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- | t.me/RUMBLE_DM |
- |______________________________|
- Warcraft Rumble Tooltips | 2118\2118 | v11.1.0.112758
- class Aspect
- Components that control unit behavior.
- class AspectArmyAIMember
- Apply flags to units so that the ai system treats them differently.
- class AspectDeployCount
- Keeps track of the number of times the owner of this aspect has been deployed. Can be used by OperationRepeat.
- class AspectGoldEarnedesponse
- Use to trigger an operation when this unit causes it\'s army to gain gold.
- class AspectGoldMinedResponse
- Use to trigger an operation when something mines gold from this unit
- class AspectLife
- Controls unit health and death effects.
- class AspectPhases
- Controls application of abilities based off of the health of the owning Unit.
- class AspectToggle
- Used to hide switches when they are not owned by the local player
- class CurrencyConfiguration
- Configuration for currencies in Gryphon
- class GuildBadge
- A guild badge which can be used to represent a guild
- class GuildData
- Guild configuration
- class GuildField
- A custom field that is supported on a guild
- class GuildMemberProfileData
- Guild configuration
- class GuildProfileCollection
- A profile key collection for guild profile data
- class GuildProfileKey
- A profile key entry for guild profile that can be read or written by a user
- class MutatorsWithSkullThreshold
- Collections of mutators with a required skull level to activate them in Arclight Surge.
- class PlayerProfileCollection
- A profile key collection for player profile data
- class PlayerProfileKey
- A profile key entry for a player profile that can be read or written by a user
- class ProfileData
- Profile configuration
- class RealMoneyCurrencyType
- A currency type which can be used to purchase things and earned
- class StarPointTomeData
- Star Point Tome configuration data
- class VirtualCurrencyType
- A currency type which can be used to purchase things and earned but not purchased through real money
- m_FTUECompletionKey
- The key that is marked true when the player completes the FTUE for this feature
- m_abExperimentalValueTest
- An ab experiment group enabled value for running tests on.
- m_abGroupGlobalData
- Define the AB Experiments, so fields in data can refer to them
- m_abGroups
- 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.
- m_ability
- If set, will only track the last ability target of the specified ability.
- m_ability
- The specific ability that we are listening for.
- m_abilityAcquisition
- What this ability can acquire
- m_abilityDescriptionRef
- The leader ability description to display in the mini info display.
- m_abilityTargetFailDurationSeconds
- 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.
- m_abortOnGameEnd
- Whether to stop and clean up or continue this sequence when the game ends.
- m_abortThresholdSeconds
- Time, in seconds, until a play can be canceled by the player by lifting their finger. Disabled if set to 0.
- m_acceptedProfileKey
- The PlayerProfile key that tracks if the player ever accepted a review request.
- m_accessLevel
- Who can access this Deploy Area
- m_acquireAlignment
- Whether to acquire allies or enemies.
- m_acquireDead
- Whether or not this ability looks for targets that are dead.
- m_acquireHeight
- How high this trigger is.
- m_acquirePathConeDegrees
- Half-arc of cone check for path nodes in degrees. Value of 0 means no cone check.
- m_acquirePathConeOffset
- 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.
- m_acquirePathLimit
- Maximum length of path to target. 0 means any length, but path still required unless disabled.
- m_acquirePriority
- How to choose the best target when there\'s more than one in range.
- m_acquireRadius
- How far away does the ability scan for targets.
- m_acquireRadius
- Radius of the tower\'s acquisition range.
- m_acquireStealthed
- Whether or not this ability looks for targets that are stealthed.
- m_acquireTargetsInCooldown
- 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
- m_activateChecks
- The check to run before activation is allowed
- m_activateGoldCost
- Gold cost ot activate
- m_activateOperations
- Operations to run when activated.
- m_activatingAspect
- Aspect added while \'exploding\'.
- m_activatingTime
- How long before the rune will teleport the units inside. Also determines how long the Activating Aspect is applied.
- m_activeAspects
- Aspects to apply to this object when active
- m_activeDuration
- How long (in seconds) after becoming activated before automatically deactivating.
- m_activeFamilyOfferTitles
- Custom offer titles associated with the active family.
- m_activeNotifications
- All notifications schedulable by the client, listed from highest priority to lower. Higher priority can preempt lower.
- m_activeReviewRequests
- All ReviewRequests active in the game
- m_activeSubject
- The aspect used to indicate a target unit is already active
- m_activeSurveys
- All surveys active in the game
- m_activity
- React when the active state of the attached game object changes to this
- m_activity
- The type of input to respond to.
