable items or in the empty slots
  1853.  
  1854. m_expCeiling
  1855. Rules for controlling EXP after reaching a daily EXP ceiling
  1856.  
  1857. m_expRewardPerMission
  1858. Reward table which defines experience gained for completing a mission
  1859.  
  1860. m_expectsTargetOverride
  1861. Whether the ability expects to be given a target. If set, the ability will never acquire and has no acquisition rules. The target must be set by a seperate script using AspectAbilitySubject.OverrideTarget.
  1862.  
  1863. m_experimentName
  1864. Internal Name of the AB Group Experiment Name
  1865.  
  1866. m_expirationDateTime
  1867. The date in which this schedule expires and is no longer considered. Currently only implemented for commerce schedules and partially supported in rotating schedules (raids).
  1868.  
  1869. m_expirationTimeToHideAboveHours
  1870. The number of hours above which to hide the quest expiration timer text.
  1871.  
  1872. m_expiredRaritiesForPvpWin
  1873. The rarities that will be expired on a PVP win
  1874.  
  1875. m_externalGrantLicenses
  1876. Licenses that may be granted externally (customer service, make-good, etc), and are not associated with a product.\n\nThese must be added here so they will be included in the build.
  1877.  
  1878. m_externalGrantSource
  1879. Grant source used for licenses granted by external means (customer service, etc).\nLicenses granted by a purchased product should NOT have a grant source.
  1880.  
  1881. m_externalPurchaseGrantSource
  1882. Grant source used for items detected by the server as being purchased outside the game client.\nThis applies to web shop purchases, as well as interrupted game purchases due to crash or disconnect.
  1883.  
  1884. m_fallbackFamily
  1885. Fallback family data for the unit. If the unit didn\'t came from a mini, we use this.
  1886.  
  1887. m_fallbackReward
  1888. The fallback reward to grant instead if the player is ineligible for the base reward.
  1889.  
  1890. m_fallbackTome
  1891. When the permission is not owned, fallback to this tome
  1892.  
  1893. m_families
  1894. Families included in this theme
  1895.  
  1896. m_family
  1897. Family
  1898.  
  1899. m_familyRequirements
  1900. If requirements are met, families that advance this challenge.
  1901.  
  1902. m_familyRequirementsAreLeaderOnly
  1903. If there are family requirements, this flag will check only leaders against those requirements.
  1904.  
  1905. m_familyRequirementsMinimumNumberOfMinis
  1906. If there are family requirements, this field will check the minimum number of family minis equipped.
  1907.  
  1908. m_familyRewardMilestones
  1909. Enumeration of player-unlockable rewards for this season.
  1910.  
  1911. m_familyRewards
  1912. Owned family rewards
  1913.  
  1914. m_familyRewards
  1915. The rewards for each family completed
  1916.  
  1917. m_familyRotation
  1918. Timed family event theme rotation data.
  1919.  
  1920. m_favorNewAbilities
  1921. After this ability finishes executing, it will favor other abilities over executing this one,providing that both abilities are executable on a target.
  1922.  
  1923. m_favorNewUnits
  1924. Favor units this missile hasn\'t hit before.
  1925.  
  1926. m_favorTarget
  1927. How to favor possible targets.
  1928.  
  1929. m_favorTarget
  1930. How to favor possible targets.
  1931.  
  1932. m_favorTarget
  1933. How to favor targets.
  1934.  
  1935. m_featureUnlockRequirements
  1936. The requirements to unlock the seasonal event feature as a whole
  1937.  
  1938. m_featureUnlockRequirementsReference
  1939. The requirements to unlock arclight surge.
  1940.  
  1941. m_featuredOffer
  1942. Used to sort where this offer is shown in the store.
  1943.  
  1944. m_filterMissions
  1945. Optional list of missions that may be filtered when this quest mode is used.\nThe Filter Missions Type setting determines how this list is interpreted.
  1946.  
  1947. m_filterMissionsType
  1948. Determines how the Filter Missions list is interpreted when choosing quest missions.\n- Off = list is ignored and missions are not filtered\n- Valid Missions = missions must be completed and in the list to be used\n- Invalid Missions = missions must be completed and NOT in the list to be used\n- Exclusive Missions = only the exact missions in the list will be used, regardless of completion
  1949.  
  1950. m_filterOnDraw
  1951. Whether or not to apply the filter when the mini is drawn or when the mini is played. This is only used when application type is Draw. This allows you to do things like apply a buff to every third tank you draw.
  1952.  
  1953. m_filterPermissions
  1954. (Optional) Only show this when the user doesnt have these permissions.
  1955.  
  1956. m_filterTag
  1957. Profanity filter tag (bad, reserved, hatespeech)
  1958.  
  1959. m_filters
  1960. only one filter must pass
  1961.  
  1962. m_filters
  1963. only one filter must pass
  1964.  
  1965. m_filters
  1966. only one filter must pass
  1967.  
  1968. m_filters
  1969. only one filter must pass
  1970.  
  1971. m_filters
  1972. only one filter must pass
  1973.  
  1974. m_fireInterval
  1975. The interval (in seconds) between each time the turret fires.
  1976.  
  1977. m_fireOperation
  1978. Operations that will execute when the turret needs to fire.
  1979.  
  1980. m_fireTiming
  1981. When to fire the telemetry.
  1982.  
  1983. m_firebaseSettings
  1984. Configuration related to Firebase Analytics
  1985.  
  1986. m_firstPlayTimeMax
  1987. Gold Saving (Do Nothing) - how long to delay saving at start of match maximum
  1988.  
  1989. m_firstPlayTimeMin
  1990. Gold Saving (Do Nothing) - how long to delay saving at start of match minimum
  1991.  
  1992. m_firstQuestMissions
  1993. First quest mission list
  1994.  
  1995. m_firstTalentReward
  1996. The reward reference for first talent choice.
  1997.  
  1998. m_firstTimeModeZone
  1999. The world zone to use for the first Arclight Surge mode
  2000.  
  2001. m_firstTimeModifierZone
  2002. The world zone to use for the first Arclight Surge modifier
  2003.  
  2004. m_fixedAdditiveAmount
  2005. A fixed amount to be added to the result of the multipliers. finalResult = fixedAdditiveAmount + (value * additiveMultiplier * unifiedMultiplier) NOTE: Do not use with AttackSpeed modifier types, it won\'t do anything.
  2006.  
  2007. m_fixedDays
  2008. Bonus is guaranteed to activate on these days.\nDuration timer will always reset when a bonus is claimed on a fixed day.
  2009.  
  2010. m_fixedDuration
  2011. Duration this event is available after being unlocked.
  2012.  
  2013. m_fixedDuration
  2014. Duration this offer is available after being unlocked.
  2015.  
  2016. m_fixedDuration
  2017. The fixed lifetime in seconds of the unit. Unit will be removed after this amount of time. The unit is considered permanent if the duration is <= 0.0. Some aspects and operations may destroy a permanent unit.
  2018.  
  2019. m_fixedPointArray
  2020. An array of Fixed Point\'s
  2021.  
  2022. m_fixedPointScalar
  2023. A scalar Fixed Point
  2024.  
  2025. m_fixedSchedule
  2026. Schedule used to determine absolute start time for One Time events.
  2027.  
  2028. m_fixedSchedule
  2029. Schedule used to determine absolute start time for One Time offers.
  2030.  
  2031. m_fizzleDistance
  2032. If a mini is placed within this distance from the counter source, it will consume the counterin the priority list, but also not take any action.
  2033.  
  2034. m_flags
  2035. Set of flags applied to this aspect.
  2036.  
  2037. m_flatDamageIgnoresArmor
  2038. Whether or not flat damage for this operation ignores armor.
  2039.  
  2040. m_flatDamageModifier
  2041. The amount of damage reduced by this armor
  2042.  
  2043. m_flipRotation
  2044. Rotate selected direction 180 deg on the Y axis
  2045.  
  2046. m_flipStartEndPositions
  2047. Changes the origin of the line.
  2048.  
  2049. m_followDeckOrder
  2050. Should cards chosen from this deck follow the order listed here? (if not, chosen randomly)
  2051.  
  2052. m_forbiddenSurgeZones
  2053. Any zones that require a special permission to be included as surge options.
  2054.  
  2055. m_forceAudioOnGlobalObject
  2056. Force audio events triggered by this reactor to play on the global akGameObj in SoundManager
  2057.  
  2058. m_forceAudioOnGlobalObject
  2059. Force audio events triggered by this reactor to play on the global akGameObj in SoundManager
  2060.  
  2061. m_forceAudioOnGlobalObject
  2062. Force audio events triggered by this reactor to play on the global akGameObj in SoundManager
  2063.  
  2064. m_forceAudioOnGlobalObject
  2065. Force audio events triggered by this reactor to play on the global akGameObj in SoundManager
  2066.  
  2067. m_forwardMeAsSource
  2068. Set if you want to forward the Token Counter\'s owner as the source.
  2069.  
  2070. m_forwardSearchLocationAsSource
  2071. If set the source of any operation executed by this search will be the search location. If not set it will be the forwarded source from the thing that executed this search.
  2072.  
  2073. m_forwardSearchLocationAsSource
  2074. If set the source of any operation executed by this search will be the search location. If not set it will be the forwarded source from the thing that executed this search.
  2075.  
  2076. m_forwardSource
  2077. Forward the transforms on from the source game object where the ability will fire from.
  2078.  
  2079. m_freeGiftStage
  2080. One-based index of a free gift reward table stage corresponding to when this notification will appear.\n\tZero accounts for the state when the gift is on cooldown.\n\tNotification trigger time will be when the specified stage ends.\n\tTrigger period is only used if all stages have ended, for repeated notifications once maxed out.
  2081.  
  2082. m_frontLineDistFromEnemy
  2083. The desired distance away from the nearest threat (to the deploy zone) to use when selecting a mini\'s spawn location. To use this distance, a mini must have the DeployMethod.Front option selected. (usually melee units)
  2084.  
  2085. m_frontLineDistFromFront
  2086. The desired distance away from the back of deploy zones when ai is deploying and no enemy is present
  2087.  
  2088. m_ftueContentSequenceReference
  2089. The Content Sequence that players must complete before entering Glue for the first time
  2090.  
  2091. m_ftueData
  2092. Data related to ftue configurations.
  2093.  
  2094. m_function
  2095. The function these parameters are for
  2096.  
  2097. m_gameEndSaveBehaviour
  2098. If this should be marked as completed when the game ends.
  2099.  
  2100. m_gameType
  2101. The GameType to check against.
  2102.  
  2103. m_gameTypes
  2104. Games played with these mission variants will change the difficulty adjustment according to the adjustment settings.
  2105.  
  2106. m_genericLeaderChoiceReward
  2107. Reward reference for the leader choice reward
  2108.  
  2109. m_genericTroopChoiceReward
  2110. Reward reference for the troop choice reward
  2111.  
  2112. m_globalCooldown
  2113. The global cooldown specifies the amount of time after this ability is used before another abilitycan be selected. The gcd starts immediately after the period finishes.
  2114.  
  2115. m_globalMissionTooltipIndicators
  2116. This is for tooltip indicators that should be shown on every mission.
  2117.  
  2118. m_gluePopupDataModel
  2119. The popup data model to be used if triggered in Glue.
  2120.  
  2121. m_glueProgressionPermission
  2122. The permissions that indicates that the player has completed the FTUE and should load into Glue at startup.
  2123.  
  2124. m_gold
  2125. Amount of gold mined in one action.
  2126.  
  2127. m_gold
  2128. How much gold is needed to use this mini.
  2129.  
  2130. m_gold
  2131. How much gold is needed to use this mini.
  2132.  
  2133. m_goldAmount
  2134. Amount of gold in this gold source.
  2135.  
  2136. m_goldCostModification
  2137. Modify the gold cost of any mini affected by this buff.
  2138.  
  2139. m_goldCostModificationMax
  2140. If the gold cost is above this value. It is set to this value.
  2141.  
  2142. m_goldCostModificationMin
  2143. If the gold cost is under this value. It is set to this value.
  2144.  
  2145. m_goldEarnedPerSecondAdditive
  2146. Scales gold earned per secold while this buff is applied. Applied additively.
  2147.  
  2148. m_goldGainedInterval
  2149. Cumulative gold spent before the operations go off.
  2150.  
  2151. m_goldIncreaseTimeSeconds
  2152. Time before the gold in this gold source increases by 1.
  2153.  
  2154. m_goldOperations
  2155. Only the operation in corresponding to the gold cost will be invoked
  2156.  
  2157. m_goldScoreValue
  2158. Play Score: goldScoreValue - how much each gold point (miners calculate this
  2159.  
  2160. m_goldValue
  2161. Gold value to compare against
  2162.  
  2163. m_goldValue
  2164. Gold value to compare against
  2165.  
  2166. m_grantOnBypassProgressionEvent
  2167. An optional progression event to grant when this migration is bypassed.
  2168.  
  2169. m_grantWarchestPointsOnSeasonRoll
  2170. Grant warchest points on season rollover
  2171.  
  2172. m_grantedCurrencyAmountAtThreshold
  2173. Amount of currency to be granted at the balance threshold.\nActual granted amount will be prorated with the actual balance amount.
  2174.  
  2175. m_grantedCurrencyType
  2176. Currency type which will be granted in exchange.
  2177.  
  2178. m_grantedReward
  2179. Game content granted when this reward is purchased using event currency.
  2180.  
  2181. m_grantsIfOwnedOfferTriggered
  2182. The grants to give if the offer is owned when this migration is run.
  2183.  
  2184. m_grantsOfferCredit
  2185. If the corresponding store offer is not available,\nthis license will grant credit for future redemption of the offer.\nAll Timed Refresh offers must have one, and only one, license that grants credit.
  2186.  
  2187. m_gridOverrideTypes
  2188. Available types for Grid Overrides
  2189.  
  2190. m_gridPurchaseCost
  2191. Cost to purchase this tome in the store grid
  2192.  
  2193. m_gridPurchaseCostRef
  2194. The coin cost of purchasing a mini of this rarity in the GRID.
  2195.  
  2196. m_gridRandomDeck
  2197. Control rarities of minis that use this rarity table in the toystore grid
  2198.  
  2199. m_gridResetCurrencyCost
  2200. The cost of a Grid Reset using Big Red Button. See: GridResetCurrencyType
  2201.  
  2202. m_gridResetCurrencyType
  2203. Game currency used for Big Red Button grid resets
  2204.  
  2205. m_groupCohortVariationName
  2206. Name of the AB Experiment Group / Cohort (must match that defined in Optimizely)
  2207.  
  2208. m_groupRespawn
  2209. If true, creep respawning will be disabled as long as there are living creeps in the camp.
  2210.  
  2211. m_gryphonAuthoritativeSectionIds
  2212. These section ids are using the older system and are not SFM authoritative.
  2213.  
  2214. m_guaranteedAspectTokenCounter
  2215. If you think there might be two token counters or more on a unit, this guarantees the choice.
  2216.  
  2217. m_guildChatJumpToBottomOnIncomingMessageThreshold
  2218. When a new chat message is received, if you are within this number of messages from the bottom, it will jump to the bottom and display the new message, otherwise chat will stay put and let you keep reading chat history.
  2219.  
  2220. m_guildChatMessageCharacterLimit
  2221. Character limit for guild chat messages
  2222.  
  2223. m_guildChatMessageCharacterLimitDisplayThreshold
  2224. Minimum length of chat message needed to display the character limit
  2225.  
  2226. m_guildConfiguration
  2227. This is for guild configuration data
  2228.  
  2229. m_guildContributionMultiplier
  2230. The multiplier of currency to contribute to the guild when a challenge is completed.
  2231.  
  2232. m_guildContributionMultiplier
  2233. The multiplier of currency to contribute to the guild when a challenge is completed.
  2234.  
  2235. m_guildData
  2236. Guilds specific tuning data.
  2237.  
  2238. m_guildDescriptionCharacterLimit
  2239. Character limit for guild descriptions
  2240.  
  2241. m_guildMemberLimit
  2242. Guild member limit. This is only for visuals - please inform server team to update bnet config too.
  2243.  
  2244. m_guildMemberProfile
  2245. This is for guild member profile data
  2246.  
  2247. m_guildNameCharacterLimit
  2248. Character limit for guild names
  2249.  
  2250. m_guildNameCharacterMinimum
  2251. Character minimum for guild names
  2252.  
  2253. m_guildProfileKeysToApply
  2254. Guild profile keys to apply when this income bonus is granted.
  2255.  
  2256. m_guildRewardMilestones
  2257. Enumeration of overall guild rewards for this season.
  2258.  
  2259. m_handSlotCheck
  2260. Check we\'ll to see if the unit in the slot qualifies.
  2261.  
  2262. m_handSynergyPushValue
  2263. Offensive Productivity: handSynergyPushValue How much is a hand synergy worth to push value
  2264.  
  2265. m_handSynergyScoreValue
  2266. Productivity: handSynergyScoreValue - how much each synergy with another mini in the hand is worth
  2267.  
  2268. m_hardLowerBound
  2269. If true or this bucket has a level cap, mmr fuzz cannot cause a player to move into the next lower matchmaking bucket
  2270.  
  2271. m_hardUpperBound
  2272. If true or this bucket has a level cap, mmr fuzz cannot cause a player to move into the next higher matchmaking bucket
  2273.  
  2274. m_hasDuration
  2275. Whether or not this aspect has a duration.
  2276.  
  2277. m_hasEndTime
  2278. If enabled, content becomes unavailable after the specified duration.
  2279.  
  2280. m_hasMaximumReleasePhase
  2281. Has a maximum commerce phase requirement for tool generation of this license in PMT.
  2282.  
  2283. m_hasMiniLevelCap
  2284. Mini levels will be capped to this if leader honor in this bucket. This also prevents fuzzing in or out of this bucket.
  2285.  
  2286. m_hasMinimumReleasePhase
  2287. Has a minimum commerce phase requirement for tool generation of this license in PMT.
  2288.  
  2289. m_healingGrowthRate
  2290. ValueForLevel = miniValue * this ^ (level - 1)
  2291.  
  2292. m_healthPercentage
  2293. The normalized health threshold that needs to be crossed to trigger this phase.
  2294.  
  2295. m_height
  2296. How high this trigger is.
  2297.  
  2298. m_height
  2299. The 3d height of the copy box, centered on this aspect\'s owner
  2300.  
  2301. m_height
  2302. The 3d height of this box
  2303.  
  2304. m_height
  2305. The height at which to search for a new target.
  2306.  
  2307. m_height
  2308. This tells the collider how tall it is.
  2309.  
  2310. m_heightOffset
  2311. This is the center offset of the collider.
  2312.  
  2313. m_heroic
  2314. Heroic activity type reference
  2315.  
  2316. m_hideFromGrid
  2317. Additional permissions for items to be hidden from the store grid while the product is actively offered.\nFor minis, this should correspond to the equip permission of the mini.\nNote that granted minis are automatically handled, and don\'t need to be added here.
  2318.  
  2319. m_hideFromGrid
  2320. Additional permissions for items to be hidden from the store grid while the product is actively offered.\nFor minis, this should correspond to the equip permission of the mini.\nNote that granted minis are automatically handled, and don\'t need to be added here.
  2321.  
  2322. m_hideLockedChallenges
  2323. If enabled, challenge content is hidden in the UI while still locked.
  2324.  
  2325. m_hideLockedRewards
  2326. If enabled, reward content is hidden in the UI while still locked.
  2327.  
  2328. m_highLevelMiniProductivityBonus_Max
  2329. Productivity m_highLevelMiniProductivityBonus_Max
  2330.  
  2331. m_highLevelMiniProductivityBonus_Min
  2332. Productivity highLevelMiniProductivityBonus_Min
  2333.  
  2334. m_highLevelMiniProductivityLevelDiff_Max
  2335. Productivity highLevelMiniProductivityLevelDiff_Max
  2336.  
  2337. m_highLevelMiniProductivityLevelDiff_Min
  2338. Productivity highLevelMiniProductivityLevelDiff_Min - Quest Units get an increase productivity
  2339.  
  2340. m_highLevelMiniProductivityScale_Max
  2341. Productivity highLevelMiniProductivityScale_Max
  2342.  
  2343. m_highLevelMiniProductivityScale_Min
  2344. Productivity highLevelMiniProductivityScale_Min
  2345.  
  2346. m_highLevelMiniPushValue
  2347. Offensive Productivity: highLevelMiniPushValue How much is being a high-level mini worth to push value
  2348.  
  2349. m_highestLevelMiniCount
  2350. Number of highest level minis to consider for potential exclusion
  2351.  
  2352. m_historyCompletedSkullsPercentage
  2353. The percentage of completed skull missions as quest history only for the purpose of mission selection
  2354.  
  2355. m_historyMiniCount
  2356. The last N minis of completed quests excluded for the new quest
  2357.  
  2358. m_hitboxWorldOffset
  2359. Offset of the interactable hitbox origin from the unit\'s origin, in world units.
  2360.  
  2361. m_hitboxWorldOffset
  2362. Offset of the switch hitbox origin from the origin, in world units.
  2363.  
  2364. m_hitboxWorldOffset
  2365. Offset of the tooltip hitbox origin from unit root, in world units.
  2366.  
  2367. m_hitboxWorldSize
  2368. Size of the interactable hitbox, in world units.
  2369.  
  2370. m_hitboxWorldSize
  2371. Size of the switch hitbox, in world units.
  2372.  
  2373. m_hitboxWorldSize
  2374. Size of the tooltip hitbox, in world units.
  2375.  
  2376. m_homeBaseWoundedPlaceAnywhereSecMin
  2377. Deploy Anywhere Scoring - When Enemy Home is in danger
  2378.  