- m_activity
- To use this, add a call to NestedReactor.HandleEvent to the desired event
- m_activityList
- A list of activities that can contribute to activity tracker progress
- m_activityTrackerSettings
- Configuration for all activity tracker related stuff
- m_adaptiveDifficultyData
- Configuration data related to hidden adaptive difficulty.
- m_addIncomingDamageToTarget
- This ability adds to the target\'s incoming damage.
- m_addIncomingDamageToTarget
- This missile adds to the target\'s incoming damage.
- m_addIncomingDamageToTarget
- This missile adds to the target\'s incoming damage.
- m_additionalMinisForQuests
- 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
- m_additionalOffer
- Additional store offer which may be claimed when this bonus is active.
- m_additiveMultiplier
- Stacking multiplier of the base value. Use this for scaling instead of gameplay buffs.
- m_adjustmentPerAverageDelta
- Adjustment based on the rarity point delta above the average
- m_adjustmentPerCapDelta
- Adjustment based on the rarity point delta above maximum rarity
- m_adjustmentPerUpgradeDelta
- Adjustment based on how close a mini will be to upgrading to the next tier
- m_adjustmentSettings
- 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.
- m_adjustmentUnownedMini
- Adjustment for unowned minis
- m_affectsColumn
- Determines if the grid override applies to the items in its column.
- m_affectsRow
- Determines if the grid override applies to the items in its row.
- m_affordableSupporterScoreValue
- Offensive Productivity: affordableSupporterScoreValue
- m_ai
- Apply to ai armies.
- m_ai
- Apply to ai armies.
- m_aiArmyGlobalGoldAdjustment
- Globally Tune the gold income for ai controlled armies.
- m_aiFallbackEnabled
- Specifies whether AI match fallback is enabled.
- m_aiFallbackQueueTime
- The queue time range (randomized) for AI fallback matches
- m_aiOverrideMini
- Override with this mini when assigned to the AI. eg. Raptor3 instead of Raptor1
- m_aiSingleton
- This is for artificial intelligence constants.
- m_aiTags
- AITags to put on the unit for the duration of the aspect
- m_alertAtSecondsRemaining
- Trigger quest alert at this time remaining.
- m_alignment
- Do we care if they are on the same team?
- m_alignment
- For which perspective is this tooltip enabled.
- m_alignmentFilter
- Which Army this target applies to, in relation to the Unit the Aspect is on
- m_alignmentFilter
- Who is blocked from deploying unbounds in this area
- m_alignmentRelativeToLocalArmy
- Alignment relative to the army that the user currently owns. In most cases, Enemy == the AI, Ally == player.
- m_alignmentRelativeToLocalArmy
- Alignment relative to the army that the user currently owns. In most cases, Enemy == the AI, Ally == player.
- m_allowActiveParentPurchaseBypass
- Allow child offer purchase if parent is active. This should be set on the child offer
- m_allowDisabled
- Allow for disabled aspects when checking
- m_allowDisabled
- Allow for disabled aspects when checking
- m_allowInOperations
- 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.
- m_allowLaneReevaluation
- Allow the unit to reaquire lanes during gameplay (e.g. after combat).
- m_allowMiniPlayWhilePaused
- If we should allow for minis to be playable while paused.
- m_alwaysNonRandom
- When set, cards will always be drawn in the fixed order defined here.
- m_amount
- Amount to advance. Negative numbers are allowed (-1 to go back 1).
- m_amount
- Creature count to compare against.
- m_amount
- How many instances of the mini to add to the deck.
- m_amount
- How much to increase life by.
- m_amount
- How much to modify gold. Negative values will reduce gold.
- m_amount
- How much to modify life.
- m_amountPerScorePoint
- how much earns one challenge score point. Does not save between sessions
- m_amountWithIconText
- Amount format string including the currency icon.\nUsed when dynamically inserting currency amounts into display text.
- m_anchor
- Which transform root to use when placing this prefab
- m_androidDisclaimerLink
- Android Disclaimer Link
- m_androidDisclaimerLinkText
- Android Disclaimer Link Text
- m_angle
- The angle of this box added to the angle of the unit.
- m_animParam
- Drives the anim params on the puller while active. Use {Anim Param}_IsDelayed and {Anim Param}_IsReturning in the animator.
- m_animParamName
- Animator Transition Variable Base *. Usage \'*_WorkFraction\' for 0-1 between activations
- m_animParamName
- The animation paramater (bool) to activate on the model of any unit this aspect is applied to.