  2379. m_homeModifications
  2380. Aspects that are applied to every home unit when the match starts.
  2381.  
  2382. m_homeThreatLifeBasisMax
  2383. Gold Saving - Home Health Max
  2384.  
  2385. m_homeThreatLifeBasisMin
  2386. Gold Saving - Home Health Min
  2387.  
  2388. m_homeThreatLifeThreatScaleMax
  2389. Gold Saving - Home Health ThreatScale Max
  2390.  
  2391. m_homeThreatLifeThreatScaleMin
  2392. Gold Saving - Home Health ThreatScale Min
  2393.  
  2394. m_homeWoundedThreatScaleDampAmtTimeSecMin
  2395. Gold Saving - Home Health ThreatScale Damp Amount Min
  2396.  
  2397. m_homeWoundedThreatScaleDampTimeSecMin
  2398. Gold Saving - Home Health ThreatScale Damp Seconds Min
  2399.  
  2400. m_honorFloors
  2401. Honor cannot fall below these values after they have been reached.
  2402.  
  2403. m_honorGainAnimationTime
  2404. Amount of time used when animating honor gains
  2405.  
  2406. m_hoursHighest
  2407. The time to display when hours is the highest value.
  2408.  
  2409. m_hoursOnly
  2410. The time to display when hours is the only value.
  2411.  
  2412. m_icon
  2413. Icon for the surge type. Will display on map pins and other key locations.
  2414.  
  2415. m_icon
  2416. Loot icon displayed in loot picker.
  2417.  
  2418. m_icon
  2419. Optional: Main Sprite.
  2420.  
  2421. m_icon
  2422. The avatar of a unit.
  2423.  
  2424. m_icon
  2425. The badge icon.
  2426.  
  2427. m_icon
  2428. The icon to display in the tooltip. If not set, then no image will be displayed.
  2429.  
  2430. m_icon
  2431. The icon to display in the tooltip. If not set, then no image will be displayed.
  2432.  
  2433. m_iconText
  2434. + format string with just the currency icon.
  2435.  
  2436. m_iconText
  2437. + format string with just the family icon.
  2438.  
  2439. m_id
  2440. Arbitrary internal region id
  2441.  
  2442. m_idleAnimationDuration
  2443. The duration of the client controlled IDLE state. Make sure to keep it as small as possible.
  2444.  
  2445. m_ignoreCasterColliderSize
  2446. Ignore Caster\'s Collider Size
  2447.  
  2448. m_ignoreDamageCategories
  2449. Blink will NOT trigger if the damage is of any of these categories. A value of \'Nothing\' means this check is ignored.
  2450.  
  2451. m_ignoreDamageCategories
  2452. The response will NOT trigger if the damage is of any of these categories. A value of \'Nothing\' means this check is ignored.
  2453.  
  2454. m_ignoreDamageCategories
  2455. The response will NOT trigger if the damage is of any of these categories. A value of \'Nothing\' means this check is ignored.
  2456.  
  2457. m_ignoreDamageCategories
  2458. ignore these damage categories
  2459.  
  2460. m_ignoreKillingBlow
  2461. If true, this aspect will not respond on the killing blow.
  2462.  
  2463. m_ignoreLocationRotation
  2464. When set the rotation of the specified location will be ignored and identity (0, 0, 0) will be used.
  2465.  
  2466. m_ignoreLosForFlight
  2467. This unit will ignore los blockers when doing flight pathing.
  2468.  
  2469. m_ignoreNavGraph
  2470. Don\'t snap the blink destination to the nav graph.
  2471.  
  2472. m_ignoreNavGraph
  2473. This unit goes straight to the destination whenever it moves, ignoring nav graphs and objstacles
  2474.  
  2475. m_ignoreNewUnitsTime
  2476. Ignore newly created enemy units for this amount of time.
  2477.  
  2478. m_ignorePathing
  2479. Disable the normal pathing requirement to targets.
  2480.  
  2481. m_ignoreTargetColliderSize
  2482. Ignore Target\'s Collider Size
  2483.  
  2484. m_ignoreTargetsPredictedToDie
  2485. This ability will not acquire units that have enough incoming damage that we\'ve predicted their death
  2486.  
  2487. m_ignoreTaunter
  2488. If this ability\'s targetting should ignore normal taunt rules.
  2489.  
  2490. m_image
  2491. The image generated from the statue prefab.
  2492.  
  2493. m_impact
  2494. Impact (usually an ImpactSet) used with the ImpactSkinned for this Skin
  2495.  
  2496. m_impact
  2497. The impact handler to invoke.
  2498.  
  2499. m_impact
  2500. The impact handler to invoke.
  2501.  
  2502. m_impact
  2503. The impact handler to invoke.
  2504.  
  2505. m_impactOperations
  2506. Operation to execute on each target on impact.
  2507.  
  2508. m_impactOperations
  2509. The operation to run when the missile impacts on its target.
  2510.  
  2511. m_impactOriginOperations
  2512. Operation to execute on each target on impact. This executes at the target\'s origin and not at their ref_target_missile offset position..
  2513.  
  2514. m_impactOriginOperations
  2515. Operation to execute on each target on impact. This executes at the target\'s origin and not at their ref_target_missile offset position..
  2516.  
  2517. m_impactRange
  2518. The distance in units that the missile must be within to impact on its target.
  2519.  
  2520. m_impactSkinned
  2521. ImpactSkinned this Skin is skinning
  2522.  
  2523. m_impactSkinnedMappings
  2524. Alter impacts based on which skin is equipped.
  2525.  
  2526. m_impactSound
  2527. Impact sound to trigger.
  2528.  
  2529. m_inAppInfos
  2530. Custom event strings to send to Braze and the permission to send them at
  2531.  
  2532. m_inMissionStatueOverride
  2533. The statue image to display on a button in the command panel if not set, falls back to the statue.
  2534.  
  2535. m_inRangeOperations
  2536. The operation to run when in range of the target.
  2537.  
  2538. m_inactiveInDeployArea
  2539. If true, unbound deploys inside a deploy area accessible to the player deploying the Unit ignore this blocker
  2540.  
  2541. m_includeCenterRadius
  2542. If set, will include the center unit\'s radius in the range check.
  2543.  
  2544. m_includeDisabled
  2545. Remove disabled aspects from polymorph.
  2546.  
  2547. m_includeDisabled
  2548. Whether or not to include aspects disabled by polymorph.
  2549.  
  2550. m_includeDisabled
  2551. Whether or not to include aspects disabled by polymorph.
  2552.  
  2553. m_includeMissionDiscoveredMinis
  2554. Include the user\'s mission discovered minis when determining if a mini is new or not.
  2555.  
  2556. m_includeOvertime
  2557. Whether to include the overtime period in the total time.
  2558.  
  2559. m_includeStoreDiscoveredMinis
  2560. Include the user\'s store discovered minis when determining if a mini is new or not.
  2561.  
  2562. m_includeTargetRadius
  2563. If set, will include the target unit\'s radius in the range check.
  2564.  
  2565. m_indicatorAnchorOffset
  2566. Where to display the indicator in anchor coordinates relative to the attached object.
  2567.  
  2568. m_indicatorAnchorOffset
  2569. Where to display the indicator in anchor coordinates relative to the attached object.
  2570.  
  2571. m_indicatorDisplayValue
  2572. Whether or not to show the current value on the indicator in numbers when damaged.
  2573.  
  2574. m_indicatorScale
  2575. How large the indicator should be relative to the standard size.
  2576.  
  2577. m_indicatorScale
  2578. How large the indicator should be relative to the standard size.
  2579.  
  2580. m_infoNameRef
  2581. The name to display in the Unit Info screen
  2582.  
  2583. m_infoNameRef
  2584. The name to display in the Unit Info screen
  2585.  
  2586. m_infoPopupAction
  2587. UI action raised to display an info popup for this offer
  2588.  
  2589. m_infoPopupData
  2590. The description of this currency in the info popup for the store
  2591.  
  2592. m_infoPopupDescription
  2593. The description of the currency in the information popup
  2594.  
  2595. m_infoSections
  2596. Optional: Section contents for the info popup
  2597.  
  2598. m_infoSections
  2599. Section contents for the info popup
  2600.  
  2601. m_infoSections
  2602. Section contents for the info popup
  2603.  
  2604. m_initialBananaDelay
  2605. The initial delay before the banana volley
  2606.  
  2607. m_initialBirthDelay
  2608. The percentage of life to heal per second while the POI is rebuilding until it reaches 100%. Additive to Life Heal Per Second.
  2609.  
  2610. m_initialBotGameCount
  2611. The number of bot games a player will play before being thrown to the wolves in real pvp matches.
  2612.  
  2613. m_initialBotGameQueueTime
  2614. The queue time range (randomized) for the initial bot games
  2615.  
  2616. m_initialCharges
  2617. Number of charges this ability has initially.
  2618.  
  2619. m_initialCharges
  2620. The initial number of charges.
  2621.  
  2622. m_initialDeck
  2623. Initial reward deck. Used in FTUE/Elwynn at first unlock of Activity Tracker
  2624.  
  2625. m_initialDelay
  2626. The time in seconds before the unit will begin moving to the first target.
  2627.  
  2628. m_initialDelay
  2629. The time in seconds before the unit will begin moving to the first target.
  2630.  
  2631. m_initialDeployLaneMemoryDistance
  2632. If less than this distance to initial deploy zone, lane memory distance check is to clolsest point on initial deploy zone
  2633.  
  2634. m_initialDuration
  2635. The initial duration of this aspect in seconds.
  2636.  
  2637. m_initialEventDelay
  2638. The initial delay before the first event, in seconds
  2639.  
  2640. m_initialExpPriority
  2641. The initial EXP priority when first obtained by user
  2642.  
  2643. m_initialGold
  2644. Initial amount of gold in this gold source.
  2645.  
  2646. m_initialLevelAdjustment
  2647. This value will be added to the difference between the campaign level of the AI army and the player army to determine the level for the mission.
  2648.  
  2649. m_initialPauseDuration
  2650. How long until we start the behavior of AspectDeployDelay
  2651.  
  2652. m_initialPrintDelay
  2653. Initial delay between copy and first print.
  2654.  
  2655. m_initialRows
  2656. row 0 is the bottom, not the top.
  2657.  
  2658. m_initialSearchRings
  2659. How to find the initial set of targets.
  2660.  
  2661. m_initialSpawnCount
  2662. How many creeps to spawn initially if there are enough.
  2663.  
  2664. m_initialTime
  2665. The amount of time in seconds before the camp initially spawns.
  2666.  
  2667. m_initialTokenCount
  2668. What the token counter starts with.
  2669.  
  2670. m_initialUnlockActiveOffset
  2671. Additional time the offer will be considered active the very first time it is unlocked.
  2672.  
  2673. m_insertLocation
  2674. Where to insert in the deck.
  2675.  
  2676. m_instigatorOperations
  2677. Executed on the unit that started the search process for this rune (boss).
  2678.  
  2679. m_internalDescription
  2680. Internal use only since designers create tags, they can put their intended use here
  2681.  
  2682. m_internalName
  2683. Internal name used to identify this grant within PMT definitions. Not shown to players.\n(Ex: Downtime)
  2684.  
  2685. m_internalName
  2686. Optional internal name used in PMT. If unset, the asset name will be used.
  2687.  
  2688. m_interruptChecks
  2689. If all checks return true, this periodic removes itself
  2690.  
  2691. m_interruptChecks
  2692. Interrupt if any of these checks pass.
  2693.  
  2694. m_interruptChecks
  2695. This check will make the channel stop when it returns true
  2696.  
  2697. m_interruptOperations
  2698. The operation to run when if the target becomes invalid.
  2699.  
  2700. m_interruptionChecks
  2701. Optional checks to perform; if any of the checks fail, the ability is interrupted and canceled.
  2702.  
  2703. m_intervalLimit
  2704. The maximum number of times that an activity should happen before another response.
  2705.  
  2706. m_intervalMethod
  2707. How the reactor decides when to respond to an activity.
  2708.  
  2709. m_isBaseRarity
  2710. Indicates if the rarity is the base rarity. Base rarities do not have upgrade costs.
  2711.  
  2712. m_isBoosterOffer
  2713. If it\'s one of the booster offer
  2714.  
  2715. m_isBsd
  2716. Is this prefab setup as a BSD? (Birth/Stand/Death prefab)
  2717.  
  2718. m_isBsdPrefab
  2719. Is this prefab setup to work with the BSD VFX system?
  2720.  
  2721. m_isBsdPrefab
  2722. Is this prefab setup to work with the BSD VFX system?
  2723.  
  2724. m_isCombatAbility
  2725. Should this ability set the unit in combat?
  2726.  
  2727. m_isExclusive
  2728. Defines if this reward is exclusive for this rank only.
  2729.  
  2730. m_isLeaderRarity
  2731. Indicates if the rarity is part of the Leader rarity progression.
  2732.  
  2733. m_isPersistent
  2734. Check this if you want to prevent removal once after it runs out of charges.
  2735.  
  2736. m_isPersonalCurrency
  2737. If enabled, players will only get credit for personal challenges, and not distribute their currency to guild members.
  2738.  
  2739. m_isRecommended
  2740. If this is true, then talent choice UI will let players know this is a recommended talent to pick.
  2741.  
  2742. m_isTimebasedLicense
  2743. If checked, allows configuration for time-limited licenses.
  2744.  
  2745. m_isTimebasedLicense
  2746. If checked, allows configuration for time-limited licenses.
  2747.  
  2748. m_isTrigger
  2749. Whether the animation parameter is a trigger.
  2750.  
  2751. m_isTween
  2752. Does this effect use a TweenController?
  2753.  
  2754. m_itemChoiceDescriptionFormat
  2755. The description to display when the user is choosing the reward.
  2756.  
  2757. m_itemChoiceDialogTitle
  2758. The dialog title to display when the user is choosing the reward.
  2759.  
  2760. m_itemLabel
  2761. Label for the item list within the popup when claiming items from this source.\n(Ex: Reward Contents)
  2762.  
  2763. m_itemPriorities
  2764. Item priorities used to determine item pick priority
  2765.  
  2766. m_keyRefs
  2767. The keys to add to the collection
  2768.  
  2769. m_keyRefs
  2770. The keys to add to the collection
  2771.  
  2772. m_keyToTrackProgress
  2773. Optional key in case we don\'t want this sequence to be shown again.
  2774.  
  2775. m_keychainAppName
  2776. The local application keychain name that iOS uses to store tokens
  2777.  
  2778. m_kill
  2779. If you just want to kill a unit regardless, use this.
  2780.  
  2781. m_laneMemoryDistance
  2782. If distance to pre-combat position is less, then don\'t reset lane
  2783.  
  2784. m_laneMemoryUsesPathDistance
  2785. Lane Memory Uses Path Distance (false means straight line dist)
  2786.  
  2787. m_laneSearchHeight
  2788. How tall the search cylinder is for finding lanes.
  2789.  
  2790. m_laneSearchRadius
  2791. How far to look for lanes in addition to the unit\'s radius.
  2792.  
  2793. m_laneStrategyGoldValue
  2794. Lane Strategy - score per gold source
  2795.  
  2796. m_laneStrategyTowerValue
  2797. Lane Strategy - score per tower
  2798.  
  2799. m_laneThreatMultiplier
  2800. Goes with LaneThreatMultiplier. Adjust the amount this unit effects lane danger (Enemy Defense Points per unit). This also multiplies the units gold value in the aggressiveness score formula.
  2801.  
  2802. m_laneWoundedOwnerDangerFlatScore
  2803. Lane Danger Scoring - RecentlyDamaged Tower Min
  2804.  
  2805. m_laneWoundedOwnerDangerPerEnemyScore
  2806. Lane Danger Scoring - RecentlyDamaged Tower Per Enemy In Lane ScoreS
  2807.  
  2808. m_laneWoundedTowerMinHealthPctToCare
  2809. Lane Danger Scoring - RecentlyDamaged Tower Min Health percent to care
  2810.  
  2811. m_lastTargetTracker
  2812. If set will only use the specified aspect to find the target. Otherwise, will use the first AspectLastAbilityTarget found on the caster.
  2813.  
  2814. m_layerMask
  2815. Unit types we consider.
  2816.  
  2817. m_layerMask
  2818. Unit types we consider.
  2819.  
  2820. m_leadPushWithSupportChancePct
  2821. SynergyPlay - leadPushWithSupportChancePct
  2822.  
  2823. m_leaderInStorePermission
  2824. The permission required for leaders to show up in Store Grid.
  2825.  
  2826. m_leaderMini
  2827. The leader mini, this gets added to the army\'s pile.
  2828.  
  2829. m_leaderPlayCountScale
  2830. Amount to scale the number of times played for leader minis when calculating their end of game score.
  2831.  
  2832. m_leaderRarity
  2833. Currency granted for each leader rarity point over the maximum
  2834.  
  2835. m_leaderRarity
  2836. The leader target rarity for mini rarity overrides.
  2837.  
  2838. m_leaderReward
  2839. Owned leader reward
  2840.  
  2841. m_leaderReward
  2842. Reward reference for the first leaders grant
  2843.  
  2844. m_leaderSelectImage
  2845. The leader\'s image in the leader select panel (only applicable to leader minis).
  2846.  
  2847. m_leaderboardAvailable
  2848. Determines if the leaderboard button is enabled for this event
  2849.  
  2850. m_leashRange
  2851. How far this unit can walk/acquire from their leash position before returning.
  2852.  
  2853. m_leashRange
  2854. When waiting, the unit will leash back to their wait location if they travel further than this distance away.
  2855.  
  2856. m_leashRange
  2857. When waiting, the unit will leash back to their wait location if they travel further than this distance away.
  2858.  
  2859. m_lerpFromSpawnPosition
  2860. If true, the object will interpolate from its spawn position over the pause duration.
  2861.  
  2862. m_lerpToSpawnPosition
  2863. Lerps the unit from the creep camp position, to the position set by the child unit in the mission editor. Used by Stitches to animate him popping out of a hole in the ground.
  2864.  
  2865. m_levelCapDelta
  2866. The max levels above this mission\'s level that a player can bring. Minis will be capped at the mission\'s level + this number
  2867.  
  2868. m_levelDifferenceThreshold
  2869. Difficulty adjustment will not be increased for losses when the difference between the player\'s army level and the enemy army level is less than this value.
  2870.  
  2871. m_levelFractionalDigits
  2872. The number of digits to retain after performing adjustments to the modifier level (i.e. for wins/losses).
  2873.  
  2874. m_levelJumpCeiling
  2875. If the average army is a high enough level, (army level ceiling - this) is the highest level that can be jumped to in increments of more than 1 level at a time.
  2876.  
  2877. m_levelMax
  2878. Max level in which this reward can be granted
  2879.  
  2880. m_levelMin
  2881. Min level in which this reward is granted
  2882.  
  2883. m_levelModification
  2884. How much to modify the level of any mini affected by this buff.
  2885.  
  2886. m_levelMultiple
  2887. Level multiple in which this reward is granted
  2888.  
  2889. m_levelOffset
  2890. The level modifier offset for this quest mode
  2891.  
  2892. m_levelOffset
  2893. The level modifier offset for this surge type
  2894.  
  2895. m_levelsToAdd
  2896. The number of levels to add.
  2897.  
  2898. m_licenseInclusionRule
  2899. If not specified, it will default to the logic in the PMT tool.
  2900.  
  2901. m_licensesGranted
  2902. Licenses granted by this product on purchase.
  2903.  
  2904. m_lifeCapturePercent
  2905. Percentage of life awarded upon capture.
  2906.  
  2907. m_lifeHealCombatDelay
  2908. In seconds. How long to wait for the POI to be out of combat before allowing it to heal.
  2909.  
  2910. m_lifeHealPerSecond
  2911. The amount of life to heal per second while the POI is rebuilding until it reaches 100%. Additive to Life Percent Heal Per Second.
  2912.  
  2913. m_lifeNormalizedLimit
  2914. Targets whose normalized life values greater than or equal to this amount will be ignored.
  2915.  
  2916. m_lifePercentHealPerSecond
  2917. The percentage of life to heal per second while the POI is rebuilding until it reaches 100%. Additive to Life Heal Per Second.
  2918.  
  2919. m_lifeStealFactor
  2920. Percentage of damage applied to heal the caster (1.0 == 100%).
  2921.  
  2922. m_lifeStealImpact
  2923. The impact handler to invoke on caster when lifestealing.
  2924.  
  2925. m_lifetime
  2926. Fixed duration of how long the effect should last before entering the Orphan sequence. Can override BSD & Script controlled effects.
  2927.  
  2928. m_lifetime
  2929. How long this UI should be present
  2930.  
  2931. m_limitedOfferDetailPopupDataModel
  2932. The detail popup to display.
  2933.  
  2934. m_lineOfSightRayHeight
  2935. The height of the raycast we use to search for LoS blockers.
  2936.  
  2937. m_list
  2938. The list of assets that will be rotated through.
  2939.  
  2940. m_listAllItemsOnPopup
  2941. If true, this overrides the default number of items in PendingRewardsHandler\n
  2942.  
  2943. m_listenerCameraParentDistance
  2944. How far the listener is projected towards the camera\'s parent object.
  2945.  
  2946. m_lives
  2947. 0 means infinite lives
  2948.  
  2949. m_lives
  2950. Starting number of lives.
  2951.  
  2952. m_locale
  2953. Locale of the filter
  2954.  
  2955. m_localizedFilters
  2956. A list of profanity filter data per locale
  2957.  
  2958. m_location
  2959. How this operation knows where the index state is stored
  2960.  
  2961. m_location
  2962. Location we look to for the life aspect.
  2963.  
  2964. m_location
  2965. The location to get which army will be affected.
  2966.  