- m_animParamName
- The animation paramater (bool/trigger) to activate on the model of any unit this aspect is applied to.
- m_animParamName
- This name specifies which animation parameter will be set in this unit\'s animation graph when this ability is executing this phase.
- m_animParamName
- This name specifies which animation parameter will be set in this unit\'s animation graph when this ability is executing.
- m_animParameter
- The animation parameter to set while in combat.
- m_animationCullMode
- Performance optimization that causes the bone positions to not be updated when renderers are not visible.
- m_animationState
- The animation to use.
- m_anyDamageType
- Blink if the damage is of any of these types.
- m_anyDamageType
- The response will trigger if the damage is of any of these types.
- m_anyDamageType
- The response will trigger if the damage is of any of these types.
- m_anythingButLeader
- If set to to true, anything will pass as long as its not a leader. This will short circuit the restof the filtering logic.
- m_aoeSpellPointScoreValue
- Productivity: aoeSpellPointScoreValue
- m_appFirstInstallDateProfileKey
- Public Profile key for app install timestamp
- m_appId
- The App ID, which is used to construct the Tassadar URL app query parameter
- m_appleDisclaimerLink
- Apple Disclaimer Link
- m_appleDisclaimerLinkText
- Apple Disclaimer Link Text
- m_application
- When to apply this army buff. This allows you differentiate between a buff that is applied everythird play or every third draw.
- m_applicationInterval
- 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.
- m_applyArmyBoardModifications
- Whether or not to apply army board modifications to the spawn.
- m_applyTeamColor
- Whether or not to override the gradient values with the team color gradient based on ownership.
- m_applyTeamColor
- Whether or not to override the gradient values with the team color gradient based on ownership.
- m_aquireUnacquirable
- Use if you want to ignore AspectUnaquirable on the target. Only use for highly scripted sequences.
- m_arc
- How close in degrees must our facing be looking at the target to fire.
- m_arc
- The angle in degrees that a target must be within the ring to be found.
- m_arc
- The angle in degrees that a target must be within the ring to be found.
- m_arc
- The angle in degrees that a target must be within the ring to be found.
- m_arclightSurge
- Arclight surge activity type reference
- m_arclightSurgeData
- Arclight Surge specific tuning data - Reference for Server or Editor use only
- m_arclightSurgeToastPlayerProfileKey
- The PlayerProfileKey used to persist viewing the ArclightSurge completed toast.
- m_arclightSurgeVisualsData
- Visuals data for any visual changes in this mode
- m_arguments
- The arguments. This must match with the expected number of arguments for the profile validator
- m_armorFlags
- Damage Types that this armor is invulnerable to
- m_army
- Army will be replaced by this army.
- m_armyAISettings
- This is for Tuning the Army AI.
- m_armyAIUnitFlags
- Flags
- m_armyBoard
- The leader and army board to use.
- m_armyBoardCurrencyRewardPerLevel
- 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
- m_armyBoardCurrencyType
- Currency used for End Of Game Army Board currency rewards
- m_armyBuffs
- The army buffs to apply if this mini is equipped.
- m_armyBuffs
- The army buffs to apply if this mini/talent combination is equipped.
- m_armyLevelModifier
- The amount to adjust the level of the enemy army, scaled by the number of remaining warmup missions.
- m_armyLevelModifier
- The amount to adjust the level of the enemy army.
- m_armyLocation
- The army of this location is used to calculate the count.
- m_armyManagerSettings
- This is to configure army management.
- m_armyRequirementsAreInclusive
- Toggles whether all family, mini, and trait conditions must be met to advance this challenge.
- m_armyRerollPermission
- When army upgrade rerolls are unlocked
- m_armySlotModType
- The type of army board slot modification this is.
- m_armyUpgradePermission
- When army upgrades are unlocked
- m_arrivalArcDegrees
- How close the unit must get to the destination before they\'ve arrived.
- m_arrivalArcDegrees
- How close the unit must get to the destination before they\'ve arrived.
- m_arrivalDistance
- How close to get to the goal.
- m_arrivalDistance
- How close to get to the goal.
- m_arrivalDistance
- How close to get to the original location when returning.
- m_arrivalDistance
- How close to get to the target location
- m_arrivalOperations
- This operation is run on arrival for each waypoint.
- m_arrivalOperations
- This operation is run on arrival for this point.
- m_arrivalRange
- How close the unit must get to the destination before they\'ve arrived.
- m_arrivalRange
- How close the unit must get to the destination before they\'ve arrived.
- m_aspect
- The aspect to apply.