  2967. m_location
  2968. The validator type. If this is a \"Both\" validator it will be validated during data validation. A server validator is otherwise discovered by knowing the GUID ahead of time and cannot be validated by the data validation routine
  2969.  
  2970. m_locationAlignment
  2971. The location to do alignment comparisons.
  2972.  
  2973. m_locationAlignment
  2974. The location to do alignment comparisons.
  2975.  
  2976. m_locationArmy
  2977. Location which defines the army that the target unit will become a part of.
  2978.  
  2979. m_locationArmyAlignment
  2980. Which filter to use when selecting which teams/Armies to advance the Replacement Counter on.
  2981.  
  2982. m_locationArmyInherit
  2983. The location the spawned unit should inherit its army status from.
  2984.  
  2985. m_locationAttacker
  2986. The location to consider the attacker.
  2987.  
  2988. m_locationAttacker
  2989. The location to consider the attacker.
  2990.  
  2991. m_locationExcluded
  2992. The location to exclude from the search.
  2993.  
  2994. m_locationExcluded
  2995. The location to exclude from the search.
  2996.  
  2997. m_locationExcluded
  2998. The location to exclude from the search.
  2999.  
  3000. m_locationExcluded
  3001. The location to exclude from the search.
  3002.  
  3003. m_locationImpact
  3004. The location to launch the missile to.
  3005.  
  3006. m_locationMine
  3007. The location to mine.
  3008.  
  3009. m_locationModify
  3010. The location to use to determine where to add a UI element to. The location must have a registeredAspectUI, otherwise this operation will do nothing.
  3011.  
  3012. m_locationModify
  3013. The location to use to determine which army to remove the army buff from.
  3014.  
  3015. m_locationModify
  3016. The location to use to determine which team to modify gold.
  3017.  
  3018. m_locationModify
  3019. The location to use to determine which team to modify gold.
  3020.  
  3021. m_locationModify
  3022. The location to use to determine which team to modify mini cost.
  3023.  
  3024. m_locationModify
  3025. The location to use to determine which team/Army to advance the Replacement Counter on.
  3026.  
  3027. m_locationParent
  3028. The location the spawned unit should get it\'s level and talent from.
  3029.  
  3030. m_locationParent
  3031. The location the spawned unit should get it\'s level and talent from.
  3032.  
  3033. m_locationProvider
  3034. The location whose owner is applied to the receiver.
  3035.  
  3036. m_locationReceiver
  3037. The location whose owner should be changed to that of the provider.
  3038.  
  3039. m_locationSearch
  3040. The location to perform the search.
  3041.  
  3042. m_locationSearch
  3043. The location to perform the search.
  3044.  
  3045. m_locationSearch
  3046. The location to perform the search.
  3047.  
  3048. m_locationSpawn
  3049. The location to spawn objects
  3050.  
  3051. m_locationSpawn
  3052. The location to spawn objects if spawn type is default.
  3053.  
  3054. m_locationTarget
  3055. The location the spawned unit should inherit its target from.
  3056.  
  3057. m_locationToTrack
  3058. The location that should be tracked.
  3059.  
  3060. m_locationVictim
  3061. The location to consider the victim.
  3062.  
  3063. m_locationVictim
  3064. The location to consider the victim.
  3065.  
  3066. m_locationVictim
  3067. The location to consider the victim.
  3068.  
  3069. m_locationVictim
  3070. The location to consider the victim.
  3071.  
  3072. m_locationVictim
  3073. The location to consider the victim.
  3074.  
  3075. m_locationWaypointProvider
  3076. The location to get the waypoint provider from
  3077.  
  3078. m_longLasting
  3079. If this is not set, this sound will not continue to play while muted.
  3080.  
  3081. m_loop
  3082. Will return to the first index when hitting the end.
  3083.  
  3084. m_loot
  3085. The collection of loot items that make up this bucket.
  3086.  
  3087. m_lootBuckets
  3088. Mission specific loot buckets. These are only chosen randomly during this mission.
  3089.  
  3090. m_lootBuckets
  3091. The global list of dungeon loot to choose from. While each mission in each dungeon can specify specific extra loot within its Dungeon Sequence definition, that is additive to this collection. For any given run, if something from a bucket is offered, nothing else from that bucket will be offered for the rest of that run unless we run out of buckets with applicable loot for that army. Because of this logic, we validate that these buckets contain at least (items_offered * dungeon_mission_count) 9 pieces of loot with very general requirements that will match any army (applies to whole army, min gold cost < 2, & max gold cost > 9; or leaders only), of which at least (items_offered) 3 are available for the first mission.
  3092.  
  3093. m_lootBucketsForAfterFirstMission
  3094. Loot buckets that may only be used for missions after the first.
  3095.  
  3096. m_lootBucketsForAllMissions
  3097. Loot buckets that may be used for all missions, including the first.
  3098.  
  3099. m_lootOptionsPerMission
  3100. Number of loot options to show per mission if there are any left available.
  3101.  
  3102. m_losWorldMask
  3103. What layers are consider LoS blockers.
  3104.  
  3105. m_lossModifyAmount
  3106. The amount to change the level modifier for each loss.
  3107.  
  3108. m_lossStreakBreakingEnabled
  3109. Specifies whether loss streak breaking behavior is enabled.
  3110.  
  3111. m_lossStreakMmrAdjustment
  3112. This is the adjustment to the player\'s mmr if they are on a loss streak and loss streak breaking in enabled.
  3113.  
  3114. m_lossStreakThreshold
  3115. How many losses in a row count as a loss streak.
  3116.  
  3117. m_lostControlOperations
  3118. The operation to run when the POI is lost.
  3119.  
  3120. m_lowHealthNormalizedThreshold
  3121. Normalized health percent under which a health change value will trigger the activity
  3122.  
  3123. m_lowerBound
  3124. The lower rating limit of this bucket. inclusive value. Use -1 for unbounded lower limit.
  3125.  
  3126. m_maintainContext
  3127. If enabled, the aspect will maintain context (caster, updating target, updating source) throughout operation instead of updating it.
  3128.  
  3129. m_maintainSource
  3130. If enabled, the aspect will also not update the Source to be the current unit and maintain it from the previous context.
  3131.  
  3132. m_map
  3133. Map
  3134.  
  3135. m_mapDurationSeconds
  3136. exit the map after this much time
  3137.  
  3138. m_mapSpawnGoldValue
  3139. Confidence - Gold Value of a creep camp unit used by saturated lane penalty and defenseoffense formula
  3140.  
  3141. m_maps
  3142. Enumeration of the pvp season maps
  3143.  
  3144. m_markerUnitRef
  3145. The units used to mark potential trap spawn positions
  3146.  
  3147. m_matchTimeRemainingForWinToCountAsLoss
  3148. If the remaining time in a match is less than this, the match will count as a loss for elo modification.
  3149.  
  3150. m_matchmakerData
  3151. Matchmaker data used by the matchmaking service when creating matches.
  3152.  
  3153. m_material
  3154. Main Material.
  3155.  
  3156. m_material
  3157. Main Material.
  3158.  
  3159. m_materialPalettes
  3160. The colors to choose from when applying color to the owned material.
  3161.  
  3162. m_maxArmyAutoEquipCount
  3163. The maximum number of minis that are automatically equipped in the army from the FTUE sequence.
  3164.  
  3165. m_maxBoardSlotLevelPostValor
  3166. The max level for a board slot upgrade including valor upgrades (raids).
  3167.  
  3168. m_maxBoardSlotLevelPreValor
  3169. The max level for a board slot upgrade.
  3170.  
  3171. m_maxCharges
  3172. The maximum number of charges. Used in conjunction with OperationAttachAspectOrAddCharges
  3173.  
  3174. m_maxClearReward
  3175. The clear reward earned at the max dungeon level. Re-earnable once a week per leader
  3176.  
  3177. m_maxCollectionLevel
  3178. Maximum collection level a player can reach.
  3179.  
  3180. m_maxContainedUnits
  3181. The maximum number of objects this trigger can execute on. Useful for one time triggers like Mukla\'s bananas. If set to 0, there is no maximum.
  3182.  
  3183. m_maxDamage
  3184. The response will NOT trigger if the damage is more than this amount.
  3185.  
  3186. m_maxDifficultyAdjustment
  3187. The maximum difficulty adjustment that will be stored in the player\'s profile.
  3188.  
  3189. m_maxDistance
  3190. If set to infinity, this will search the whole map.
  3191.  
  3192. m_maxDynamicReplacements
  3193. Maximum number of dynamic replacements allowed to be made for the offer.\nIf the number of necessary replacements exceeds this, the offer is considered invalid and will not be presented for purchase.\nZero means no maximum.
  3194.  
  3195. m_maxFamilySlots
  3196. The maximum number of family slots that can be manually selected (does not count auto upgrade slots)
  3197.  
  3198. m_maxGameResultWaitTimeSeconds
  3199. The amount of time in seconds from when the player begins a dungeon mission till when the game result for that mission will be disregarded. Note that a player will not be able to continue with their dungeon run until the previous mission\'s game result is either processed or disregarded.
  3200.  
  3201. m_maxGoldChange
  3202. If gold amount changed is greater than this, no operations are executed
  3203.  
  3204. m_maxGoldSpent
  3205. Operation won\'t fire if the player spent greater than or equal to this amount of gold to play
  3206.  
  3207. m_maxHeal
  3208. The response will NOT trigger if the heal is more than this amount.
  3209.  
  3210. m_maxHeal
  3211. The response will NOT trigger if the heal is more than this amount.
  3212.  
  3213. m_maxHealthGrowthRate
  3214. ValueForLevel = miniValue * this ^ (level - 1)
  3215.  
  3216. m_maxHonorGain
  3217. The most honor a player could earn for a match.
  3218.  
  3219. m_maxHonorLoss
  3220. The most honor a player could lose for a match.
  3221.  
  3222. m_maxLevelJump
  3223. If the average army is a high enough level, this is the most dungeon levels they can jump up at once after clearing a dungeon.
  3224.  
  3225. m_maxMiniCost
  3226. If a mini costs more than this amount, the buff will not apply.
  3227.  
  3228. m_maxMinisPerReward
  3229. Maximum number of mini copies (stars) per reward
  3230.  
  3231. m_maxNewMinis
  3232. The max number of new minis to introduce in the enemy AI army for the user.
  3233.  
  3234. m_maxPointsPerWin
  3235. The ELO K-factor. Max points is how much an expected loss would gain. Close matches gain ~half.
  3236.  
  3237. m_maxPvpLevelCap
  3238. Max level cap for minis in pvp
  3239.  
  3240. m_maxRandomPositionalOffset
  3241. The random function finds a value between each vector and the negative value of the vector.e.g. Rand(-maxOffset.x, maxOffset.x)
  3242.  
  3243. m_maxRandomRotationalOffset
  3244. The random function finds a value between each vector and the negative value of the vector.e.g. Rand(-maxOffset.x, maxOffset.x)
  3245.  
  3246. m_maxRandomRotationalOffset
  3247. The random function finds a value between each vector and the negative value of the vector.e.g. Rand(-maxOffset.x, maxOffset.x)
  3248.  
  3249. m_maxRarityPointMiniInclusionPercent
  3250. Percent chance that max rarity point minis are included as valid options for a slot
  3251.  
  3252. m_maxRobustChoicesPerReward
  3253. Maximum number of robust choices per reward
  3254.  
  3255. m_maxScorePerEvent
  3256. how many score points can be earned per instance of the event. 0 means there is no limit
  3257.  
  3258. m_maxScorePerSession
  3259. maximum challenge score points per session
  3260.  
  3261. m_maxSeconds
  3262. Queue time maximum in seconds (0 disables feature)
  3263.  
  3264. m_maxSpeed
  3265. The maximum travel speed in units per second.
  3266.  
  3267. m_maxStackRule
  3268. How to handle additional applications of this aspect when at max stacks.
  3269.  
  3270. m_maxStacks
  3271. 0 means no stacking logic and all army buffs will be appliled independently. If there is an application interval or a use count stacked buffs will apply sequentially, meaning that you have to consume the uses from each previous buff before the next buff will be used. If a stacked buff is removed all of those uses are removed.
  3272.  
  3273. m_maxStacks
  3274. The maximum number of stacks.
  3275.  
  3276. m_maxSupporterScoreValue
  3277. Offensive Productivity: maxSupporterScoreValue
  3278.  
  3279. m_maxTargets
  3280. The maximum number of targets this search can hit. If 0, will hit every target. Targets are alwayssorted by distance from the search location.
  3281.  
  3282. m_maxTargets
  3283. The maximum number of targets this search can hit. If 0, will hit every target. Targets are alwayssorted by distance from the search location.
  3284.  
  3285. m_maxTimeForSurrender
  3286. The maximum amount of time before we will no longer treat a restart on the first mission of a dungeon as a surrender.
  3287.  
  3288. m_maxTomesPerReward
  3289. Maximum number of tomes per reward
  3290.  
  3291. m_maxTraitSlots
  3292. The maximum number of trait slots that can be selected
  3293.  
  3294. m_maxUpgradeClearRewards
  3295. Max number of earnable army upgrade rewards from dungeons for a single armyboard.
  3296.  
  3297. m_maxWildCardSlots
  3298. Not currently fully implemented -- The maximum number of wildcard slots that can be selected
  3299.  
  3300. m_maximum
  3301. The maximum amount of unhealed damage that can be inflicted before death.
  3302.  
  3303. m_maximumAcquireHeight
  3304. The maximum height of the cylinder we use to search for nearby targets. This is an offset from the unit\'s current position.
  3305.  
  3306. m_maximumCharges
  3307. Maximum number of charges this ability can have.
  3308.  
  3309. m_maximumCount
  3310. The maximum number of periods. 0 indicates an infinite number.
  3311.  
  3312. m_maximumDuration
  3313. Bonus is guaranteed to activate by this time.
  3314.  
  3315. m_maximumGold
  3316. Maximum amount of gold in this gold source.
  3317.  
  3318. m_maximumLength
  3319. The maximum length of the field. Leave set to -1 for unset. If the type is asset this will be set to 16
  3320.  
  3321. m_maximumPlacedGridOverrides
  3322. Maxmimum number of gird overrides that can placed on the grid at once.
  3323.  
  3324. m_maximumPlacedGridOverrides
  3325. Maxmimum number of this override that can placed on the grid at once.
  3326.  
  3327. m_maximumRelativeHeight
  3328. This check only passes if the target height is <= source height + m_maximumRelativeHeight
  3329.  
  3330. m_maximumReleasePhase
  3331. Maximum commerce phase requirement for tool generation of this license in PMT.\nThe license will only be generated for phases equal to or less than this.
  3332.  
  3333. m_maximumStoredQuestsDoNotChange
  3334. Maximum number of stored quests, do not change! Requires matching change on server database, so changes here will not do much
  3335.  
  3336. m_meanLeaderHonor
  3337. The expected average honor for individual leaders
  3338.  
  3339. m_mechanic
  3340. smart mechanics are for tags that have code behind them. They do more than just exist to be part of the counters or synergies table
  3341.  
  3342. m_memberArclightBooster
  3343. Guild profile key for whether a player has Arclight booster
  3344.  
  3345. m_memberAvatarProfileKey
  3346. Guild Profile key for member avatar
  3347.  
  3348. m_memberLastCampaignMissionProfileKey
  3349. Guild Profile key for member last campaign mission
  3350.  
  3351. m_memberProfileCollection
  3352. Guild Profile Collection key for members
  3353.  
  3354. m_memberPvpPlayerHonor
  3355. Guild Profile key for when a player last played PvP, to calculate Honor decay
  3356.  
  3357. m_memberPvpTopLeadersKey
  3358. Guild Profile key for top PvP leaders
  3359.  
  3360. m_memberSkullCountProfileKey
  3361. Guild Profile key for member skull count
  3362.  
  3363. m_microDangerGrid
  3364. AI Tag Micro Danger Relationships
  3365.  
  3366. m_migrationPatterns
  3367. The list of migration patterns to execute (IN ORDER). Do not delete, only add in the order of execution.
  3368.  
  3369. m_migrationProgressionEvent
  3370. The progression event that will mark this migration as completed.
  3371.  
  3372. m_migrationSettings
  3373. Configuration for migrations we may need to perform
  3374.  
  3375. m_migrationType
  3376. What type of migration this is (used for special handling).
  3377.  
  3378. m_milestoneSpriteReference
  3379. The image on the left side of the milestone next to the title and description.
  3380.  
  3381. m_minConfidence
  3382. Minimum ranking confidence value.
  3383.  
  3384. m_minCorrectionDistToNav
  3385. If this projection is off walkable nav mesh by more than this valueThe projection will attempt to walk backwards until it finds a better result.
  3386.  
  3387. m_minDamage
  3388. The response will NOT trigger if the damage is less than this amount.
  3389.  
  3390. m_minDifficultyAdjustment
  3391. The minimum difficulty adjustment that will be stored in the player\'s profile.
  3392.  
  3393. m_minDistToSupportTankInDeployArea
  3394. Offensive Productivity: minDistToSupportTankInDeployArea
  3395.  
  3396. m_minElapsedTimeForSurrenderCredit
  3397. If the elasped time for a surrendered match is less than this, the match will result in no elo changes and no exp will be rewarded.
  3398.  
  3399. m_minGoldChange
  3400. If gold amount changed is less than this, no operations are executed
  3401.  
  3402. m_minGoldSpent
  3403. Operation won\'t fire if the player spent less than or equal to this amount of gold to play
  3404.  
  3405. m_minHeal
  3406. The response will NOT trigger if the heal is less than this amount.
  3407.  
  3408. m_minHeal
  3409. The response will NOT trigger if the heal is less than this amount.
  3410.  
  3411. m_minMiniCost
  3412. If a mini costs less than this amount, the buff will not apply.
  3413.  
  3414. m_minMissionTimeForExpScale
  3415. Minimum mission time in seconds before we start scaling from m_missionExpScaleDefeat to m_missionExpScaleMinorVictory
  3416.  
  3417. m_minOwnedMinisForDuplicateMinis
  3418. One way to have duplicate minis in the grid (or have Duplicte Mini Permission)
  3419.  
  3420. m_minRange
  3421. Target must be outside this range.
  3422.  
  3423. m_minSeconds
  3424. Queue time minimum in seconds (0 disables feature)
  3425.  
  3426. m_minedOperations
  3427. The operation to resolve when any gold is mined.
  3428.  
  3429. m_minerMini
  3430. The miner mini, this gets added to the army\'s pile.
  3431.  
  3432. m_mini
  3433. The mini to add
  3434.  
  3435. m_miniCelebrationPopupDataModel
  3436. The popup data model reference for mini celebrations
  3437.  
  3438. m_miniChoiceDescriptionFormat
  3439. The description to display when the user is choosing the mini
  3440.  
  3441. m_miniChoiceDialogTitle
  3442. The dialog title to display when the user is choosing the mini
  3443.  
  3444. m_miniChoiceSubtitleFormat
  3445. The subtitle to display when the user is choosing the mini
  3446.  
  3447. m_miniCount
  3448. The number of mini copies to grant at this rarity.
  3449.  
  3450. m_miniExpCutoff
  3451. Rules for excluding highest level minis from the random pool for experience rewards.\nApplies to quests and tomes.
  3452.  
  3453. m_miniExperiencePerLevel
  3454. Each element is the experience it takes for Minis to go from the given level to the next level.
  3455.  
  3456. m_miniInfoDialogTitleColor
  3457. Mini Info Dialog Text Color.
  3458.  
  3459. m_miniLevelCap
  3460. Mini levels will be capped to this level.
  3461.  
  3462. m_miniLevelMultiplier
  3463. Mini level multiplier
  3464.  
  3465. m_miniLevelProgression
  3466. This is for mini level progression.
  3467.  
  3468. m_miniPlayCountScalePerGoldCost
  3469. Per mini gold cost how much should we scale the number of times it was played to calculate its score.
  3470.  
  3471. m_miniRaritiesPastCommonUnlocked
  3472. Permission required to unlock mini rarities greater than common in the grid.
  3473.  
  3474. m_miniRarityIcon
  3475. TEMP - The icon of the mini rarity level.
  3476.  
  3477. m_miniRarityTypes
  3478. The mini rarity types that will be considered when progressing this challenge.
  3479.  
  3480. m_miniReplacementKey
  3481. Key used to identify a MiniReplacement buff for changing the replacement Mini. Can be shared betweenmultiple ArmyBuffMiniReplacement and Commands for creating a group.
  3482.  
  3483. m_miniReplacementKey
  3484. Key used to identify a MiniReplacement buff for changing the replacement Mini. Can be shared betweenmultiple ArmyBuffMiniReplacement and Commands for creating a group.
  3485.  
  3486. m_miniReplacements
  3487. Mini replacement configuration
  3488.  
  3489. m_miniRequirements
  3490. If requirements are met, minis that advance this challenge.
  3491.  
  3492. m_miniStats
  3493. How mini stats are changed based on their level
  3494.  
  3495. m_miniStatueBasePrefab
  3496. The mini statue base prefab (3D) to display for spell minis of this family.
  3497.  
  3498. m_miniStatueBaseSprite
  3499. The mini statue base image to display for minis of this family.
  3500.  
  3501. m_minimumAcquireHeight
  3502. The minimum height of the cylidner we use to search for nearby targets. This is an offset from the unit\'s current position.
  3503.  
  3504. m_minimumAcquireRadius
  3505. The minimum distance the target must be for them to be acquireable.
  3506.  
  3507. m_minimumCooldown
  3508. The minimum time before a new wander location will be chosen after arriving..
  3509.  
  3510. m_minimumDistance
  3511. The minimum distance the unit will wander.
  3512.  