- m_aspect
- The aspect to apply.
- m_aspect
- The aspect to apply.
- m_aspect
- The aspect to attach as part of this set.
- m_aspect
- The aspect to remove.
- m_aspect
- The aspect to which charges will be added.
- m_aspect
- The aspect to which charges will be added.
- m_aspect
- The check will only pass if the selected Aspect is active.
- m_aspectAbility
- This is the ability reference we will target override
- m_aspectRandomIndexState
- 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.
- m_aspectType
- Type of the aspect
- m_aspects
- Add aspects to any mini modified by this buff.
- m_aspects
- Aspects to apply while activated
- m_aspects
- The aspects that this set applies.
- m_assignToUnitAtLocation
- Optionally assign to a specific Unit at location. Helpful when the Unit doesn\'t exist
- m_associate
- Another reactor that this reactor interacts with (i.e. to Stop)
- m_async
- If true this ability can always fire regardless of what other ability the unit chooses to use.
- m_atlasSpriteAssets
- The TMP Sprite Assets which contain the Emoji glyphs.
- m_attachToSiblingsOfTarget
- Add aspect to all siblings of the target instead.
- m_attachmentPoint
- The attachment point of the selected Location. Use this to use a specific position on the selected location
- m_attachmentPoint
- The name of the transform to look for on its game object.
- m_attachmentPoints
- The names of transforms on its game object where the ability can fire from.
- m_attachmentSelector
- How to choose an attachment point to fire from.
- m_attackDurationSeconds
- How long should the indicator be visible after an attack is made.
- m_audioParameters
- The Wwise audio RTPC parameters, may be used with Play or Set Parameter responses.
- m_autoAttachIfMissing
- if set, attaches Aspect Random Index State to Location if there isn\'t already one there
- m_autoGuildTargetSize
- 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
- m_autoPlayThresholdSeconds
- Time, in seconds, until the play auto-triggers. Disabled if set to 0.
- m_autoPlayTime
- If this mini should be auto played at this interval. Auto playing stops as soon as the mini is no longer deployable.
- m_autojoinNames
- Random guild names - can be assigned when using the autojoin feature
- m_availability
- Determines when the event is available once unlocked.
- m_availability
- Determines when the offer is available once unlocked.
- m_availabilityTiming
- 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.
- m_availableCurrencies
- Currencies that are currently turned on in the game
- m_availableInWebShop
- 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.
- m_availablePlatforms
- Sets the platforms in which this offer should appear. If this list is empty, it defaults to all platforms.
- m_availableTalents
- The possible equippable talents for this mini.
- m_avatar
- The avatar to display when appearing in PvP
- m_avatarCategorySortingOrder
- Avatar Category Sorting Order
- m_avatarProfileKey
- Public Profile key for avatar
- m_backLineDistFromEnemy
- 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)
- m_backLineDistFromFront
- The desired distance away from the front of deploy zones when ai is deploying and no enemy is present
- m_background
- Background image for the events ui.
- m_backgroundConfig
- Optional: VFX settings.
- m_balanceRoleRequirements
- If requirements are met, balance roles that advance this challenge.
- m_balanceRoles
- (Optional) If supplied, this unit will override the balance roles of the mini that spawned it
- m_balanceRoles
- The balance role associated with this mini.
- m_balanceThreshold
- 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.
- m_balanceType
- (Optional) If supplied, this unit will override the balance type of the mini that spawned it
- m_balanceTypeRequirements
- If requirements are met, balance types that advance this challenge.
- m_ballisticHeight
- The maximum height of a ballistic trajectory.
- m_ballisticHeight
- The maximum height of a ballistic trajectory.
- m_baseMiniLevel
- Base level for all units before leader/slot bonuses.
- m_baseOffset
- The amount the unit hovers above the ground.
- m_basePriceCents
- Base product price in US cents.\nTo conform to app store price tiers, this must end in 99, and not exceed 9999
- m_beamStartLocation
- What unit should we consider the \'source\' of the beam?
- m_beamToTraveler
- The beam that will render from traveler unit.
- m_bestLeaderHonorScaling
- Parameters for the honor bonus multiplier when a leader is below their peak honor for the current season
- m_bestOfferBannerText
- Text on the best offer banner.
- m_bestOfferBannerUIGradient
- Text on the best offer banner.
- m_bgColor
- Color of quality UI elements.
- m_blendTimeAttach
- The time it takes to blend in from the normal look to the material when first attached.
- m_blendTimeDetach
- The time it takes to blend out to the normal look from the material when finally detached.
- m_blendTimePause
- The time it takes to blend out to the normal look from the material when loses top priority.
- m_blendTimeResume
- The time it takes to blend in from the normal look to the material when it regains top priority.
- m_blinkInterruptDuration
- How long to interrupt Jaina\'s other abilities upon Blinking
- m_blinkMissile
- The missile that travels between the Pre/Post Blink locations.
- m_blinkMissileYOffset
- Y offset of the blink missile.
- m_blinkProjection
- Details on how the unit should Blink
- m_blizzardDisclaimerLink
- Blizzard Disclaimer Link
- m_blizzardDisclaimerLinkText
- Blizzard Disclaimer Link Text
- m_blobShadowOffset
- If nonzero, this will adjust the location of the blob shadow projector.
- m_blobShadowRadius
- If greater than 0, this model will use a blob shadow rather than a standard shadow.
- m_blocksSpells
- If true, this blocker area also blocks spells
- m_boardName
- The name of the army board.
- m_bonusCurrencyBank
- Banked amount of bonus currency
- m_bonusCurrencyGlowVfx
- Prefab to be instantiated when opening doors.
- m_bonusExperiencePercent
- Additional experience percentage applied to all earned game rewards, but not purchases
- m_bonusOffers
- 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.
- m_bonusQualityDeck
- Deck used to choose a bonus quality when timing activates.
- m_bonusQualityTiming
- Timing rules for when bonus quality is applied.
- m_bonusResetGracePeriod
- 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.
- m_bonusResetTime
- 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.
- m_bonusStoreCurrencyPercent
- Additional store currency percentage applied to all earned game rewards, but not purchases
- m_bonusXpGlowVfx
- Prefab to be instantiated when opening doors.
- m_botGpsBands
- Used to scale bot gps per honor band
- m_botRankFrameHonorOffset
- When facing against a bot, used to +/- from the players\' honor value to determine the bots rank.
- m_bottomMinis
- Bucket D: Bottom N minis, 0 means include all minis
- m_bounceCount
- How many times to bounce.
- m_bounceSearchRings
- How to find targets once the initial targets are exhausted..
- m_brazeDisplaySequence
- Display Sequence that controls the Braze In Game Messages
- m_brazeIgmKey
- Template string keys with associated template popup
- m_brazeMessageSettings
- The settings for sending out custom events to Braze.
- m_bucketRatingFuzziness
- This is the amount that a player\'s honor can be increased or decreased by randomly when calculating their mmr.
- m_buckets
- Matchmaking bucket definitions. Uses Leader Honor
- m_buffs
- Army will be given these buffs.
- m_buffs
- The buffs to apply to the owning player\'s army.
- m_buildUpTimeSeconds
- Duration of the buildup animation. In seconds.
- m_bundleTemplatePrefab
- Prefab to be instantiated within StoreMultiBundlesComponent.\nIf unset, the default bundle prefab will be used.
- m_burrowTargetUnit
- The Burrow Target unit type. Each Burrow Target found on the map represents a possible attack wave spawn location.
- m_button
- The name of a button configured in the Input Manager.
- m_bypassProgressionEvents
- 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.
- m_calculateAngleToTarget
- 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.
- m_cameraOffsetDistance
- A fixed distance to move the camera towards the camera. (Works additively with TargetColliderCameraOffsetScale)
- m_campaign
- Campaign activity type reference
- m_campaignModeSettings
- Data related to the different campaign modes feature
- m_campaignProgression
- Defines campaign progression unlocks.
- m_campaignProgressionLevels
- List of progression levels of the entire campaign
- m_campaignReward
- Reward for completing each campaign mission
- m_canAcquireSelf
- Whether or not this ability can acquire the caster as a target.
- m_canBeStolen
- Whether or not this poi can be captured while it is captured.
- m_cannonAbility
- The ability we override on the boss in order to fire artillery shots
- m_cap
- The Team\'s gold cost for minis will never be more than this. (zero to disable).
- m_capPercentDamageAtAttackerHealth
- Will not do more percent damage than the attacker\'s current health.
- m_capPercentageAmountBaseHealth
- 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.
- m_capPercentageAmountBaseHealth
- 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.
- m_captureChecks
- The conditions that must be true for the POI to change ownership.
- m_captureDelay
- 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.
- m_captureLevel
- How this object interacts with POIs. Generally higher levels will be able to capture more POIs.
- m_captureLevelContest
- The minimum owner capture level required to mark this poi as contested.