  3513. m_minimumDuration
  3514. Bonus will never activate before this time.
  3515.  
  3516. m_minimumLength
  3517. The minimum length of the field. Leave set to -1 for unset
  3518.  
  3519. m_minimumRelativeHeight
  3520. This check only passes if the target height is >= source height + m_minimumRelativeHeight
  3521.  
  3522. m_minimumReleasePhase
  3523. Minimum commerce phase requirement for tool generation of this license in PMT.\nThe license will only be generated for phases equal to or greater than this.
  3524.  
  3525. m_minimumReturnRange
  3526. If the unit is close enough to it\'s starting position it will choose to stand in place ratherthan return to the exact position. This helps alleviate jitter where the unit will try to move as soon as it moves outside of m_arrivalDistance.
  3527.  
  3528. m_minimumScale
  3529. The smallest this indicator will be drawn due to distance from the edge of the screen.
  3530.  
  3531. m_minis
  3532. The minis in this set.
  3533.  
  3534. m_minis
  3535. The minis to use.
  3536.  
  3537. m_minutesHighest
  3538. The time to display when minutes is the highest value.
  3539.  
  3540. m_minutesOnly
  3541. The time to display when minutes is the only value.
  3542.  
  3543. m_mission
  3544. The mission to check against.
  3545.  
  3546. m_missionColor
  3547. Color applied to mission items in the mission list
  3548.  
  3549. m_missionDefeatExpMinimum
  3550. The amount of experience to award on defeat as long as the elapsed time was above the minimum threshoold.
  3551.  
  3552. m_missionLockedColor
  3553. Color applied to locked mission items in the mission list
  3554.  
  3555. m_missionPermissionsSettings
  3556. This is to configure mission permission settings
  3557.  
  3558. m_missionPoolPvp
  3559. The list of missions that are in the matchmaking pool.
  3560.  
  3561. m_missionPopupDataModel
  3562. The popup data model to be used if trigged in a mission.
  3563.  
  3564. m_missionVariant
  3565. MissionVariant of this campaign mode
  3566.  
  3567. m_missionVariantRequirements
  3568. Required mission variants to advance this challenge. Defaults to any if empty.
  3569.  
  3570. m_missions
  3571. Missions available in this zone
  3572.  
  3573. m_missionsPassed
  3574. The number of missions passed
  3575.  
  3576. m_mmrRangeIncreasePerSecond
  3577. The amount that the allowable mmr range for a match will increase per second the player is queued.
  3578.  
  3579. m_mmrRangeInitial
  3580. The size of the mmr range for an allowable match. This value is added and subtracted from a player\'s starting honor to calculate this range.
  3581.  
  3582. m_modType
  3583. Target stat that will be modified.
  3584.  
  3585. m_modelVariants
  3586. Any additional model variants on top of what is in the field `Model`. If any models exist here, the game randomly picks a model from here + Model. If you use this for a unit, ensure that the model uses the same anim controller.
  3587.  
  3588. m_modelVariants
  3589. Any additional model variants on top of what is in the field `Model`. If any models exist here, the game randomly picks a model from here + Model. If you use this for a unit, ensure that the model uses the same anim controller.
  3590.  
  3591. m_modes
  3592. All the different campaign modes
  3593.  
  3594. m_modifications
  3595. Aspects that are applied to every unit spawned by the board\'s owning army.
  3596.  
  3597. m_multiPlayCount
  3598. The number of times this mini can be played repeatedly before discarding.
  3599.  
  3600. m_mustBeLeader
  3601. If set to to true, only leaders will pass. This will short circuit the restof the filtering logic.
  3602.  
  3603. m_mutators
  3604. A collection of mutators
  3605.  
  3606. m_mutators
  3607. Mutators used to modify the quest mission.
  3608.  
  3609. m_mutatorsWithSkullThresholds
  3610. A collection of mutators with a required skull level to activate them in Arclight Surge.
  3611.  
  3612. m_name
  3613. Arbitrary name used to reference this config from AppSettings, should be kept in sync with the actual asset name for organizational purposes
  3614.  
  3615. m_name
  3616. Product name displayed in external tools and app stores.\nNote that this is separate from the name displayed in the game UI, which comes from the StoreOffer.
  3617.  
  3618. m_name
  3619. The id string that\'s synced with the SFM tool
  3620.  
  3621. m_name
  3622. The internal name of this avatar
  3623.  
  3624. m_name
  3625. The name of the field
  3626.  
  3627. m_name
  3628. The name of the icon.
  3629.  
  3630. m_name
  3631. The name of the state in the animator to respond to.
  3632.  
  3633. m_name
  3634. The name to display when matched. Purposefully unlocalized.
  3635.  
  3636. m_name
  3637. The name to use when displaying ranks in UI
  3638.  
  3639. m_nameRef
  3640. Name as seen in quest UI.
  3641.  
  3642. m_nameRef
  3643. The name to display in the collection/glue screens.
  3644.  
  3645. m_nameRef
  3646. The name to display in when describing the profile field
  3647.  
  3648. m_navigationSingleton
  3649. This is for navigation constants like push ratios and other things.
  3650.  
  3651. m_networkTuningSettings
  3652. Tuning Data related to networking server and client
  3653.  
  3654. m_neverPlayScoreThreshold
  3655. neverPlayScoreThreshold - Never make a play if the score is less than or equal to this
  3656.  
  3657. m_newEmoteBadge
  3658. The Badge to activate when the player has new emotes
  3659.  
  3660. m_newMinerSkinBadge
  3661. The Badge to activate when the player has new miner skins
  3662.  
  3663. m_newOwner
  3664. The object which should become the owner of the deploy areas.
  3665.  
  3666. m_newRotationBadge
  3667. Badge to activate when there is a new active dungeon
  3668.  
  3669. m_newRotationBadge
  3670. Badge to activate when there is a new active raid
  3671.  
  3672. m_newTowerSkinBadge
  3673. The Badge to activate when the player has new tower skins
  3674.  
  3675. m_newUnits
  3676. Replace one of these randomly using mission seedUnit to replace with.
  3677.  
  3678. m_nextChallenges
  3679. The next challenges to be activated after completing this one.
  3680.  
  3681. m_nextMultiPlayMini
  3682. When this mini is played repeatedly, we swap to the next mini specified here.
  3683.  
  3684. m_noGridDuplicates
  3685. Ownership of a mini with this rarity, prevents a duplicate from showing in the store grid.
  3686.  
  3687. m_noTalentSelectedIcon
  3688. Image to show when no talent is selected on a unit that has available talents.
  3689.  
  3690. m_nonRandomDeals
  3691. Number of times to deal all cards in the fixed order defined here, before drawing randomly.
  3692.  
  3693. m_notInStoreObtainable
  3694. The purchase permission that is set when the unit should not be shown in the store but is obtainable through an unlock or other means
  3695.  
  3696. m_notInStoreUnobtainable
  3697. The purchase permission that is set when the unit should not be shown in the store and is unobtainable
  3698.  
  3699. m_notificationChannels
  3700. All notification channels available for posting to (used by Android).
  3701.  
  3702. m_notificationSettings
  3703. Configuration related to local client notifications
  3704.  
  3705. m_notificationType
  3706. The profile setting this channel is linked to.
  3707.  
  3708. m_numBonusLevels
  3709. The total number of bonus levels applied at this rarity.
  3710.  
  3711. m_numCorrectionIncrements
  3712. The projection will be divided into this many \'segments\' to find a better result
  3713.  
  3714. m_numLeadersForPlayerHonor
  3715. How many leaders are used to calculate the player\'s overall honor this season
  3716.  
  3717. m_numUnlockedTalentSlots
  3718. The total number of talent slots unlocked at this rarity.
  3719.  
  3720. m_numberOfChoices
  3721. The number of choices the player will be allowed to pick.
  3722.  
  3723. m_numberOfNonRandomDeals
  3724. Number of decks that will be chosen following the order below before shuffling randomly
  3725.  
  3726. m_numberOfNonRandomDeals
  3727. Number of times to use the exact ordering of the deck before shuffling randomly.
  3728.  
  3729. m_numberOfSelections
  3730. The number of selections to make from the reward item choices buckets. If 0, defaults to number of reward item choices.
  3731.  
  3732. m_numberOfUpcomingRaids
  3733. Number of upcoming raids to show in the events UI (agnostic of current raid being available or in downtime)
  3734.  
  3735. m_obstacle
  3736. This will tell the mesh that it must deform around this object. Use only for buildings and POI.
  3737.  
  3738. m_offenseDefenseHomeGoldValue
  3739. Confidence - offenseDefenseHomeGoldValue - how much is a base/boss worth
  3740.  
  3741. m_offenseDefenseRatioMultiplierPreSqrt
  3742. Confidence offenseDefenseRatioMultiplierPreSqrt
  3743.  
  3744. m_offensiveProductivityWeightHigh
  3745. Offensive Productivity: offensiveProductivityWeightHigh (Value of base productivity in offensive productivity score
  3746.  
  3747. m_offensiveProductivityWeightLow
  3748. Offensive Productivity: offensiveProductivityWeightLow (Value of base productivity in offensive productivity score Lerps as confidence goes from .5 to 1
  3749.  
  3750. m_offerPrefab
  3751. Prefab to be instantiated within StoreOfferSlot.\nFor bundles, this corresponds to the art prefab.
  3752.  
  3753. m_offerPrefabOverride
  3754. If present, overrides the Offer Prefab field in the StoreOffer.
  3755.  
  3756. m_offerTitle
  3757. The title to display for this offer.
  3758.  
  3759. m_offerTitleColor
  3760. Color of store offer title.
  3761.  
  3762. m_offerTitleReplacement
  3763. Optional text used within the in-game offer title when this product is selected.\nThe StoreOffer title must use the {product} token to insert this text.
  3764.  
  3765. m_offersToSetAsOwned
  3766. The offers to set as owned if the offer is not owned when this migration is run.
  3767.  
  3768. m_offscreenOcclusion
  3769. Off-screen occlusion value.
  3770.  
  3771. m_offsetArc
  3772. The angle in degrees to offset the source direction before comparing with the arc.
  3773.  
  3774. m_offsetArc
  3775. The angle in degrees to offset the source direction before comparing with the arc.
  3776.  
  3777. m_offsetArc
  3778. The angle in degrees to offset the source direction before comparing with the arc.
  3779.  
  3780. m_omittedZones
  3781. Zones that this surge type cannot be applied to (if this zone is draw, it will redraw)
  3782.  
  3783. m_onActivate
  3784. Operations to run when activated.
  3785.  
  3786. m_onAspectAdded
  3787. The operation to run when this aspect is added to a unit.
  3788.  
  3789. m_onAspectRemoved
  3790. The operations to run when this aspect is removed. This includes when the unit is destroyed.
  3791.  
  3792. m_onDeactivate
  3793. Operations to run when deactivated
  3794.  
  3795. m_onEntrance
  3796. Operations that will run when a unit enters this trigger.
  3797.  
  3798. m_onExit
  3799. Operations that will run when a unit enters this trigger.
  3800.  
  3801. m_onLoopStopWwiseEvent
  3802. An additional event to fire off when the object is cleaned up.
  3803.  
  3804. m_onPlayedOperations
  3805. These operations are run once per mini play with this aspect\'s owner as the target.
  3806.  
  3807. m_onPlayedOverrideEvent
  3808. The Wwise audio event that is triggered when a unit is played by either army
  3809.  
  3810. m_onStopMovingWwiseEvent
  3811. An additional event to fire off when the unit stops moving. Used to trigger \'stopping\' sounds like tire screeching.
  3812.  
  3813. m_oncePerAutoMini
  3814. Operations will only trigger once per auto mini play.
  3815.  
  3816. m_oncePerAutoMini
  3817. Operations will only trigger once per auto mini play.
  3818.  
  3819. m_onlyAcquireTaunter
  3820. If this ability can only acquire a taunter. Use this to create a fallback ability for when tauntedthat has less checks than more specialized abilities on the unit.
  3821.  
  3822. m_onlyConsiderOperationsCastByMe
  3823. This will only consider operations if you cast them.
  3824.  
  3825. m_onlyInterruptIfAnotherTargetInRange
  3826. This ability will not interrupt unless there is another valid target in execution range. This is mainly set on abilities which cleave. Does not work on hard interrupt cases like stealth or team change
  3827.  
  3828. m_onlyNewUnits
  3829. Only target units this missile hasn\'t hit before.
  3830.  
  3831. m_onlySpawnWhenAllDead
  3832. Will only spawn new creeps when the initial count is dead..
  3833.  
  3834. m_operation
  3835. If we want to show or hide the UI Display Sequence.
  3836.  
  3837. m_operation
  3838. Operation to run
  3839.  
  3840. m_operation
  3841. The operation to execute when a charge is consumed. If this operation fails, the charge is refunded.
  3842.  
  3843. m_operation
  3844. This operation is what the aspect will listen to to decide to change its token amount.
  3845.  
  3846. m_operation
  3847. Tooltip we want to make available.
  3848.  
  3849. m_operationSeconds
  3850. How long after the phase starts before the operation happens.
  3851.  
  3852. m_operations
  3853. Operations to execute when countered. Source is the game object this aspect is on.
  3854.  
  3855. m_operations
  3856. Operations to run on the new target..
  3857.  
  3858. m_operations
  3859. Operations to run when gold changes.
  3860.  
  3861. m_operations
  3862. The list of operations from which to randomly choose.
  3863.  
  3864. m_operations
  3865. The operation to execute each period.
  3866.  
  3867. m_operations
  3868. The operation to execute each period.
  3869.  
  3870. m_operations
  3871. The operation to execute on each target.
  3872.  
  3873. m_operations
  3874. The operation to execute on each target.
  3875.  
  3876. m_operations
  3877. The operation to run on each created object.
  3878.  
  3879. m_operations
  3880. The operation to run on each created object.
  3881.  
  3882. m_operations
  3883. The operations to execute as soon as this operation happens.
  3884.  
  3885. m_operations
  3886. The operations to execute when the ability fires.
  3887.  
  3888. m_operations
  3889. The operations to repeat.
  3890.  
  3891. m_operations
  3892. The operations to run every time this unit\'s owning army gains this amount of gold..
  3893.  
  3894. m_operations
  3895. The operations to trigger when entering this phase
  3896.  
  3897. m_operations
  3898. which operations can cause this event
  3899.  
  3900. m_optionLevelModifier
  3901. The amount to adjust the level of the quest option.
  3902.  
  3903. m_optionalQuestSlotDescription
  3904. Short optional description that will replace the mini name in the quest slot UI.
  3905.  
  3906. m_optionalRewardDescription
  3907. The optional description to display along with the reward name.
  3908.  
  3909. m_optionalToolTipStrings
  3910. The optional tooltip string references.
  3911.  
  3912. m_orphan
  3913. If set, when this aspect is removed, the model will be orphaned rather than being disabled. This is useful for particle effects that live longer than their parent. When the model is orphaned all particle systems stop emitting.
  3914.  
  3915. m_orphan
  3916. If true, this aspect will not detach when the set is detached.
  3917.  
  3918. m_orphanDelay
  3919. Occurs after the play duration. Should be at least as long as your bsd death state + the longest duration particle. For bsds this is the length of time to play the death state before the game object is returned to the pooling system and completely disabled.
  3920.  
  3921. m_orphanDelay
  3922. The amount of time that an object will be orphaned before it is completely disabled. In seconds.
  3923.  
  3924. m_orphanDelay
  3925. The duration of the orphan sequence. Set to zero to immediately clean up the effect after the lifetime expires. (the orphan sequence allows effects to play out their particles, before removing them from the game. This prevents particles blinking out of existance.
  3926.  
  3927. m_orphanImmediately
  3928. Model will be orphaned from it\'s parent immediately after being created and positioned on its attachment point.
  3929.  
  3930. m_orphanOnPlayComplete
  3931. Will orphan immediately if used as a deploy unit once the play is complete
  3932.  
  3933. m_orphanTimeSeconds
  3934. Time, in seconds, that the object stays orphaned after it has been played or canceled. Disabled if set to 0.
  3935.  
  3936. m_orphanUsePSDuration
  3937. When orphaning, keep playing the particle systems, instead of forcing them all to stop. Use this when you want a particle system to rely on it\'s duration. Only use with non-looping particle systems!
  3938.  
  3939. m_outlineAspect
  3940. Outline aspect to use when outlining the object the tooltip is pointing to
  3941.  
  3942. m_outofCombatOperations
  3943. The operation that is executed when the combat time has elapsed.
  3944.  
  3945. m_overflowConversion
  3946. Conversion rates for rarity and XP overflow
  3947.  
  3948. m_overlapPercent
  3949. This number will reduce the radius. Example: .25 will be Radius * (1 - .25) == .75 * Radius
  3950.  
  3951. m_overrideArmyBuffs
  3952. If set, army buffs will be overriden when this talent is equipped.
  3953.  
  3954. m_overrideBalanceRole
  3955. If set, balance role will be overriden when this talent is equipped.
  3956.  
  3957. m_overrideDeploysAndSpawns
  3958. If set, the deploys and spawns will be overriden by this talent
  3959.  
  3960. m_overrideFlags
  3961. If set, flags will be overriden when this talent is equipped.
  3962.  
  3963. m_overrideGold
  3964. If set, gold will be overriden when this talent is equipped.
  3965.  
  3966. m_overrideMultiplay
  3967. If set, m_nextMultiPlayMini and m_multiPlayCount will be overriden when this talent is equipped
  3968.  
  3969. m_overridePopup
  3970. the popup to use \n
  3971.  
  3972. m_overrideSpawns
  3973. Whether we should try to get spawn information from a location\'s Mini.
  3974.  
  3975. m_overrideSpawnsLocation
  3976. The location from which to grab the Mini spawns from.
  3977.  
  3978. m_overrideTalent
  3979. Set to override the talent, otherwise it will propagate from the caster.
  3980.  
  3981. m_overrideTraits
  3982. If set, traits will be overriden when this talent is equipped.
  3983.  
  3984. m_overrideUnitMini
  3985. If set, this unit\'s mini will be set to x and they will receive talents and army buffs using this mini. If not set, will propagate the mini from the caster. Using this option supersedes m_evaluateArmyBuffs. Using this will also clear out talent information - be careful!
  3986.  
  3987. m_overrideUnityLayer
  3988. When we spawn this prefab, should we override the unity layer?
  3989.  
  3990. m_overrideVisualConfig
  3991. Configuration information for how this item is displayed in the store grid subpanel
  3992.  
  3993. m_ownedMiniThresholds
  3994. Owned minis and min number of minis to show in store
  3995.  
  3996. m_ownedMinis
  3997. Minimum number of minis
  3998.  
  3999. m_ownedMinis
  4000. Mininmum number of minis
  4001.  
  4002. m_ownedMinis
  4003. Mininmum number of minis
  4004.  
  4005. m_ownedOfferTrigger
  4006. The owned offer that triggers this migration
  4007.  
  4008. m_ownedProductTrigger
  4009. The owned product that triggers this migration
  4010.  
  4011. m_ownedRewards
  4012. Rewards granted when a mini is owned
  4013.  
  4014. m_ownedVsCostWithIconText
  4015. owned / cost format string including the currency icon.\nUsed when dynamically inserting currency amounts into display text.
  4016.  
  4017. m_pageIndexLocFormat
  4018. Formatting string for current and total page count
  4019.  
  4020. m_parameters
  4021. The parameter that will be passed to the reward generation function.
  4022.  
  4023. m_parameters
  4024. The parameters of the function.
  4025.  
  4026. m_participationRewards
  4027. Enumeration of the season\'s rewards.
  4028.  
  4029. m_pauseDuration
  4030. How long until the object\'s behaviors are activated.
  4031.  
  4032. m_perGoldOperations
  4033. Operations to run when gold changes per amount of gold earned .
  4034.  
  4035. m_perMiniOperations
  4036. Run an operation targeting every mini play location that passes the filters.
  4037.  
  4038. m_perSpawnOperations
  4039. Run an operation targeting every mini spawn for any mini play that passes filters.
  4040.  
  4041. m_perTalentAdjustment
  4042. Amount to adjust gold income for an ai army in pve. index = (enemy team talents - my team talents) - 1 clamping at the size of this array.
  4043.  
  4044. m_percentChanceToInclude
  4045. Percent chance to include the mini for a given level difference,\ncompared to the next highest mini after the first (Highest Level Mini Count) minis.\nLevel diffs beyond the table will use the last value in the table.
  4046.  
  4047. m_percentDamageIgnoresArmor
  4048. Whether or not percentage damage for this operation ignores armor.
  4049.  
  4050. m_percentDamageScaleStat
  4051. Can be used to scale the percent damage using the scaling rules of a stat.
  4052.  
  4053. m_percentageAmount
  4054. How much damage to do as a percentage of the target\'s maximum health.
  4055.  
  4056. m_percentageAmount
  4057. How much to increase life by as a percentage of the target\'s maximum health.
  4058.  
  4059. m_periodRandomRange
  4060. The maximum additional time (in seconds) added to each period. Only enabled if Delay Timeframe is set to \'Relative to Current Time\'.
  4061.  
  4062. m_periodSeconds
  4063. The length of time between periods.
  4064.  
  4065. m_periodSeconds
  4066. The minimum amount of time between periods.
  4067.  
  4068. m_periodSeconds
  4069. The minimum amount of time this unit will be considered executing this ability (unless interrupted).
  4070.  
  4071. m_periodType
  4072. The units used for the rotation and downtime periods.
  4073.  
  4074. m_periodic
  4075. The specific periodic type that we are listening for.
  4076.  
  4077. m_permission
  4078. Permission that gates this campaign mode
  4079.  
  4080. m_permission
  4081. The permission required to unlock this zone.
  4082.  