- m_captureLevelOwner
- The minimum owner capture level required to prevent this POI to change ownership.
- m_captureOnDeath
- Capture immediately when destroyed. Killer\'s army takes ownership.
- m_captureRadius
- How far away to scan for anyone who can capture in cells.
- m_captureResetDelay
- In seconds. How long after control switches before it starts resetting.
- m_captureResetDuration
- In seconds. How long it takes for the POI to be available again.
- m_capturedOperationPeriod
- In seconds. How long to wait in between running the captured operation while the POI is captured.
- m_capturedOperations
- The operation to run when the POI is captured.
- m_capturedPeriodicOperations
- The operation to run every m_capturedOperationPeriod seconds while the poi is captured.
- m_cashOut
- 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
- m_cashOutDescription
- Description for the cash out popup window
- m_category
- The Family/Category this avatar belongs to
- m_celebrationVoiceOver
- The voiceline to play when a unit is purchased or upgraded.
- m_celebrationVoiceOverSubtitle
- The VO subtitle to play when a unit is purchased or upgraded.
- m_center
- The center of the range check
- m_chainOfferConfig
- Chain offer configuration
- m_challengeActiveText
- Shown in challenge list while challenges are active.
- m_challengeLockedText
- Shown in challenge list before challenges are unlocked.
- m_challengeOptions
- 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
- m_challengeRewardAmount
- The amount of currency to grant when this challenge is completed. The type of currency is referenced in the parent event
- m_challengeScoreTarget
- The target score for this challenge.
- m_challengeTitle
- Displayed challenge text describing the nature of the challenge
- m_changeWhileInHand
- 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.
- m_channel
- The channel data that this notification should be related to.
- m_chargesToAdd
- The number of charges to add if the aspect exists.
- m_chargesToAdd
- The number of charges to add if the aspect exists.
- m_chatTextLimitFormat
- Formatting for chat text input character limit, ex: 199/200
- m_cheatIncrements
- Modifier increments for cheats
- m_check
- Check must pass for this event to occur (Optional)
- m_check
- Check must pass for this event to occur (Optional)
- m_check
- Check must pass for this event to occur (Optional)
- m_check
- Check must pass for this event to occur (Optional)
- m_check
- Check must pass for this event to occur (Optional)
- m_check
- Check must pass for this event to occur (Optional)
- m_check
- Check must pass for this event to occur (Optional)
- m_checkLocation
- Lets the check know which target to examine
- m_checkLocation
- Lets the check know which target to examine
- m_checkLocation
- Lets the check know which target to examine
- m_checkLocation1
- Lets the check know which target to examine
- m_checkLocation2
- Lets the check know which target to examine
- m_checkOnDeploy
- Checks to run when deploying the mini. Will only deploy if all the checks pass.
- m_checkSibling
- Rather than search the map, this will only check if the caster has sibling units that spawned with them and are alive. Think Footmen.
- m_checkoutImage
- Image seen during purchase checkout.\nThis applies to desktop client and web shop purchases only, and not mobile devices.
- m_checkoutWindowPrefab
- The checkout window that hosts a BlizzardBrowser to process purchases.
- m_checks
- 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.
- m_checks
- Checks run on the objects inside the trigger to determine if the trigger should activate.
- m_checks
- Checks run on the objects within range to determine if the turret should activate.
- m_checks
- If this check fails the operation will not execute.
- m_checks
- The check to perform on each target.
- m_checks
- The check to perform on each target.
- m_checks
- The check to use as the on/off switch. If the check passes, this aspect will be activated.
- m_checks
- The conditions to check for when evaluating a target.
- m_checks
- The operation won\'t execute unless all of these checks pass.
- m_checks
- This unit is only acquireable by abilities if it passes these checks. This check is executed with this aspects owner as the target.
- m_checks
- Unit which earned the gold must pass these checks in order for the operations to execute.
- m_children
- The operations to execute as soon as this operation happens.
- m_chinaBuild
- Enable behavior specific to builds for China
- m_claimSortOrder
- Order in which claims from this source will be presented to the user.\nLower values will be presented before higher values.
- m_clearCaster
- 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.
- m_clientBackoffValues
- Backoff sending values for Client
- m_clientInteractionSection
- When this was fired.
- m_clientLayer
- 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!
- m_closeFormat
- The string to display how much time is left for the raid
- m_collectionLevelPoints
- The number of collection level points to grant for obtaining this rarity.
- m_collectionLevelRequirement
- Used to calculate the collection level = \n sum(mini rarities) * m_rarityMultiplier + sum(mini levels) * m_miniLevelMultiplier / m_collectionLevelRequirement\n Clamped to m_maxCollectionLevel
- m_collectionLevelRewards
- Rewards that are granted every multiple of X
- m_collectionNameRef
- The name to display in the collection/glue screens.
- m_collideLayer
- This LayerMask specifies which layers this agent will hit.
- m_color
- Color of quality UI elements.
- m_color
- Color of quest UI elements.
- m_color
- Main Color.
- m_color
- Optional: Main Color.
- m_combatDuration
- Amount of time in seconds all creeps in the camp must be out of combat before the camp is considered out of combat.
- m_combatTime
- How long to be considiered in combat after taking damge or executing an ability operation
- m_combatTime
- The amount of time to be considered in combat.
- m_commerceConfig
- Configurations on the store offer page
- m_commerceSettings
- Contains data related to commerce products (real money transactions).
- m_commonQuest
- Common quest activity type reference
- m_compCurrencyCashOut
- Values used for the one-time cash out request which exchanges remaining compensation currency for game currency.
- m_compCurrencyConversions
- 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)
- m_compare
- Age comparison operator.
- m_compare
- Age comparison operator.
- m_compare
- Age comparison operator.
- m_compare
- Comparison Type
- m_compare
- Comparison Type
- m_compare
- Search target count comparison operator.
- m_completedProgressionEvent
- ProgressionEvent + Rewards granted after completing all mission sequences
- m_complianceRegionFilter
- 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
- m_complianceRegionFilter
- The popup will be triggered if active compliance region is contained in this filter.
- m_compositeTables
- Other reward tables to be combined for the composite result
- m_compositions
- Enumeration of the season\'s composition scheduler.
- m_compressedData
- Base64 encoded compressed locale profanity filter data from Battle.net
- m_conditions
- 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
- m_confidenceGamesCap
- The number of games (quests) played needed for ranking confidence.
- m_configs
- All available configs. Configs MUST be added here to be included in device builds.
- m_contestedRadius
- How far away to scan for anyone who can capture in cells.
- m_contestedScanHeight
- How far above to scan for anyone who can capture in cells.
- m_continueMovingDuringWindup
- 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).
- m_contract
- The contract for the server function. These should be defined by a server engineer when the function is created.
- m_cooldown
- The time (in seconds) between when this becomes inactive and when it can be activated again.
- m_cooldownAspect
- Aspect applied to owner when on cooldown after printing.
- m_cooldownCount
- each element will go on cooldown for this this long after being selected
- m_cooldownDelay
- Time after printing before becoming active again.
- m_cooldownRange
- The minimum time before a new wander location will be chosen after arriving..
- m_coolupTime
- The initial delay before the first pack spawn
- m_copyChecks
- Target must pass this check in order to be copied.
- m_copyTargetOperations
- Operations to run on the copied unit.
- m_copyingAspect
- Aspect applied to owner unit when searching for a copy target
- m_cosmeticsSettings
- Data related to cosmetics - Reference for Server or Editor use only
- m_count
- Number of units to print.
- m_countLocation
- Which location to use to calculate the number of times to repeat the operations.
- m_countSource
- Used to figure out how many times the given operations should be repeated
- m_counterGrid
- AI Tags that Counter each other.
- m_counterScoreValue
- Productivity: counterScoreValue - how much each counter in a lane is worth
- m_counteredByScoreValue
- Productivity: counteredByScoreValue - how much each counteredBy in a lane is cost
- m_createOnClient
- Whether to create this collider on the client.
- m_createOnServer
- Whether to create this collider on the server.
- m_creep
- Apply to creep armies.
- m_criticalRewardMissions
- Missions that contain critical rewards that must be claimed for proper progression
- m_currencyAmount
- Fixed amount of currency granted
- m_currencyConfiguration
- This is for currency configuration data
- m_currencyCost
- Amount of currency used for this grid override.
- m_currencyCost
- Event currency amount needed to purchase this reward.
- m_currencyManagerSettings
- This is to configure currency progression.
- m_currencyNameAndAmount
- The description in the mini upgrade cost info tooltip.
- m_currencyPrices
- 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).
- m_currencyRequired
- Game currency used for this grid override.
- m_currencyTotal
- Total amount of currency granted from all sources
- m_currencyType
- Currency type used for everything in the event. Granted by challenges and spent on rewards.
- m_currencyType
- Game currency used for all store transactions
- m_currencyTypes
- All currency types supported by the currency manager.
- m_currencyTypes
- All currency types supported by the currency manager.