  4083. m_permissionReference
  4084. The player must have this permission to have the adaptive difficulty feature active.
  4085.  
  4086. m_phase1Units
  4087. The units which need to die before we run the transition operation.
  4088.  
  4089. m_phase2Units
  4090. The targets of the transition operation.
  4091.  
  4092. m_phaseInfos
  4093. Enumeration of all phases for this unit.
  4094.  
  4095. m_phasePeriodSeconds
  4096. The minimum amount of time this unit will be considered executing this phase (unless interrupted).
  4097.  
  4098. m_phases
  4099. The ability will go through each phase executing it\'s operations.
  4100.  
  4101. m_pitchArc
  4102. The angle the pitch is limited to in degrees when adjusting the rotation to face the target.
  4103.  
  4104. m_pitchArc
  4105. The angle the pitch is limited to in degrees when adjusting the rotation to face the target.
  4106.  
  4107. m_placeAnywhereHomeHealthNormAggressive
  4108. Deploy Anywhere Scoring - When Enemy Home is in danger health - offensive mode
  4109.  
  4110. m_placeAnywhereHomeHealthNormDefensive
  4111. Deploy Anywhere Scoring - When Enemy Home is in danger health - defensive mode
  4112.  
  4113. m_placement
  4114. How to place the effect. \nGlobal: The effect lives outside of the provided target transform (if any)\nLocal: The effect is parented to the provided target transform and inherits its placement in the hierarchy
  4115.  
  4116. m_placementHeightOffset
  4117. The offset from the terrain that this unit will be placed at.
  4118.  
  4119. m_placementId
  4120. The placement guid for root-level SFM query.
  4121.  
  4122. m_placementRange
  4123. How far from a placement position should we look for a valid area to stand.
  4124.  
  4125. m_placementRewards
  4126. Enumeration of the end of season rewards.
  4127.  
  4128. m_playDuration
  4129. For bsds: how long to loop/play the stand state before triggering death. For non-bsd: How long to allow the emitters to play before turning them off. Should be at least as long as your longest duration emitter
  4130.  
  4131. m_playStartStopEvents
  4132. These Events are Played when the clip is active, and Stopped when the clip ends.
  4133.  
  4134. m_playTimeTriggerMinutes
  4135. The amount of elapsed game play time that triggers the popup.
  4136.  
  4137. m_playWwiseEvent
  4138. The event to trigger when the emote is played.
  4139.  
  4140. m_player
  4141. Apply to player armies.
  4142.  
  4143. m_player
  4144. Apply to player armies.
  4145.  
  4146. m_playerArmyGlobalGoldAdjustment
  4147. Globally Tune the gold income for player controlled armies
  4148.  
  4149. m_playerHonorScaling
  4150. Parameters for the honor bonus multiplier when a leader is below a player\'s honor per leader (playerhonor / 3)
  4151.  
  4152. m_playerProfileKeysToApply
  4153. Player profile keys to apply when this income bonus is granted.
  4154.  
  4155. m_playtimePopupTriggerData
  4156. Data related to popup triggers based on game play time.
  4157.  
  4158. m_poiRespawnDurationSeconds
  4159. How long should the indicator after a POI respawns before it fades.
  4160.  
  4161. m_points
  4162. Points of progress this activity is worth
  4163.  
  4164. m_populationCountConfigs
  4165. config which changes depending on how many slots are being populated.
  4166.  
  4167. m_popupPrefab
  4168. Prefab containing the popup window for this prompt
  4169.  
  4170. m_popupTriggers
  4171. All popups to be triggered based on their trigger configs.
  4172.  
  4173. m_portraitImage
  4174. The image to display in small circle elements in the UI.
  4175.  
  4176. m_portraitImage
  4177. The mini\'s portrait in the lunchbox and/or army previews.
  4178.  
  4179. m_positionSelector
  4180. Which location should be used to position the VFX? Caster: the unit that started the chain of events. Source: (can also be the caster) the thing that is doing something to the target.Target: the target of the operation. Example: OgreMage attacks Troll with a ranged attack. (target=Troll, source=rangedMissileUnit, caster=OgreMage
  4181.  
  4182. m_postBlinkOperation
  4183. The operation to execute when the unit arrives at it\'s new location.
  4184.  
  4185. m_postCapture
  4186. Set this if you want this to fire after we trigger capture on the army. If this is triggered or relates to army buffs, you will want to set this as this is when army buffs are applied.
  4187.  
  4188. m_postCapture
  4189. Set this if you want this to fire after we trigger capture on the army. If this is triggered or relates to army buffs, you will want to set this as this is when army buffs are applied.
  4190.  
  4191. m_postLoginErrorsMapping
  4192. Error mappings that are not needed until after login.
  4193.  
  4194. m_postSpawnGuaranteedDownTime
  4195. For GroupRespawns Only: A small duration of time (in seconds) after each spawn that prevents us from immediately entering cooldown if our creep happens to die immediately. Used we when synch spawns with timelines. One usecase is Stitches, where we want to play uninterruptible \'wind-down\' animations after he spawns.
  4196.  
  4197. m_postTeleportOperations
  4198. These operations are run with the teleported unit as the target after moving the unit.
  4199.  
  4200. m_preBlinkOperation
  4201. The operation to execute just before unit blinks.
  4202.  
  4203. m_preTeleportOperations
  4204. These operations are run with the teleported unit as the target before moving the unit.
  4205.  
  4206. m_prefab
  4207. The prefab for the animated emote that will be displayed.
  4208.  
  4209. m_prefab
  4210. The prefab that will be spawned into the UI.
  4211.  
  4212. m_prefab
  4213. The prefab to take a picture of for the image.
  4214.  
  4215. m_prefabArray
  4216. An array of GameObject\'s
  4217.  
  4218. m_prefabScalar
  4219. A scalar GameObject
  4220.  
  4221. m_preferredMaxTalents
  4222. Max amount of talents that should be in the GRID at once. Talents past this will not receive priority bumps
  4223.  
  4224. m_preferredQuestTargetFallback
  4225. (Disabled) Bucket B: If not enough minis are in the top armyboards, use the top N levelled minis instead
  4226.  
  4227. m_preferredQuestTargetLeaders
  4228. (Disabled) Bucket B: Top N leaders to include in Quest target selection. 0 means include all equipped armyboards
  4229.  
  4230. m_preferredQuestTargetUniqueMinis
  4231. (Disabled) Bucket B: Preferred unique minis in top N armies
  4232.  
  4233. m_preferredWeights
  4234. Preferred mini weights for biasing the store grid picker, leave empty if not overweighting
  4235.  
  4236. m_prepoolCount
  4237. This value determines the number of units that will be pre-pooled in the object pool for each time the unit is referenced by mission or army data. Note that only units spawned by minis, spawners or other mechanics will be prepooled and not those placed directly into a mission.
  4238.  
  4239. m_preventPvpTimingOverride
  4240. Prevent PvP variant from modify the timing of this indicator
  4241.  
  4242. m_preventRotationFlipInPvP
  4243. If true, the unit will not be flipped for PvP flipped clients. Used by buildings, bases, towers, gold, meeting stones, etc. to give both clients the same perspective.
  4244.  
  4245. m_price
  4246. Product price data
  4247.  
  4248. m_primaryValue
  4249. The value used to evaluate the gradient when choosing a single color.
  4250.  
  4251. m_printDelay
  4252. Time between prints.
  4253.  
  4254. m_printedModifcations
  4255. Modifications applied to the printed unit. Should include laning aspects.
  4256.  
  4257. m_printingAspect
  4258. Aspect applied to owner unit when printing.
  4259.  
  4260. m_printingLocation
  4261. Where to create the printed unit. If not found, or unset, will print at the location of owner unit.
  4262.  
  4263. m_prioritizationChecks
  4264. This list of checks is used to prioritized targets. For each valid target in the acquire range, the target chosen is the one that passes the earliest check. This can be used in conjunction with acquire priority to do things like \'Acquire the closest target that has more than 50% health\'
  4265.  
  4266. m_priority
  4267. Higher priority values will take precedence over lower values.
  4268.  
  4269. m_priority
  4270. Priority determines the order in which abilities are chosen. An ability with higher priority will be chosen before another if both have a valid target.
  4271.  
  4272. m_priority
  4273. Priority of this variation - in case player is in multiple that control the same value (Higher is higher)
  4274.  
  4275. m_prizeTreePrefab
  4276. Reward tree prefab reference
  4277.  
  4278. m_prodCurrencyCodes
  4279. List of prod currency codes for this currency in Bnet.
  4280.  
  4281. m_productId
  4282. The product ID of the Battle.net Product to grant.
  4283.  
  4284. m_productTitle
  4285. Additional title text defined in CommerceProduct
  4286.  
  4287. m_productivityGrid
  4288. AI Tag V Lane Productivity Grid.
  4289.  
  4290. m_profanityManifest
  4291. Profanity filter data.
  4292.  
  4293. m_profileData
  4294. This is for Player Profiles.
  4295.  
  4296. m_profileFlairGlowVfx
  4297. The glow VFX.
  4298.  
  4299. m_profileFlairInfoSectionItem
  4300. Optional: Section contents for the info popup
  4301.  
  4302. m_profileKeyCollection
  4303. Player profile keys that contain matchmaker data
  4304.  
  4305. m_profileOfferPrefab
  4306. Optional: Prefab to be instantiated within in PlayerProfileView.
  4307.  
  4308. m_progressionEvent
  4309. Progression event granted
  4310.  
  4311. m_progressionEvent
  4312. Progression event granted
  4313.  
  4314. m_progressionEvent
  4315. Progression event granted
  4316.  
  4317. m_progressionEvent
  4318. Progression event to grant when completing all missions in this zone
  4319.  
  4320. m_progressionEvent
  4321. The progression event granted at this campaign progression level
  4322.  
  4323. m_progressionEventType
  4324. Progression event type
  4325.  
  4326. m_progressionEvents
  4327. Progression events to grant during a valid time.
  4328.  
  4329. m_progressionRarityTable
  4330. The possible rarities for this mini.
  4331.  
  4332. m_progressionReset
  4333. Configuration for progression reset rules
  4334.  
  4335. m_progressionSettings
  4336. This is for progression related settings.
  4337.  
  4338. m_progressionType
  4339. The type of progression value used as a basis for the reward
  4340.  
  4341. m_pulseInterval
  4342. This is how often we will run operations on all units within the trigger.
  4343.  
  4344. m_pulseOperations
  4345. Operations that will execute on an interval for the pulsing.
  4346.  
  4347. m_purchaseConfirmationPopupDataModel
  4348. The purchase confirmation popup to display.
  4349.  
  4350. m_purchaseEvent
  4351. The event to execute when the mini is purchased in the store.
  4352.  
  4353. m_purchaseGoldCostRef
  4354. The amount of gold required to purchase this avatar in the store, or equivalent currency cost when included in store offers.
  4355.  
  4356. m_purchaseGoldCostRef
  4357. The amount of gold required to purchase this emote in the store, or equivalent currency cost when included in store offers.
  4358.  
  4359. m_purchaseGoldCostRef
  4360. The amount of gold required to purchase this in the store.
  4361.  
  4362. m_purchaseGoldCostRef
  4363. The amount of gold required to purchase this mini in the store.
  4364.  
  4365. m_purchaseGoldCostRef
  4366. The amount of gold required to purchase this reward in the store, or equivalent currency cost when included in store offers.
  4367.  
  4368. m_purchaseGoldCostRef
  4369. The amount of gold required to purchase this skin in the store, or equivalent currency cost when included in store offers.
  4370.  
  4371. m_purchaseGoldCostRef
  4372. The amount of gold required to purchase this talent in the store.
  4373.  
  4374. m_purchaseGoldCostRef
  4375. The equivalent gold cost.
  4376.  
  4377. m_purchasePanelLabel
  4378. Optional name which only appears in the web shop product comparison panel.\nIf unset, the product name will be used.
  4379.  
  4380. m_purchasePermission
  4381. The permission required to populate this in the store.
  4382.  
  4383. m_purchasePermission
  4384. The permission required to populate this in the store.
  4385.  
  4386. m_purchasePermission
  4387. The permission required to purchase this mini in the store.
  4388.  
  4389. m_purchasePermissionAfterSeason
  4390. The permission required to purchase this mini in the store after the season specified in Use Purchase Permission After Season.
  4391.  
  4392. m_pushFlags
  4393. These flags will dictate special behavior in the pushing system. If none is set, we will unoverlap as normal.
  4394.  
  4395. m_pushValueMax
  4396. Offensive Productivity: pushValueMax maximum push for one mini
  4397.  
  4398. m_pushWeight
  4399. This is a real weight to compare against other units. It cannot be 0.
  4400.  
  4401. m_pusherWeight
  4402. Offensive Productivity: pushValueWeight - overall scale for push value
  4403.  
  4404. m_pvp
  4405. Pvp activity type reference
  4406.  
  4407. m_pvpBaseParticipationPoints
  4408. Base participation points earned for a match.
  4409.  
  4410. m_pvpLevelScale
  4411. Level scale for minis in pvp (rounded up).
  4412.  
  4413. m_pvpLossParticipationMultiplier
  4414. When a player loses a PvP match, this value is multiplied by the base participation points to determine the amount of points earned.
  4415.  
  4416. m_pvpLossRewardMultiplier
  4417. Reward table value will be multiplied by this
  4418.  
  4419. m_pvpLossRewardTable
  4420. Reward table which defines experience gained for losing a PVP Match
  4421.  
  4422. m_pvpPointsBase
  4423. Warchest Points awarded for PvP victories
  4424.  
  4425. m_pvpPrioritizeMmrExtremesDelaySeconds
  4426. Only after this much timein the queue will the mm prioritize a match for players with the min and max mmr in a bucket
  4427.  
  4428. m_pvpSettingsData
  4429. PvP specific tuning data - Reference for Server or Editor use only
  4430.  
  4431. m_pvpType
  4432. Setting type to differentiate between the 3 possible changes for PVP.\n\tOnly the next type coming up will schedule.
  4433.  
  4434. m_pvpWinParticipationMultiplier
  4435. When a player wins a PvP match, this value is multiplied by the base participation points to determine the amount of points earned.
  4436.  
  4437. m_pvpWinRewardMultiplier
  4438. Reward table value will be multiplied by this
  4439.  
  4440. m_pvpWinRewardTable
  4441. Reward table which defines base experience gained for winning a PVP Match
  4442.  
  4443. m_pvpWinStreakParticipationMultipliers
  4444. When a player is on a winstreak, one of these values is used to further increase the amount of points earned.The appropriate value will be multiplied along with the win participation multiplier.
  4445.  
  4446. m_qualifiedProductName
  4447. Optional name which only appears in the web shop.\nIf unset, the Name field will be used.
  4448.  
  4449. m_qualityTrigger
  4450. (Optional) Bonus will be applied only when the offer has this quality.
  4451.  
  4452. m_questBuckets
  4453. The quest buckets in order. A quest bucket consists of mini filters to apply and a method of selecting from the set of filtered minis
  4454.  
  4455. m_questExp
  4456. Quest exp granted after ceiling
  4457.  
  4458. m_questManagerSettings
  4459. This is to configure quest progression.
  4460.  
  4461. m_questModes
  4462. Quest modes active during the event.\n\tMode = Defines gameplay modifications and UI display\n\tSlot = Mission slot in the quest options to which this mode will apply (0,1,2)\n\tPriority = Priority of this quest mode relative to other quest modes within the same slot\n\tStart Time Offset = Offset from overall event start time when this mode will be active\n\tDuration = Duration this mode will be active after start time
  4463.  
  4464. m_questOptionCount
  4465. The number of options available to choose from for each quest.
  4466.  
  4467. m_questRarity
  4468. Corresponding quest rarity, if applicable
  4469.  
  4470. m_questRewardTable
  4471. Reward table which defines experience gained for completing this rarity
  4472.  
  4473. m_questSlotBgSpriteRef
  4474. Quest Slot BG Image UI.
  4475.  
  4476. m_questStoreAddPerDay
  4477. The number of quests added to the store per day. Must be greater than max stored quests
  4478.  
  4479. m_questStoreUnlockIntervalSeconds
  4480. The length of time relative to midnight for adds to stored quests.
  4481.  
  4482. m_radius
  4483. How wide this trigger is.
  4484.  
  4485. m_radius
  4486. Radius of this Deploy Target. Deploys inside the radius are valid.
  4487.  
  4488. m_radius
  4489. This is the radius for spheres or capsules only. It will be ignored for the rectangle.
  4490.  
  4491. m_radiusInclusionRule
  4492. Settings for the search operation itself.
  4493.  
  4494. m_radiusInclusionRule
  4495. Settings for the search operation itself.
  4496.  
  4497. m_radiusInclusionRule
  4498. Whether or not to include the mover or target radius in the arrival distance check.
  4499.  
  4500. m_raid
  4501. Raid activity type reference
  4502.  
  4503. m_raidRotation
  4504. Timed raid rotation data
  4505.  
  4506. m_raidSettings
  4507. Configuration for all raid related stuff
  4508.  
  4509. m_raidType
  4510. Whether this is a Raid or Siege. Currently only used for UI purposes.
  4511.  
  4512. m_raidVisuals
  4513. Visuals data for any visual changes to accomodate this raid.
  4514.  
  4515. m_ranOutOfLives
  4516. Operations to run when out of lives.
  4517.  
  4518. m_randomFullArcLength
  4519. Allows the projection to randomly offset within a cone of a given full arc length.Can be used by Jaina\'s Blink to blink downlane to a random location within in a cone.
  4520.  
  4521. m_randomSource
  4522. The generator of any random numbers required by the reactor.
  4523.  
  4524. m_randomizeTopPlaysWithinScore
  4525. randomizeTopPlaysWithinScore - Choose a winning play from all plays within this score of the top
  4526.  
  4527. m_range
  4528. How close to the victim (in cells) does the ability have to get to fire.
  4529.  
  4530. m_range
  4531. Target must be within this range.
  4532.  
  4533. m_range
  4534. The distance in cells that the missile must be within to impact on its target.
  4535.  
  4536. m_range
  4537. The distance in cells that the missile must be within to impact on its target.
  4538.  
  4539. m_range
  4540. The range at which to search for a new target.
  4541.  
  4542. m_rankPointRewards
  4543. Total Warchest Points granted for each PVP rank.
  4544.  
  4545. m_rankSettings
  4546. This is to configure rank tuning.
  4547.  
  4548. m_rankSubdivisions
  4549. PVP Rank Subdivision Count. Instead of granting total per rank once, grant X times (rank/subdivision)
  4550.  
  4551. m_ranking
  4552. The upper boundary of leaderboard ranking to grant the reward. -1 to only use pvp rank achieved.
  4553.  
  4554. m_ranks
  4555. Ordered list of ranks
  4556.  
  4557. m_ranks
  4558. The PvpRanks to grant the reward for.
  4559.  
  4560. m_rareQuest
  4561. Rare quest activity type reference
  4562.  
  4563. m_rarities
  4564. The possible rarities for this mini.
  4565.  
  4566. m_rarityCards
  4567. The possible rarities for this mini.
  4568.  
  4569. m_rarityCounts
  4570. Number of \'cards\' for each rarity. Rarities may be repeated to define an exact deck ordering.
  4571.  
  4572. m_rarityInGridPermissionRef
  4573. The permission required for rarity to show up in Store Grid.
  4574.  
  4575. m_rarityMultiplier
  4576. Rarity multiplier
  4577.  
  4578. m_rarityPointsCost
  4579. The number of rarity points needed for upgrading to this rarity.
  4580.  
  4581. m_rarityPointsGranted
  4582. The number of rarity points granted for acquiring this rarity.
  4583.  
  4584. m_rarityUpgradeCostTooltipDescription
  4585. The description in the mini upgrade cost info tooltip.
  4586.  
  4587. m_rarityUpgradeCostTooltipTitle
  4588. The Title in the mini upgrade cost info tooltip.
  4589.  
  4590. m_receivesDecals
  4591. Whether or not this model receives decals such as the targetting reticles for spells.
  4592.  
  4593. m_recentMemoryCount
  4594. The number of recent spawn locations to ignore when picking a new location
  4595.  
  4596. m_recentlyPickedCounts
  4597. Number of total grid picks for items to be considered recently picked
  4598.  
  4599. m_recentlyPurchasedExpBoostCount
  4600. How many more picks (additive) before EXP boost can be seen after an exp boost purchase
  4601.  
  4602. m_recentlyPurchasedTomePageCount
  4603. How many more picks (additive) before EXP boost can be seen after a tome page purchase
  4604.  
  4605. m_recentlySeenCounts
  4606. Number of total grid picks for items to be considered recently seen
  4607.  
  4608. m_rectHeight
  4609. The 2d height of the copy box, centered on this aspect\'s owner
  4610.  
  4611. m_rectHeight
  4612. The 2d height of this box
  4613.  
  4614. m_rectWidth
  4615. The 2d width of the copy box, centered on this aspect\'s owner
  4616.  
  4617. m_rectWidth
  4618. The 2d width of this box
  4619.  
  4620. m_recurringCurrency
  4621. Recurring currency from Monthly Card type offers
  4622.  
  4623. m_recurringDailyRewardsConfig
  4624. Reoccuring licenses granted by this product, daily.
  4625.  
  4626. m_recurringSchedule
  4627. Schedule used to determine absolute start time and recurrence for Recurring events.\nIf specified for One Time events, determines the recurrence period used for From End offsets.
  4628.  
  4629. m_recurringSchedule
  4630. Schedule used to determine absolute start time and recurrence for Recurring offers.\nIf specified for One Time offers, determines the recurrence period used for From End offsets.
  4631.  
  4632. m_recycleGridItemsInterval
  4633. The interval of time in seconds that subsequent rotations occur (relative to recycle grid time).
  4634.  
  4635. m_recycleGridItemsTime
  4636. The length of time in seconds relative to midnight that the grid items will be rotated.
  4637.  
  4638. m_reductionEntries
  4639. amount of gold reduction per adjustment at skull count
  4640.  
  4641. m_referenceDateTime
  4642. The current asset list index is calculated based on this date and time being the start of a period for the first asset in the list. This is a UTC time and in YYYY-MM-DD format.This MUST start on a Sunday if you\'re using WeeklySchedule
  4643.  
  4644. m_refreshCount
  4645. Number of times this offer may be purchased after each refresh.
  4646.  
  4647. m_refreshDuration
  4648. Duration between offer count refills.
  4649.  
  4650. m_refreshEntireStackDuration
  4651. If true, all instances of this aspect will have their duration reset to the initial duration whenever this aspect is added.
  4652.  
  4653. m_refreshReference
  4654. Reference which determines how Refresh Start Time is interpreted.\n\tDay Of Week = Start time is relative to a specific day of the week.\n\tSlot Unlock = Start time is relative to the day when the offer slot was initially unlocked. Day Of Week value is not used in this case.
  4655.  
  4656. m_refreshStartTime
  4657. Time the offer count refills begin.
  4658.  
  4659. m_regions
  4660. Regions available to select from. The first one will be the default.
  4661.  
  4662. m_relativeHeight
  4663. How much taller this ring is than the previous ring.
  4664.  
  4665. m_relativeHeight
  4666. How much taller this ring is than the previous ring.
  4667.  
  4668. m_relativeRadius
  4669. How much larger this ring is than the previous ring.
  4670.  
  4671. m_relativeRadius
  4672. How much larger this ring is than the previous ring.
  4673.  
  4674. m_releaseLevel
  4675. Represents a relative level of how widely content is released (higher means more widely released). Used during data validation.
  4676.  
  4677. m_removeChecks
  4678. If these checks pass, this aspect will be removed
  4679.  
  4680. m_removeMini
  4681. A specific mini to be removed form the army\'s pile.
  4682.  
  4683. m_repeat
  4684. Should this trigger repeat after the elapsed game play time.
  4685.  
  4686. m_repeatable
  4687. A repeatable prompt will continue to appear even if the user has already seen it before
  4688.  
  4689. m_replaceAsCreep
  4690. Whether to force the army of the replaced unit to be ArmyCreep.
  4691.  
  4692. m_replaceOriginalValue
  4693. Whether to replace the original stat value with replacementValue.
  4694.  
  4695. m_replaceUnits
  4696. Units to replace.
  4697.  
  4698. m_replacementMini
  4699. The Mini to replace matching Mini with. Null/unset uses the original mini.
  4700.  
  4701. m_replacementValue
  4702. Value to be used in place of the original stat value, if replaceOriginalValue is set. All other additive and multiplicative amounts are still applied.
  4703.  
  4704. m_requireAlignment
  4705. Only counter when a specific team plays, relative to the owner of this aspect.
  4706.  
  4707. m_requireAlignment
  4708. Only when a specific team plays, relative to the owner of this aspect.
  4709.  
  4710. m_requireAlignment
  4711. Only when a specific team plays, relative to the owner of this aspect.
  4712.  
  4713. m_requireAlignment
  4714. Relative to army location. Specifies which armies to query.
  4715.  
  4716. m_requireTeamAlignment
  4717. Don\'t play if the unit does not meet the team alignment requirement.
  4718.  
  4719. m_required
  4720. If any required aspects are detached, the set will automatically detach.
  4721.  
  4722. m_requiredAlignment
  4723. The required alignment of the target.
  4724.  
  4725. m_requiredContentGate
  4726. Content gate which must be unlocked before this reward may be purchased.
  4727.  
  4728. m_requiredFlags
  4729. The check will only pass if the target has all of these flags.
  4730.  
  4731. m_requiredMini
  4732. Optional: A specific mini to be replaced.
  4733.  
  4734. m_requiredMiniFlags
  4735. Operations will only execute if the played mini has these flags.
  4736.  
  4737. m_requiredMiniFlags
  4738. Operations will only execute if the played mini has these flags.
  4739.  
  4740. m_requiredMiniFlags
  4741. Which Minis this target applies to. Minis matching ANY of these flags are forced to deploy on this target.
  4742.  
  4743. m_requiredMiniFlags
  4744. Will only counter if the played mini has these flags.
  4745.  
  4746. m_requiredMissions
  4747. A list of required missions. Each unique entry must be completed to advance the challenge.
  4748.  
  4749. m_requiredParentOffer
  4750. Required parent offer purchase to unlock this offer
  4751.  
  4752. m_requiredPermission
  4753. Optional: The permission required before claims from this source will be shown to the user.\n(Ex: Don\'t show any of these claims until they beat Hogger.)
  4754.  
  4755. m_requiredPermission
  4756. Permission required before this prompt will appear, even if triggered
  4757.  
  4758. m_requiredPermission
  4759. Permission required for the bonus to activate.
  4760.  
  4761. m_requiredPermission
  4762. Permission required for this notification to be scheduled.
  4763.  
  4764. m_requiredPermission
  4765. Permission required to see and purchase this product.
  4766.  
  4767. m_requiredPermission
  4768. Permission required to start using cosmetics.
  4769.  
  4770. m_requiredPermission
  4771. Permission required to surface this challenge
  4772.  
  4773. m_requiredPermission
  4774. Permission required to unlock this store section
  4775.  
  4776. m_requiredPermission
  4777. Permission that must be unlocked before the cash out request can be triggered.
  4778.  
  4779. m_requiredPermission
  4780. The permission required in order to use this Tome
  4781.  
  4782. m_requiredPermission
  4783. The permission required to unlock talents.
  4784.  
  4785. m_requiredPermission
  4786. The permission that needs to be earned for the feature to unlock.
  4787.  
  4788. m_requiredPermissions
  4789. (Optional) Only show this tip if the user has these permissions.
  4790.  
  4791. m_requiredPhase
  4792. The required phase of the ability. This is only used if the Activity is PhaseStart or PhaseStop.
  4793.  
  4794. m_requiredPointsForReward
  4795. The required points of progress to earn a reward
  4796.  
  4797. m_requiredProgressionEvents
  4798. Progression events that are required for migration. If none are present, we will consider this migration as completed and grant the migration progression event without granting any rewards.
  4799.  
  4800. m_requiredRewards
  4801. Other rewards which must be purchased before this one is available.
  4802.  
  4803. m_requiredSteps
  4804. The number of steps required to complete the sequence
  4805.  
  4806. m_requiredTheme
  4807. The theme required to be active for this bucket to be a valid option.\nIf this is empty, this bucket will always be considered valid.
  4808.  
  4809. m_requirementType
  4810. Any = only one required reward must be purchased first\nAll = all required rewards must be purchased first
  4811.  
  4812. m_requiresCharges
  4813. Whether charges are required for this ability to be usable.
  4814.  
  4815. m_requiresCompletionWithUniqueLeaders
  4816. Toggles whether this needs to be completed with unique leaders
  4817.  
  4818. m_requiresCompletionWithUniqueMissions
  4819. Toggles whether this needs to be completed with unique missions
  4820.  
  4821. m_rerollCurrencyCost
  4822. The cost of each army upgrade reroll.
  4823.  
  4824. m_rerollCurrencyType
  4825. Game currency used for army upgrade rerolls.
  4826.  
  4827. m_rerollExpiredMaxHours
  4828. The maximum amount of time, in hours, to reroll expired quests between sessions.
  4829.  
  4830. m_resetAspects
  4831. Aspects that are applied while reseting. IE: While a treasure chest is dead.
  4832.  
  4833. m_resetOnCapture
  4834. Clear and reset when unit changes teams. Runs onExit on all existing units and updates caster. Enablescapturing an Unit and transferring abilities to the new Team.
  4835.  
  4836. m_resetTimeSettings
  4837. Configuration for global reset times across the game
  4838.  
  4839. m_resetToInitialValue
  4840. This will cause the token counter to reset to m_initialValue after the operations fire. This will not trigger other token responses.
  4841.  
  4842. m_resetUtcOffset
  4843. The UTC offset where \'midnight\' will be the reset time of various features across the game. Can be negative. Ex: +6 means reset when it is midnight in UTC+6\'s timezone = reset at 18:00 UTC = 11 AM PDT
  4844.  
  4845. m_respawnTime
  4846. The delay in seconds before a creep can respawn. This is paused when the creep camp is in combat.
  4847.  
  4848. m_response
  4849. What the reactor should do when the activity happens.
  4850.  
  4851. m_ressurect
  4852. Operations to execute to ressurect
  4853.  
  4854. m_resurrectCountMax
  4855. How many times this unit can ressurect. If this is 0, the amount of times is unlimited.
  4856.  
  4857. m_retainTarget
  4858. Whether or not the target is retained after firing.
  4859.  
  4860. m_retargetTimeSeconds
  4861. The amount of time before this aspect can retarget.
  4862.  
  4863. m_reticleUnit
  4864. The unit to use as the targeting reticle
  4865.  
  4866. m_return
  4867. If set, the object will return to the position it started at once it reaches its destination.
  4868.  
  4869. m_returnArrivalRange
  4870. How close to the caster do we need to be before finishing the return.
  4871.  
  4872. m_returnDelay
  4873. Delay in seconds between when the target is reached before starting the return.
  4874.  
  4875. m_returnMiniToHand
  4876. Number of times a mini is returned to the player\'s hand before it\'s discarded and a new one is drawn
  4877.  
  4878. m_returnSpeed
  4879. Speed when returning.
  4880.  
  4881. m_reviewRequestSettings
  4882. Configuration related to in-game review requests.
  4883.  
  4884. m_revivingAspects
  4885. Aspects that are applied while reviving.
  4886.  
  4887. m_reward
  4888. Reward for beating this mission for the first time per rotation.
  4889.  
  4890. m_rewardActiveText
  4891. Shown in reward tree while rewards are active.
  4892.  
  4893. m_rewardAmountWithIconText
  4894. + amount format string including the currency icon.
  4895.  
  4896. m_rewardCards
  4897. Cards for each reward. This may be either an exact reward or a random deck of rewards (not both).
  4898.  
  4899. m_rewardClaimExtraTime
  4900. Additional time after the event ends during which rewards can still be claimed.
  4901.  
  4902. m_rewardClaimTypes
  4903. The reward claim types that will be considered when progressing this challenge.
  4904.  
  4905. m_rewardCurrencyType
  4906. Currency type used for dungeon rewards.
  4907.  
  4908. m_rewardDeckList
  4909. A list of decks to use for activity tracker rewards
  4910.  
  4911. m_rewardGenerationFunction
  4912. The function that will be used to generate the rewards. This is cumulative with any set rewards from the m_rewards field.
  4913.  
  4914. m_rewardLockedText
  4915. Shown in reward tree before rewards are unlocked.
  4916.  
  4917. m_rewardName
  4918. The name to display when the user has acquired the reward.
  4919.  
  4920. m_rewardPercent
  4921. Percent multiplier for reward XP (Minimum value 100).
  4922.  
  4923. m_rewardSettings
  4924. This is to configure reward settings.
  4925.  
  4926. m_rewardStringRef
  4927. The short description to display when describing this as a reward in a sentence.
  4928.  
  4929. m_rewardStringRef
  4930. The short description to display when describing this as a reward in a sentence.
  4931.  
  4932. m_rewardStringRef
  4933. The short description to display when describing this as a reward in a sentence.
  4934.  
  4935. m_rewardTable
  4936. The reward table which defines XP earned.
  4937.  
  4938. m_rewardTable
  4939. The reward table which defines XP earned.
  4940.  
  4941. m_rewards
  4942. All rewards which may be purchased for event currency.\nReward requirements (ex: tree structure) may be defined within the reward definitions.
  4943.  
  4944. m_rewards
  4945. The rewards for full completion
  4946.  
  4947. m_rewards
  4948. The rewards that are granted
  4949.  
  4950. m_rewards
  4951. The rewards that the player will be able to choose from.
  4952.  
  4953. m_rewards
  4954. The rewards to grant.
  4955.  
  4956. m_rewardsPerCycle
  4957. Total number of rewards earnable by the user in a single cycle
  4958.  
  4959. m_rewardsToGrant
  4960. The rewards to grant as part of this migration.
  4961.  
  4962. m_roadSearchLocation
  4963. The location to perform the search for roads.
  4964.  
  4965. m_roadSearchRadius
  4966. How far away to search for roads.
  4967.  
  4968. m_robustChoiceCount
  4969. The number of robust choice rewards to grant.
  4970.  
  4971. m_robustChoiceTypeData
  4972. The type of robust choice data this is. Holds extra UI data and is used by the service to route the item to the correct presenter.
  4973.  
  4974. m_rotateGridPermission
  4975. The permission required to do any store grid rotation.
  4976.  
  4977. m_rotateTowardsTarget
  4978. Rotate towards target. Whether the unit rotates to face the target even when not moving.
  4979.  
  4980. m_rotationAngleMinimum
  4981. The minimum change rotation angle to respond to.
  4982.  
  4983. m_rotationPeriod
  4984. Amount of units between iterations of the list.
  4985.  
  4986. m_rotationRate
  4987. The maximum number of degrees this turret can rotate per second.
  4988.  
  4989. m_rotationTimeMinimum
  4990. The minimum time the rotation change must happen in.
  4991.  
  4992. m_roundingIncrement
  4993. Granted currency amount will be rounded up to the next increment of this value.
  4994.  
  4995. m_rpsDiagramAutoShowGatePermission
  4996. The permission that if we do not have we will auto-show the RPS diagram.
  4997.  
  4998. m_runtimePlatformFilter
  4999. The popup will be triggered if active platform is contained in this filter.
  5000.  
  5001. m_sappersInPack
  5002. The number of sappers to spawn in each volley
  5003.  
  5004. m_saturatedLaneMaxPct
  5005. Offensive Productivity - saturatedLaneMaxPct
  5006.  
  5007. m_saturatedLaneMinPct
  5008. Offensive Productivity - saturatedLaneMinPct dampen(to zero) offensive productivity based on gold value of unmatched friendly units in a lane
  5009.  
  5010. m_saveBehaviour
  5011. When to save sequence progress.
  5012.  
  5013. m_saveGoldIdealAmount
  5014. Gold Saving (Do Nothing) - ideal amount of gold
  5015.  
  5016. m_savingGoldBaseMaxScore
  5017. Gold Saving (Do Nothing) - lerp Max depending on gold (target - cur).
  5018.  
  5019. m_savingGoldBaseMinScore
  5020. Gold Saving (Do Nothing) - lerp Min depending on gold (target - cur).
  5021.  
  5022. m_savingGoldLastPlayTime
  5023. Gold Saving (Do Nothing) - how long to depress ideal amount after a recent play. Lerps up.
  5024.  
  5025. m_scaleAreaModel
  5026. Apply Dimensions as scale to Deploy Area Model
  5027.  
  5028. m_scaleAreaModel
  5029. Apply Dimensions as scale to Deploy Area Model
  5030.  
  5031. m_schedule
  5032. Schedule that denotes when the list rotates to a new item
  5033.  
  5034. m_scheduleEventDuration
  5035. Duration the event is available after the offset.
  5036.  
  5037. m_scheduleHoursBeforeTrigger
  5038. The notification will be scheduled to fire this many hours before the trigger event occurs.
  5039.  
  5040. m_scheduleMinimumRemainingTime
  5041. Minimum time that must be remaining in the scheduled time window to display the event.\nUsed to handle events being newly unlocked in the middle of a scheduled time window.
  5042.  
  5043. m_scheduleMinimumRemainingTime
  5044. Minimum time that must be remaining in the scheduled time window to display the offer.\nUsed to handle offers being newly unlocked in the middle of a scheduled time window.
  5045.  
  5046. m_scheduleOfferDuration
  5047. Duration the offer is available after the offset.
  5048.  
  5049. m_scheduleOffset
  5050. From Start = Offset Amount will be added to the schedule start time.\nFrom End = Event Duration + Offset Amount will be subtracted from the schedule end time.
  5051.  
  5052. m_scheduleOffset
  5053. From Start = Offset Amount will be added to the schedule start time.\nFrom End = Offer Duration + Offset Amount will be subtracted from the schedule end time.\nFrom Offer Seen = Offer will start the first time it is seen during the schedule window.
  5054.  
  5055. m_scheduleOffsetAmount
  5056. Offset applied to the schedule time to determine the event start time.
  5057.  
  5058. m_scheduleOffsetAmount
  5059. Offset applied to the schedule time to determine the offer start time.\nWhen used with From Offer Seen, this defines when the offer availability window starts.
  5060.  
  5061. m_scheduleStartDayOfWeek
  5062. The start day affects when the mandatory once-a-week schedule reset occurs. For example, if the start day is Sunday: the schedule will always reset Saturday at midnight if Saturday and Sunday are both true.
  5063.  
  5064. m_scheduleTimeZone
  5065. Determines how schedule time will be interpreted.\nGlobal = Use global time (UTC), occurring simultaneously for all players.\nLocal = Use the player\'s local time zone.
  5066.  
  5067. m_scheduleTiming
  5068. Timing definition for event.
  5069.  
  5070. m_scheduleType
  5071. One Time = The event will only be available once, based on Fixed Schedule time.\nRecurring = The event will be available repeatedly, based on Recurring Schedule time.
  5072.  
  5073. m_scheduleType
  5074. One Time = The offer will only be available once, based on Fixed Schedule time.\nRecurring = The offer will be available repeatedly, based on Recurring Schedule time.
  5075.  
  5076. m_scheduleWindowDuration
  5077. Duration of the window during which the offer may be seen.\nIf set, this overrides the full schedule duration defined by linked schedule assets.\nThe offer duration will never extend beyond the window, no matter when it is seen.
  5078.  
  5079. m_scoringDistanceUnit
  5080. Used when scaling the score based off distance
  5081.  
  5082. m_scoringMethod
  5083. How to score this counter
  5084.  
  5085. m_scoringPerDistanceUnit
  5086. Used when scaling the score based off distance
  5087.  
  5088. m_scriptLines
  5089. Script lines that need to go in for LocTool but don\'t have a spot to hookup in-game.
  5090.  
  5091. m_scriptLines
  5092. Script lines that need to go in for LocTool but don\'t have a spot to hookup in-game.
  5093.  
  5094. m_searchChecks
  5095. The check to perform on each target.
  5096.  
  5097. m_searchChildren
  5098. Whether or not to search in children for the requested component.
  5099.  
  5100. m_searchMultiple
  5101. Whether or not to stop searching after finding the first match.
  5102.  
  5103. m_searchParents
  5104. Whether or not to search in parents for the requested component.
  5105.  
  5106. m_searchingAspect
  5107. Aspect added while searching for units.
  5108.  
  5109. m_searchingExpiration
  5110. How long does the rune search for before destroying itself.
  5111.  
  5112. m_seasonalEventSettings
  5113. Data related to Seasonal Events
  5114.  
  5115. m_seasonalHonorResetData
  5116. Values to use when resetting leader-honor each season
  5117.  
  5118. m_seasonalQuestModeRequirements
  5119. Required seasonal event quest mode to advance this challenge. Defaults to any if empty.
  5120.  
  5121. m_seasons
  5122. Enumeration of Warchest seasons.
  5123.  
  5124. m_seasons
  5125. Enumeration of the pvp season scheduler.
  5126.  
  5127. m_secondaryRotationSelector
  5128. Use a secondary location\'s rotation. Only used when m_rotationMethod == UseSecondaryAttachmentPoint
  5129.  
  5130. m_seconds
  5131. Age in seconds.
  5132.  
  5133. m_seconds
  5134. The time to check against.
  5135.  
  5136. m_seconds
  5137. The time to check against.
  5138.  
  5139. m_secondsBetweenSpawns
  5140. The interval between spawns in seconds.
  5141.  
  5142. m_secondsOnly
  5143. The time to display when seconds is the only value.
  5144.  
  5145. m_secondsToWaitFor
  5146. How many seconds to wait for before triggering.
  5147.  
  5148. m_sequences
  5149. All mission sequences and rewards for this zone (ordering and mission count should match WorldZone
  5150.  
  5151. m_serverBackoffValues
  5152. Backoff sending values for Server
  5153.  
  5154. m_setAnimTriggerOnMorphRestore
  5155. Set this animation trigger on the Unit when the Morph is removed. Ignored if null.
  5156.  
  5157. m_setLocationLevel
  5158. If true, will use the location\'s level.
  5159.  
  5160. m_setLocationLevel
  5161. If true, will use the location\'s level.
  5162.  
  5163. m_setParentOwnedOnPurchase
  5164. Whether the parent should be set to owned if the child offer is purchased
  5165.  
  5166. m_settings
  5167. Settings used by this config
  5168.  
  5169. m_settingsPopup
  5170. Popup to be displayed with details about notification settings.
  5171.  
  5172. m_settleDelaySeconds
  5173. The number of seconds after the turret has been controlled by another aspect before it will settle
  5174.  
  5175. m_settleToTeamDirection
  5176. Whether or not to settle to team direction. If false, will settle to the default rotation of the attachment point in the unit data..
  5177.  
  5178. m_sfmPurchaseTimeoutHours
  5179. The amount of time before allowing a previously purchased offer to be surfaced again from SFM\'s recommender
  5180.  
  5181. m_shadowOffest
  5182. Apply an additional offset to the unit\'s shadow. Applied only if Use Shadow Offset is on.
  5183.  
  5184. m_shortSummaryRef
  5185. The short description to display in areas like the Grid.
  5186.  
  5187. m_shortSummaryRef
  5188. The short description to display when describing this as a reward or in the Grid.
  5189.  
  5190. m_shotsPerVolley
  5191. This is the number of shots fired in each volley
  5192.  
  5193. m_shouldGameBePaused
  5194. If we should be in the paused game state or not.
  5195.  
  5196. m_showBeforeGameStart
  5197. Whether the icon is visible at game start
  5198.  
  5199. m_showGoldInWorld
  5200. Disable this if you don\'t want the UI to show the gold given in the world
  5201.  
  5202. m_showInHUD
  5203. Whether this should include a pip in the HUD
  5204.  
  5205. m_showInfoPopup
  5206. Determines if this popup is visible to the player
  5207.  
  5208. m_showSilhouette
  5209. Whether or not this model renders a silhouette during gameplay when occluded.
  5210.  
  5211. m_showUiTimer
  5212. Whether or not to show the UI timer for the cooldown.
  5213.  
  5214. m_shuffleBuckets
  5215. Whether or not to shuffle the order the minis from the buckets are presented in
  5216.  
  5217. m_sideSlotPermission
  5218. The permission required to see the side slot talent button on the mini info widget.
  5219.  
  5220. m_simBannerBoltOnGuid
  5221. Visuals data for any visual changes to accomodate this Seasonal Event
  5222.  
  5223. m_skinMappings
  5224. Add aspect overrides and reactors to the unit based on which skin they have equipped.These should alter appearance and sound, but not behavior.
  5225.  
  5226. m_skinnedMiner
  5227. The miner Mini whose skins are managed in the army
  5228.  
  5229. m_skip
  5230. Special token that may be used to skip lines when the given token exists.\nUsed to resolve cases where it is otherwise ambiguous which line to display.\nEx: {skip:talent} will skip the line if a talent exists.
  5231.  
  5232. m_skipAutoSpawnedUnits
  5233. This army buff will never run for auto spawned units even if they pass the filter.
  5234.  
  5235. m_skipCleaveValidation
  5236. Use if you want this to not be considered a cleave operation to be validated against execution range. Only used if executed directly by an ability. For Dr. use only.
  5237.  
  5238. m_skipOffsetWhenLerping
  5239. This causes this unit to skip a segment of it\'s offset when lerping to it\'s spawn position. For example, if this was set to 0.5, the unit would start lerping from half way between it\'s deploy and spawn position.
  5240.  
  5241. m_slotIndex
  5242. The index in the army that this reward applies to. 0 = Leader, 1 = Troop 0, etc.
  5243.  
  5244. m_slotRerollChoices
  5245. The number of options presented to the user.
  5246.  
  5247. m_slotUpgradeChoices
  5248. The number of options presented to the user.
  5249.  
  5250. m_slotUpgradeRequirementsLeaderOnly
  5251. The army slot upgrade leader only condition that will be considered when progressing this challenge.
  5252.  
  5253. m_slotUpgradeRequirementsLevel
  5254. The army slot upgrade level that will be considered when progressing this challenge.
  5255.  
  5256. m_slotValorUpgradeChoices
  5257. The number of options presented to the user.
  5258.  
  5259. m_slowRotationMultiplier
  5260. When a unit is not in combat, their angular speed will be multiplied by this..
  5261.  
  5262. m_snapToArea
  5263. Whether or not deploys outside the radius should snap to the radius.
  5264.  
  5265. m_snapToCenter
  5266. If set, deploys will snap to the center of the area when inside the area, or when snapToAreais set.
  5267.  
  5268. m_snapshotWindowSeconds
  5269. The snapshot window that should be used for rolling up the profile window
  5270.  
  5271. m_softPromptPopup
  5272. Popup to be displayed for soft prompt.
  5273.  
  5274. m_sortRule
  5275. How to sort targets.
  5276.  
  5277. m_source
  5278. The object to move the deploy areas from.
  5279.  
  5280. m_sourcesCountedTowardsExpCeiling
  5281. The set of EXP sources that count towards the daily EXP ceiling. Everything excluded does not count.
  5282.  
  5283. m_spawnCount
  5284. The number to spawn per wave.
  5285.  
  5286. m_spawnIndexDelaySeconds
  5287. Deploy delay is increased by the spawn index times this value. Object is hidden until this time has elapsed.
  5288.  
  5289. m_spawnInterval
  5290. The delay between each unit spawn in an event, in seconds
  5291.  
  5292. m_spawnOffsets
  5293. The spawn location (relative the chosen Burrow Target) for each unit spawned in an attack wave. The number of offsets dictates the number of units in the wave.
  5294.  
  5295. m_spawnOperation
  5296. The operation to run which spawns an individual attacker unit.
  5297.  
  5298. m_spawnOperation
  5299. The operation to run which spawns each individual sapper
  5300.  
  5301. m_spawnOperations
  5302. These operations are run on every spawned unit in played mini.
  5303.  
  5304. m_spawnType
  5305. Whether to spawn at Location Spawn, or somewhere else
  5306.  
  5307. m_spawnWhileReviving
  5308. If true, creeps will spawn for the new owner while the camp\'s POI is still being captured.
  5309.  
  5310. m_spawns
  5311. The objects to create.
  5312.  
  5313. m_spawns
  5314. The objects to create.
  5315.  
  5316. m_spawns
  5317. The objects to instantiate when playing.
  5318.  
  5319. m_spawns
  5320. The objects to instantiate when playing.
  5321.  
  5322. m_specificMini
  5323. Apply this buff to a specific mini.
  5324.  
  5325. m_specificMini
  5326. Only counter when a specific mini is played
  5327.  
  5328. m_specificMini
  5329. Only when a specific mini is played
  5330.  
  5331. m_specificMiniFromLocation
  5332. Pull \'Specific Mini\' value from mini at Location. If set, \'Specific Mini\' below is ignored.
  5333.  
  5334. m_speedAngular
  5335. The maximum angular movement in degrees per second.
  5336.  
  5337. m_speedLinear
  5338. The maximum linear movement in cells per second.
  5339.  
  5340. m_speedMax
  5341. The maximum travel speed in cells per second.
  5342.  
  5343. m_splashMicroInnerRad
  5344. Micro Danger - when playing near a splasher, inside this rad is always bad, otherwise, check for behind
  5345.  
  5346. m_splashNumEnemies
  5347. Goes with Splash and SplashGround. How many targets required in clump to get splash points in score
  5348.  
  5349. m_splashPointScoreValue
  5350. Productivity: splashPointScoreValue
  5351.  
  5352. m_splashRange
  5353. Goes with Splash and SplashGround. How far can the splash reach enemies Used in MicroDanger to override grid value
  5354.  
  5355. m_sprite
  5356. The icon to show for this reward
  5357.  
  5358. m_stackingMultiplier
  5359. This is multiplied by the final armor value after all armors from \'m_damageMultiplier\' have been calculated.
  5360.  
  5361. m_stages
  5362. Each stage defines scaled values based on time spent in that stage.\n\tEnd Duration = Total time at which the stage ends.\n\t\tThis should always be larger than the previous stage.\n\t\tAfter the final stage, no additional time scaling will be added.\n\tBase Value = Reward table which defines the base value during this stage.\n\tMultiplier = Multiplies the base value with time spent in this stage.\n\tMultiplier Duration = Time that corresponds with one multiplier.\n\t\tReward amount for each stage = Base Value x Multiplier x (time in stage / Multiplier Duration)
  5363.  
  5364. m_standardSwatch
  5365. The swatch to use when the standard display mode is active.
  5366.  
  5367. m_starPointTomeData
  5368. This is for tome related stuff.
  5369.  
  5370. m_starPointsGrantedLocFormat
  5371. Formatting string for the number of star points this tome page grants
  5372.  
  5373. m_startDurationSeconds
  5374. How long should the indicator be visible after its game object is assigned.
  5375.  
  5376. m_startTime
  5377. Start time to earn these progression events. This is a UTC time by default and in YYYY-MM-DD format.
  5378.  
  5379. m_startTime
  5380. Time when content becomes available, relative to the start of the event.
  5381.  
  5382. m_startingValue
  5383. (Optional) Reward table which defines a starting value. Scaled values will be added to this.
  5384.  
  5385. m_stateATotalPhaseTime
  5386. Total duration of state A. This allows triggering the state before the whole state duration has expired, in order to sync with other effects. This must be longer than m_stateATriggerDelaySeconds.
  5387.  
  5388. m_stateATriggerDelaySeconds
  5389. Seconds until we trigger a state change out of State A. We don\'t trigger the state change until this timer has expired.
  5390.  
  5391. m_stateBTotalPhaseTime
  5392. Total duration of state B. This allows triggering the state before the whole state duration has expired, in order to sync with other effects. This must be longer than m_stateBTriggerDelaySeconds.
  5393.  
  5394. m_stateBTriggerDelaySeconds
  5395. Seconds until we trigger a state change out of State B. We don\'t trigger the state change until this timer has expired.
  5396.  
  5397. m_stateful
  5398. If Stateful, the aspect will be added when the unit\'s life enters the threshold, and is removed when the the life is no longer in the threshold.
  5399.  
  5400. m_statefulRandom
  5401. For when order depends on remembering some state
  5402.  
  5403. m_staticIcon
  5404. The image to display in static contexts.
  5405.  
  5406. m_staticRewardIcon
  5407. The image to display in rewards UI.
  5408.  
  5409. m_stats
  5410. The stats to display in the tooltip.
  5411.  
  5412. m_stats
  5413. The unit stats associated with this mini.
  5414.  
  5415. m_statue
  5416. Statue to display in the tooltip
  5417.  
  5418. m_statue
  5419. The statue image to display on a button in the command panel and in glue.
  5420.  
  5421. m_statue
  5422. The statue of the unit with the skin.
  5423.  
  5424. m_statue
  5425. The statue of the unit with the talent.
  5426.  
  5427. m_statueIconProgressInset
  5428. The amount to adjust the area to show progress on the button image.
  5429.  
  5430. m_statuePrefab
  5431. The prefab for the model used in the collection screen.
  5432.  
  5433. m_statuePrefab
  5434. The prefab for the model used in the collection screen.
  5435.  
  5436. m_statuePrefab
  5437. The prefab for the model used in the collection screen.
  5438.  
  5439. m_status
  5440. Production status of the badge
  5441.  
  5442. m_status
  5443. Production status of the dungeon.
  5444.  
  5445. m_status
  5446. Production status of the field
  5447.  
  5448. m_status
  5449. Production status of the map.
  5450.  
  5451. m_status
  5452. Production status of the modifier.
  5453.  
  5454. m_status
  5455. This asset is for testing purposes only, and should never be released
  5456.  
  5457. m_staysActiveWhenViewed
  5458. When enabled, the badge will remain active after passively viewing its content.\nUsed for badges which are cleared explicitly through other means.
  5459.  
  5460. m_stdDevLeaderHonor
  5461. The expected std dev honor for individual leaders.
  5462.  
  5463. m_stopChannelRange
  5464. How close does the target have to be before we stop channeling.
  5465.  
  5466. m_stopOperations
  5467. Operations to execute anytime the ability stops executing without finishing.
  5468.  
  5469. m_storeBuckets
  5470. This is to configure store buckets.
  5471.  
  5472. m_storeCurrencyRewardForCampaignMission
  5473. Amount of Store currency rewarded per campaign mission, added to Campaign Completion rewards.
  5474.  
  5475. m_storeCurrencyType
  5476. Currency used for End Of Game Store currency rewards
  5477.  
  5478. m_storeDescription
  5479. The description to display in the store screens.
  5480.  
  5481. m_storeFrontSection
  5482. Optional: Store Front Section Reference
  5483.  
  5484. m_storeGridItemRequirements
  5485. The store grid item that will be considered when progressing this challenge.
  5486.  
  5487. m_storeManagerSettings
  5488. This is to configure store progression.
  5489.  
  5490. m_storeOfferIcon
  5491. The image displayed in store offer.
  5492.  
  5493. m_storeOfferRequirements
  5494. The store offer that will be considered when progressing this challenge.
  5495.  
  5496. m_storeOfferTextColor
  5497. Store Offer Text Color.
  5498.  
  5499. m_storeRewardDescription
  5500. The description of the currency in store offers
  5501.  
  5502. m_storeSections
  5503. All sections containing store offers
  5504.  
  5505. m_str
  5506. What to display in the load screen.
  5507.  
  5508. m_strategyW
  5509. Play Score: strategyW - how much each lane\'s strategy value is worth to D.O.G.S.L score
  5510.  
  5511. m_stringArray
  5512. A string array
  5513.  
  5514. m_stringList
  5515. A string list
  5516.  
  5517. m_stringScalar
  5518. A scalar string
  5519.  
  5520. m_subExperienceReference
  5521. Reference to the sub experience.
  5522.  
  5523. m_subExperiences
  5524. Sub experiences within this sequence.
  5525.  
  5526. m_subtitle
  5527. The string shown when subtitles are turned on.
  5528.  
  5529. m_subtitleConfig
  5530. Subtitle configuration.
  5531.  
  5532. m_supportWeight
  5533. Offensive Productivity: overal value of supporting friends
  5534.  
  5535. m_supportableFriendMinHealthPct
  5536. Offensive Productivity - supportableFriendMinHealthPct
  5537.  
  5538. m_supportedEogResults
  5539. What EOG result we want to listen for.
  5540.  
  5541. m_supporterScoreValue
  5542. Offensive Productivity: supporterScoreValue
  5543.  
  5544. m_surface
  5545. The surface type of the primary material used to decide what sound to play when being mined.
  5546.  
  5547. m_surface
  5548. The surface type of the primary material used to decide what sound to play when taking damage.
  5549.  
  5550. m_surgeDefaultDifficultyAdjustment
  5551. Arclight Surge - difficulty adjustment that will be used if a player doesn\'t already have a setting stored in their profile.
  5552.  
  5553. m_surgeGoldReduction
  5554. Arclight Surge - amount of gold reduction per adjustment
  5555.  
  5556. m_surgeMaxDifficultyAdjustment
  5557. Arclight Surge - The maximum difficulty adjustment that will be stored in the player\'s profile.
  5558.  
  5559. m_surgeMinDifficultyAdjustment
  5560. Arclight Surge - The minimum difficulty adjustment that will be stored in the player\'s profile.
  5561.  
  5562. m_surgeMissionPoints
  5563. Warchest Points awarded for Surge mission victories
  5564.  
  5565. m_surgeModeRotation
  5566. Timed surge mode rotation data.
  5567.  
  5568. m_surgeModifierRotation
  5569. Timed surge modifier rotation data.
  5570.  
  5571. m_surgeReward
  5572. This is the reward the surge will get
  5573.  
  5574. m_surgeText
  5575. Description of what the surge does. Will display at the beginning of the mission.
  5576.  
  5577. m_surgeZoneRewards
  5578. Rewards given for completing an Arclight Surge Zone
  5579.  
  5580. m_surveySettings
  5581. Configuration related to in-game user surveys
  5582.  
  5583. m_swapOnOwernshipChange
  5584. If set this unit\'s skin will change when the unit\'s owning army changes.
  5585.  
  5586. m_switchesHavePriority
  5587. When this mini is selected, if this is checked switches will have priority and you will not be able to play on them. Otherwise the switch will be disabled.
  5588.  
  5589. m_syncWithTime
  5590. For non-random decks, optionally sync card choice with the current time.\nThe chosen card is determined by skipping cards for each elapsed period since the sync start time.
  5591.  
  5592. m_synergyPlayAgressivenessCancel
  5593. SynergyPlay - m_synergyPlayAgressivenessCancel
  5594.  
  5595. m_synergyPlayAgressivenessEnable
  5596. SynergyPlay - synergyPlayAgressivenessEnable
  5597.  
  5598. m_synergyPlayPart2ScoreBonus
  5599. SynergyPlay - synergyPlayPart2ScoreBonus how much to boost play score when waiting to play 2nd
  5600.  
  5601. m_synergyPlaySavingDiscount
  5602. SynergyPlay - synergyPlaySavingDiscount cost is cost of mini a + cost of mini b - m_synergyPlayCostOffset
  5603.  
  5604. m_synnergyGrid
  5605. AI Tags that Synnergize with each other.
  5606.  
  5607. m_talent
  5608. The talent of the mini to add.
  5609.  
  5610. m_talent
  5611. if override talent is set, this will be the talent to use. (Can be empty)
  5612.  
  5613. m_talentBehavior
  5614. The behavior for talent overrides to take when using this army.
  5615.  
  5616. m_talentMappings
  5617. Maps talents from the matched Mini to the replacement Mini.
  5618.  
  5619. m_talentOverrides
  5620. Use to override mini data based on a mini\'s equipped talent. It is not valid to have a talent in overrides that is not in m_availableTalents.
  5621.  
  5622. m_talentPermission
  5623. The permission required to buy talents.
  5624.  
  5625. m_talentSettings
  5626. This is for talents.
  5627.  
  5628. m_talents
  5629. Add additional aspects and reactors to the unit based on which talent they have equipped. If no talent is specified, the aspects and reactors will be added when no talent is equipped.
  5630.  
  5631. m_tankyPushValue
  5632. Offensive Productivity: tankyPushValue How much is having tanky tag worth to to push value
  5633.  
  5634. m_target
  5635. The object which should get charged.
  5636.  
  5637. m_target
  5638. The object which should get charged.
  5639.  
  5640. m_target
  5641. The object which should get leveled.
  5642.  
  5643. m_target
  5644. The object which should get this aspect.
  5645.  
  5646. m_target
  5647. The object which should get this aspect.
  5648.  
  5649. m_target
  5650. The object which should get this aspect.
  5651.  
  5652. m_target
  5653. The object which should lose this aspect.
  5654.  
  5655. m_target
  5656. The target to validate against. Check returns whether or not this location is within the range.
  5657.  
  5658. m_targetArrivalRange
  5659. How close does the missile need to be to the target before starting the pull
  5660.  
  5661. m_targetColliderCameraOffsetScale
  5662. TargetColliderCameraOffsetScale: Move the prefab in the direction of the camera, as a function of the size of the Position Selector object\'s AspectCollider\'s size. If the collider size is 2.5, then a TargetColliderCameraOffsetScale = 1 would move the prefab 2.5 units towards the camera. (This works additively with CameraOffsetDistance.)
  5663.  
  5664. m_targetLocation
  5665. What unit should we consider the \'target\' of the beam?
  5666.  
  5667. m_targetReturnAspect
  5668. The aspect to apply to the target while returning.
  5669.  
  5670. m_targetTravelAspect
  5671. The aspect to apply to the target while traveling to it.
  5672.  
  5673. m_targetUnitReference
  5674. Unit will move randomly between all units of this type.
  5675.  
  5676. m_targetUnits
  5677. The units to target with bananas
  5678.  
  5679. m_targetValidChecks
  5680. This check must pass for a target to be considered viable.
  5681.  
  5682. m_teamAlignment
  5683. The relative alignment of targets to the caster.
  5684.  
  5685. m_teamAlignment
  5686. The relative alignment of targets to the caster.
  5687.  
  5688. m_teamAlignment
  5689. The relative alignment of targets to the caster.
  5690.  
  5691. m_teamAlignment
  5692. The relative alignment of targets to the caster.
  5693.  
  5694. m_teamAlignment
  5695. The relative alignment of targets to the caster.
  5696.  
  5697. m_teamAlignment
  5698. The relative alignment of the caster and target.
  5699.  
  5700. m_teamAlignment
  5701. The required alignment of targets to the caster.
  5702.  
  5703. m_teamRotation
  5704. If true, the spawned unit will be facing the team direction; otherwise it will use identity facing.
  5705.  
  5706. m_telemetryAssetType
  5707. What type of telemetry step this is.
  5708.  
  5709. m_telemetryToFireOnComplete
  5710. Telemetry info to fire when the experience is completed.
  5711.  
  5712. m_teleportCasterOperations
  5713. These operations are run with the rune as the target
  5714.  
  5715. m_tempMaxBoardSlotLevel
  5716. The temporary max level for a board slot upgrade until all slots are at least level 1.
  5717.  
  5718. m_templateSplitter
  5719. Text used to split the template from the actual content
  5720.  
  5721. m_templates
  5722. Template string keys with associated template popup
  5723.  
  5724. m_testFixedSchedule
  5725. Schedule which overrides the normal Fixed Schedule for testing purposes.\nThis only takes effect in development builds, and only if the real schedule is already in the past.
  5726.  
  5727. m_textOverrideString
  5728. Optional text override string.
  5729.  
  5730. m_textSplitter
  5731. Text used to split different lines of text
  5732.  
  5733. m_texture
  5734. The texture to show on the indicator.
  5735.  
  5736. m_themeType
  5737. What type of tome theme is this
  5738.  
  5739. m_themedPages
  5740. Theme and page count of each subtheme in this Legendary tome (page counts must sum to overall page count, only fill out family/trait if you choose that theme)
  5741.  
  5742. m_tiltedSprite
  5743. Optional: Tilted Sprite
  5744.  
  5745. m_timeBetweenPacks
  5746. The interval between sapper pack spawns
  5747.  
  5748. m_timeBetweenVolleys
  5749. The interval between banana volleys
  5750.  
  5751. m_timeFormatData
  5752. Localization data for formatting time values
  5753.  
  5754. m_timeSyncPeriod
  5755. Time period used for syncing.\nEach elapsed period corresponds to one card in the deck, including any counts for multiple cards.
  5756.  
  5757. m_timeSyncStart
  5758. Reference time when syncing will start.\nThis corresponds to choosing the first card in the deck.
  5759.  
  5760. m_timing
  5761. (Optional) Timing rules which determine when this bonus is applied.
  5762.  
  5763. m_timing
  5764. Timing rules for when this offer is available once unlocked.
  5765.  
  5766. m_title
  5767. The title to display for this store section.
  5768.  
  5769. m_title
  5770. The title to use when displaying ranks in UI
  5771.  
  5772. m_title
  5773. Title of the popup when claiming items from this source.\n(Ex: Arclight Rumble Support)
  5774.  
  5775. m_titleIconSpriteRef
  5776. Title Icon Sprite that appears in front of the localized name in mission banner.
  5777.  
  5778. m_titleRef
  5779. The title to display in the tooltip.
  5780.  
  5781. m_toastDetails
  5782. Additional toast text defined in StoreOffer.\nIf unset by the offer, uses default text defined below.
  5783.  
  5784. m_toastDetails
  5785. Optional additional text displayed in toast popup when the offer is unlocked.\nIf unset, uses default text defined in CommerceSettings.
  5786.  
  5787. m_toastPopupModel
  5788. The optional toast to display when offered.
  5789.  
  5790. m_toastText
  5791. Text displayed in toast popup when the offer is unlocked
  5792.  
  5793. m_toastText
  5794. Toast text defined in StoreOffer
  5795.  
  5796. m_toggle
  5797. Whether or not this can be toggled off by tapping a second time.
  5798.  
  5799. m_toggleBackoffInSeconds
  5800. First value indicates seconds start of back off (should be more than one second), then flips between back off and sending must be incremental last value needs to indicate backoff (count needs to be odd), last value should be less then one minute i.e. 60 seconds
  5801.  
  5802. m_tokenAmount
  5803. Token amount to compare against.
  5804.  
  5805. m_tokenChange
  5806. This is the amount to change the token count.
  5807.  
  5808. m_tokenChangeEvents
  5809. These are the operation events that this aspect will listen to to change the token count.
  5810.  
  5811. m_tokenOpList
  5812. These operations will run when the token threshold is increased to this point.
  5813.  
  5814. m_tokenThreshold
  5815. This is the threshold needed for this token to run.
  5816.  
  5817. m_tokenThresholds
  5818. Assignable token data lives here. Each threshold comes with an operation to run.
  5819.  
  5820. m_tomeCount
  5821. The number of tomes to grant.
  5822.  
  5823. m_tomeData
  5824. This is for tome related stuff.
  5825.  
  5826. m_tomeFamily
  5827. Family of Minis to present in this theme
  5828.  
  5829. m_tomePagePermission
  5830. The permission required to buy any tome pages, even if a particular tome page\'s permissions have been acquired.
  5831.  
  5832. m_tomePermission
  5833. The permission required to buy tomes.
  5834.  
  5835. m_tomeTheme
  5836. Theme to apply to the Tome.
  5837.  
  5838. m_tomeTrait
  5839. Trait of Minis to present in this theme
  5840.  
  5841. m_tomeUiTheme
  5842. Theme to apply to the TomeWidget.
  5843.  
  5844. m_tooltip
  5845. Tooltip we want to make available.
  5846.  
  5847. m_tooltipColor
  5848. Color of the outline when active for a Tooltip
  5849.  
  5850. m_tooltipDescriptionRef
  5851. The description that is shown when pressing on the role panel for this role.
  5852.  
  5853. m_tooltipDescriptionRef
  5854. The description that is shown when pressing on the role panel for this type.
  5855.  
  5856. m_tooltipImage
  5857. The image that is shown when pressing on the role panel for this role.
  5858.  
  5859. m_tooltipImage
  5860. The image that is shown when pressing on the role panel for this type.
  5861.  
  5862. m_tooltipIndicators
  5863. Tooltip indicators that are valid for all missions.
  5864.  
  5865. m_topRanksToRetrieve
  5866. Top X ranks based on honor to retrieve for pvp leaderboards (cannot exceed 200)
  5867.  
  5868. m_total
  5869. Daily exp ceiling total
  5870.  
  5871. m_totalAbilityTime
  5872. The total time between when this ability starts before it can execute again. This can be looked at PeriodSeconds + Cooldown. Note, the global cooldown may extend beyond this time, and this does not include the ability\'s warmup time.
  5873.  
  5874. m_totalMissions
  5875. The number of quest missions which apply warmup rules.
  5876.  
  5877. m_totalRarityPointBands
  5878. The breakpoints of total rarity points needed per rarity
  5879.  
  5880. m_touchCountMinimum
  5881. The number of touches that must be active simultaneously.
  5882.  
  5883. m_towerGoldValue
  5884. Confidence - Gold Value of a tower used by saturated lane penalty and defenseoffense formula
  5885.  
  5886. m_towerWoundedThreatScaleTimeSecAmount
  5887. Gold Saving - Each Tower ThreatScale Seconds Amount
  5888.  
  5889. m_towerWoundedThreatScaleTimeSecMin
  5890. Gold Saving - Each Tower ThreatScale Seconds Min
  5891.  
  5892. m_trackScreenSpaceInAnimator
  5893. If set, the animator will be populated with this object\'s x and y in screen space. Use Animation Parameter ScreenSpaceX and ScreenSpaceY.
  5894.  
  5895. m_trackScreenSpaceUseTeamDirection
  5896. If set, the animator will be populated with this object\'s x and y in screen space. Use Animation Parameter ScreenSpaceX and ScreenSpaceY.
  5897.  
  5898. m_trait
  5899. Trait
  5900.  
  5901. m_traitRequirements
  5902. If requirements are met, traits that advance this challenge.
  5903.  
  5904. m_traitRewards
  5905. Owned trait rewards
  5906.  
  5907. m_traits
  5908. (Optional) If supplied, this unit will override the traits of the mini that spawned it
  5909.  
  5910. m_traits
  5911. The traits / special abilities associated with this mini.
  5912.  
  5913. m_traits
  5914. The traits / special abilities associated with this mini. Used in UI.
  5915.  
  5916. m_traits
  5917. Trait of Minis included in this theme
  5918.  
  5919. m_transitionDuration
  5920. How quickly the post process stack lerps from State A color to State B color.
  5921.  
  5922. m_transitionOperation
  5923. The operation to run on each phase 2 unit once all phase 1 units are dead.
  5924.  
  5925. m_trapUnitRef
  5926. The unit to spawn at markers
  5927.  
  5928. m_travelSpeed
  5929. Speed when traveling to the target.
  5930.  
  5931. m_travelerUnit
  5932. The unit that travels to the target.
  5933.  
  5934. m_treatAsDiscoveredMini
  5935. Set this if you want the player to get a specific different discovered mini when encountering this mini. This is useful for ai only minis.
  5936.  
  5937. m_trigger
  5938. How will this be triggered.
  5939.  
  5940. m_trigger
  5941. What should trigger this sequence to begin.
  5942.  
  5943. m_triggerGoldEarnedResponse
  5944. Disable this if you don\'t want this operation to trigger gold earned responses on the modify location
  5945.  
  5946. m_triggerPeriodHours
  5947. The number of hours in one trigger period.\nUsed to advance to the next trigger if the current schedule time has already passed.
  5948.  
  5949. m_triggerType
  5950. The type of game event that causes this notification to appear, used to determine special handling.
  5951.  
  5952. m_triggerType
  5953. The type of game event that causes this prompt to appear
  5954.  
  5955. m_troopRarity
  5956. Currency granted for each troop rarity point over the maximum
  5957.  
  5958. m_troopRarity
  5959. The troop target rarity for mini rarity overrides.
  5960.  
  5961. m_turret
  5962. The turret to rotate towards the target.
  5963.  
  5964. m_turret
  5965. The turret to rotate towards the target.
  5966.  
  5967. m_turretInstance
  5968. The specific turret to monitor.
  5969.  
  5970. m_turretLocation
  5971. The location of the turret to modify.
  5972.  
  5973. m_turretReference
  5974. The type of the turret to modify.
  5975.  
  5976. m_tutorialCenterZone
  5977. Reference to the tutorial center model
  5978.  
  5979. m_type
  5980. The field type
  5981.  
  5982. m_type
  5983. This will define how it is displayed in the UI.
  5984.  
  5985. m_type
  5986. Type of challenge.
  5987.  
  5988. m_uiDisplaySequence
  5989. Display sequence we want to trigger.
  5990.  
  5991. m_uiSequenceTutorial
  5992. UI Sequence for Tutorial
  5993.  
  5994. m_uiTimerOffset
  5995. 2d offset of the ui timer
  5996.  
  5997. m_unboundedSpawn
  5998. If true, creeps will spawn irrespective of existing spawns.
  5999.  
  6000. m_uncontestedGoldMultiplier1Gold
  6001. Play Score: uncontestedGoldMultiplier1Gold - when uncontested a gold or treasure with 1 gold acts like 1 x this value
  6002.  
  6003. m_uncontestedGoldMultiplier2Gold
  6004. Play Score: uncontestedGoldMultiplier2Gold - when uncontesteda gold or treasure with 2 gold acts like 2 x this value
  6005.  
  6006. m_uncontestedGoldMultiplier3Gold
  6007. Play Score: uncontestedGoldMultiplier1Gold - when uncontesteda gold or treasure with 3 or more gold acts like number x this value
  6008.  
  6009. m_unifiedMultiplier
  6010. The largest positive and smallest negative values will be added together to multiply the input.
  6011.  
  6012. m_unit
  6013. The unit to morph into.
  6014.  
  6015. m_unit
  6016. The unit type to search the map for.
  6017.  
  6018. m_unitCheck
  6019. Check we\'ll perform for any of the Unit or Mini-based triggers.
  6020.  
  6021. m_unitFlag
  6022. The type of unit to get the count for.
  6023.  
  6024. m_unitFlags
  6025. Only trigger for units with these flags
  6026.  
  6027. m_unitFlags
  6028. Specify the unit flags for this unit. This is used to filter out objects using Checks.
  6029.  
  6030. m_unitFlags
  6031. The Unit Flags to combine to the base Unit Flags.
  6032.  
  6033. m_unitPreviewVideoFilename
  6034. The filename of the video located in src/Videos to demonstrate what a mini does. Used in UI.
  6035.  
  6036. m_unityLayerIndex
  6037. The unity layer index to override the prefab to. Will override all children as well.
  6038.  
  6039. m_unlockDescription
  6040. The short description to display to player on how to unlock an avatar.
  6041.  
  6042. m_unlockName
  6043. A short name that may be displayed to players to say which portrait this is.
  6044.  
  6045. m_unlockPermission
  6046. The permission required to start awarding quests.
  6047.  
  6048. m_unlockPermission
  6049. The permission required to unlock the activity tracker
  6050.  
  6051. m_unlockPermission
  6052. The permission required to unlock this continent
  6053.  
  6054. m_unlockPermission
  6055. The permission required to unlock this zone
  6056.  
  6057. m_unlockPermission
  6058. The unlock permission for the avatar.
  6059.  
  6060. m_updateCooldownWithNoCharges
  6061. Whether or not to update the cooldown when the ability doesn\'t have any charges.
  6062.  
  6063. m_upgradeClearReward
  6064. The army upgrade reward for clearing a full dungeon sequence.
  6065.  
  6066. m_upgradeCost
  6067. The amount of currency needed to upgrade to this rarity.
  6068.  
  6069. m_upperBound
  6070. The upper rating limit of this bucket. exclusive value. Use -1 for unbounded upper limit.
  6071.  
  6072. m_url
  6073. URL used to log in
  6074.  
  6075. m_urlCreateAccount
  6076. URL used to create an account
  6077.  
  6078. m_urlScheme
  6079. The URL scheme that should be used to accept the incoming authentication result
  6080.  
  6081. m_useActiveTweenDestination
  6082. This is used for Tweens that dont have there Group Desitantion baked into a prefab.
  6083.  
  6084. m_useAttackSpeedModifier
  6085. Whether or not this ability respects the attack speed modifier.
  6086.  
  6087. m_useCameraOffset
  6088. Should we move the prefab in the direction of the camera?
  6089.  
  6090. m_useCount
  6091. If set to a value greater than 0. This army buff can only be applied this number of times per stack. Adding a use count will disable this army buff for auto spawned units.
  6092.  
  6093. m_useGridOverridePermission
  6094. The permission required to use Grid Override currency.
  6095.  
  6096. m_useGridResetPermission
  6097. The permission required to use Big Red Button currency.
  6098.  
  6099. m_useLargeBase
  6100. You can opt to display a large mini base
  6101.  
  6102. m_useLifetimeTimer
  6103. Use this you want to automatically orphan an effect after a given duration. -- Should always be on -- unless you are confident that there is another mechanism that will turn this effect off. Otherwise it will lead to a memory leak.
  6104.  
  6105. m_useLocalTime
  6106. Whether to use local time instead of UTC time when checking eligibility.
  6107.  
  6108. m_useMissileTargetAttachment
  6109. This missile will target the Ref_Target_Missile attachment point of the target.
  6110.  
  6111. m_useMissileTargetAttachment
  6112. This missile will target the Ref_Target_Missile attachment point of the target.
  6113.  
  6114. m_useMorphUnitAssetForData
  6115. When true, uses the values from the Unit set here instead of the original Unit for Unit Flags
  6116.  
  6117. m_useOriginalTalentIfNoTalentMappingMatches
  6118. Whether to use the Talent from the original Mini if no mapping match is found in TalentMappings
  6119.  
  6120. m_usePurchasePermissionAfterSeason
  6121. After this pvp season, change the purchase permission
  6122.  
  6123. m_useRangeAmount
  6124. Use a min/max range instead of a single value.
  6125.  
  6126. m_useSeasonalEventOverrides
  6127. Retrives all art from Seasonal Event Data.
  6128.  
  6129. m_useShadowOffset
  6130. Draw the unit\'s shadow as if the unit was on the ground. Usually used for flying units.
  6131.  
  6132. m_useSparseTable
  6133. A sparse table allows defining only specific progression values, rather than a full range
  6134.  
  6135. m_useTeamDirection
  6136. When set will use the team direction to spawn.
  6137.  
  6138. m_userFacingStringArray
  6139. An array of User Facing String\'s
  6140.  
  6141. m_userFacingStringScalar
  6142. A scalar Use Facing String
  6143.  
  6144. m_userInteractionAssets
  6145. Contains all user interaction assets that must be made available to load early.
  6146.  
  6147. m_userInteractionReference
  6148. User interaction ref.
  6149.  
  6150. m_validVictoryStates
  6151. Required victory states to advance this challenge. Defaults to Victory if empty.
  6152.  
  6153. m_validator
  6154. The profile validator
  6155.  
  6156. m_valorUpgradeCurrencyCost
  6157. The cost of each army upgrade.
  6158.  
  6159. m_valorUpgradeCurrencyType
  6160. Game currency used for army upgrade upgrades.
  6161.  
  6162. m_valorUpgradePermission
  6163. When valor upgrades are unlocked
  6164.  
  6165. m_value
  6166. Number of expected targets in search area.
  6167.  
  6168. m_variableCost
  6169. Does this unit scale its cost with the current gold count?
  6170.  
  6171. m_variableCostMax
  6172. If using variable cost, what is the maximum cost this can be?
  6173.  
  6174. m_variableCostMin
  6175. If using variable cost, what is the minimum cost this can be?
  6176.  
  6177. m_variableCostSpawns
  6178. If using variable cost, what is the maximum cost this can be?
  6179.  
  6180. m_variant
  6181. Check will pass if any of these variants are set
  6182.  
  6183. m_variationName
  6184. Optional internal name representing a variation of a product, for clarification in PMT.\nThis will only be appended to the internal PMT product name. It will never be shown to players.
  6185.  
  6186. m_verticalOffset
  6187. Vertical/Y offset applied to the trigger.
  6188.  
  6189. m_vfxBgPrefab
  6190. Prefab to be instantiated within StoreOfferSlot.
  6191.  
  6192. m_vfxDoorOpeningBackPrefab
  6193. Prefab to be instantiated when opening doors.
  6194.  
  6195. m_vfxDoorOpeningFrontPrefab
  6196. Prefab to be instantiated when opening doors.
  6197.  
  6198. m_victoryExpRewardMultiplier
  6199. Reward table value will be multiplied by this
  6200.  
  6201. m_victoryExpRewardTable
  6202. Reward table that defines the end of match XP for the first X clears of a mission (X is the number of assist clears, defined per mission in RaidSequence)
  6203.  
  6204. m_victoryStatesAffectAllLeaders
  6205. Quests with these victory states will apply the ELO change to all leaders.
  6206.  
  6207. m_viewPermission
  6208. The permission required to view this zone
  6209.  
  6210. m_virtualCurrencyPrices
  6211. Prices in virtual currencies.
  6212.  
  6213. m_visibleToPerspectiveAlly
  6214. Whether the icon is visible to allied players.
  6215.  
  6216. m_visibleToPerspectiveHostile
  6217. Whether the icon is visible to hostile players.
  6218.  
  6219. m_visibleToPerspectiveNeutral
  6220. Whether the icon is visible to neutral players.
  6221.  
  6222. m_visibleToPerspectiveSelf
  6223. Whether the icon is visible to you.
  6224.  
  6225. m_volleySpreadDistance
  6226. The distance between the targeted unit and each shot\'s impact position
  6227.  
  6228. m_waitDelay
  6229. The time in seconds the unit will wait at a destination before moving to a new one.
  6230.  
  6231. m_waitDelay
  6232. The time in seconds the unit will wait at a destination before moving to a new one.
  6233.  
  6234. m_waitForOperationCompleted
  6235. Display sequence we want to trigger.
  6236.  
  6237. m_waitTimeOperations
  6238. This operation is run after wait delay is expired.
  6239.  
  6240. m_waitTimeOperations
  6241. This operation is run after wait time delay is expired.
  6242.  
  6243. m_waitWithUnscaledTime
  6244. If we should use unscaled time or not.
  6245.  
  6246. m_waitingAspect
  6247. Aspect added while waiting for boss to activate the rune.
  6248.  
  6249. m_waitingAspect
  6250. Aspect applied to owner when waiting a different printer.
  6251.  
  6252. m_warchestSettings
  6253. Warchest specific tuning data - Reference for Server or Editor use only
  6254.  
  6255. m_warmupMissions
  6256. Settings for initial warmup missions.
  6257.  
  6258. m_warmupSeconds
  6259. The time after target acquisition before the ability can start executing. Only resets after acquiring a new target.
  6260.  
  6261. m_warningUnit
  6262. The unit that designates incoming artillery shots
  6263.  
  6264. m_waypoint1Operations
  6265. These operations are run with waypoint1 as the target.
  6266.  
  6267. m_waypoint2Operations
  6268. These operations are run with waypoint1 as the target.
  6269.  
  6270. m_weeklySchedule
  6271. Schedule that denotes when the list rotates to a new item
  6272.  
  6273. m_wholeArmy
  6274. If set, no family/trait/type mini filters are applied.
  6275.  
  6276. m_wildcardNameRef
  6277. The name to display in the collection/glue screens when displayed as a wildcard.
  6278.  
  6279. m_wildcardPurchaseGoldCostRef
  6280. The amount of gold required to purchase this mini in the store.
  6281.  
  6282. m_winInflation
  6283. Linear-interpolation of extra points for games won while having honor in the given range.
  6284.  
  6285. m_winModifyAmount
  6286. The amount to change the level modifier for each win.
  6287.  
  6288. m_winStreakBands
  6289. Win streak bands used to determine the honor bonus multiplier in a given range
  6290.  
  6291. m_wingProgressionEventReward
  6292. Progression event reward for beating all missions in this wing for the first time ever. Must be a reward of type ProgressionEvent that contains 1 reward.
  6293.  
  6294. m_wingRepeatReward
  6295. Reward for beating all missions in this wing (past the first time ever).
  6296.  
  6297. m_worldBossesSequence
  6298. Content sequence list of world bosses. These do not grant the campaign reward above
  6299.  
  6300. m_worldLayer
  6301. The check will only pass if the target is in this layer.
  6302.  
  6303. m_worldLayer
  6304. This is how we know what to search for with abilities and line of sight checks.
  6305.  
  6306. m_worldLayer
  6307. Which layers are included in the search.
  6308.  
  6309. m_worldLayerMask
  6310. Which layers are included in this ring.
  6311.  
  6312. m_worldLayerMask
  6313. Which layers are included in this ring.
  6314.  
  6315. m_worldLayerMask
  6316. Which layers are included.
  6317.  
  6318. m_woundDuration
  6319. How long is the unit considered wounded after it takes damage.
  6320.  
  6321. m_woundDurationSeconds
  6322. How long should the indicator be visible after damage is taken.
  6323.  
  6324. m_wwiseEvent
  6325. The Wwise audio event that is triggered by this reactor.
  6326.  
  6327. m_wwiseEvent
  6328. The Wwise audio event that is triggered by this reactor. This audio is played once as a fire-and-forget event
  6329.  
  6330. m_wwiseEventArray
  6331. An array of Wwise Event\'s
  6332.  
  6333. m_wwiseEventScalar
  6334. A scalar Wwise Event
  6335.  
  6336. m_xp
  6337. Currency granted for mini XP over the maximum
  6338.  
  6339. m_xpBoost
  6340. Additional boost applied to the mini XP grant.
  6341.  
  6342. m_xpBoost
  6343. The XpBoost which defines the reward table, ui strings and ossociated art.
  6344.  
  6345. m_zone
  6346. The zone to exclude.
  6347.  
  6348. m_zoneColor
  6349. Color applied to the zone item in the world map and mission list
  6350.  
  6351. m_zoneRequirements
  6352. The zones that will be considered when progressing this challenge.
  6353.  
  6354. m_zones
  6355. List of zones and their rewards
  6356.  
  6357. m_zones
  6358. Zones existing on this continent
  6359.  
  6360. m_zonesDeck
  6361. Random Deck set up for Zones
  6362.  
  6363.  
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