- m_customFields
- Custom fields
- m_customSubtitle
- Displays custom subtitle if value is assigned.
- m_cutoffSeason
- Season rollover is not applied to seasons before the cutoff season determined here
- m_cutscene
- The optional cutscene to take action with.
- m_cycleLengthSeconds
- The length of a single activity tracker cycle (in seconds)
- m_cycleOffsetSeconds
- The offset relative to midnight that a new cycle begins (in seconds)
- m_dailyDropTitle
- The description of the TomeProgression in daily drop offers
- m_dailyDropTitle
- The description of the currency in daily drop offers
- m_damageCategory
- Damage category provides more information about this damage.
- m_damageGrowthRate
- ValueForLevel = miniValue * this ^ (level - 1)
- m_damageMultiplier
- 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.
- m_damageType
- Damage type indicates what defenses apply, if any.
- m_damageTypes
- must match for event to occur
- m_dateTimeArray
- An array of Date Time\'s
- m_dateTimeScalar
- A scalar Date Time
- m_daysBeforeSeasonToSchedule
- Days before season start to first schedule notifications
- m_daysBeforeSilent
- 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.)
- m_daysHighest
- The time to display when days is the highest value.
- m_daysOnly
- The time to display when days is the only value.
- m_daysUntilInitialGridExpires
- The interval of time in days that the initial grid will rotate if the user has not purchased an item
- m_deactivateCooldown
- The time (in seconds) between when this becomes active and when it can be deactivated again.
- m_deactivateGoldCost
- Gold cost to deactivate
- m_deactivateOperations
- Operations to run when deactivated.
- m_deathDuration
- How long before the unit destroys itself when it dies. If set to infinity, it will never be destroyed.
- m_deathDurationSeconds
- How long should it take the indicator to play a death animation after the notification is finished.
- m_deathOperations
- Operation run when the unit reaches 0 life and dies.
- m_deathOperations
- Operations to fire on tracked units when the tracker dies
- m_decayDepth
- How far into the ground the unit should sink between when the decay and death timers expire.
- m_decayDuration
- 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.
- m_deckCounts
- Number of decks of each type. Decks may be repeated to define an exact ordering.
- m_deckList
- A list of decks to use for rarities during new quest generation.
- m_decks
- 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.
- m_decks
- Reward decks. Decks may be repeated to define an exact ordering
- m_deepLinkKeyWords
- Keywords to lookup a deeplink that is opened when the player taps on this challenge\'s UI view item in the client
- m_deepLinkSettings
- Deep Link Configurations
- m_defaultArmyboard
- The default armyboard used when no leader armyboard is selected
- m_defaultAvatar
- Default player avatar
- m_defaultConfig
- Indicates this is the default config used when not overridden by AppSettings
- m_defaultDaytimeHourEnd
- Default day time hour end, used to define night time notifications (0-23).
- m_defaultDaytimeHourStart
- Default day time hour start, used to define night time notifications.
- m_defaultDifficultyAdjustment
- This is the difficulty adjustment that will be used if a player doesn\'t already have a setting stored in their profile.
- m_defaultEditorConfig
- Indicates this is the default config used when running in the Unity Editor and not overridden by AppSettings
- m_defaultEmotes
- The emotes every player will start with.
- m_defaultExpRewardBonusPercentage
- Default Exp reward bonus percentage.
- m_defaultImpact
- Used when no Skin is selected, or as a fallback when there isn\'t a Skin-specific entry forthe Impact.
- m_defaultMinerSkin
- The miner skin every player will start with.
- m_defaultMiniStatueBasePrefab
- The default mini statue base prefab (3D) to display for minis without a matching family.
- m_defaultMiniWeight
- Default weight given to a mini during random selection
- m_defaultSkinMapping
- Aspect overrides and reactors to use for this Unit when no Skin is specified.AspectSkin value is ignored.
- m_defaultStoreCurrencyRewardBonusPercentage
- Default Store currency reward bonus percentage.
- m_defaultTalentCost
- Default talent cost used to calculate store offer equivalent value for dynamic talents
- m_defaultTowerSkin
- The tower skin every player will start with.
- m_defenseOffenseVelocity
- Confidence - defenseOffenseVelocity
- m_delayAfterClaim
- Duration between claiming the offer and the next time it is available.
- m_delayAfterGlueLoadSeconds
- Delay, in seconds, to wait after Glue loads before displaying any survey
- m_delayAfterGlueLoadSeconds
- Delay, in seconds, to wait after Glue loads before displaying any survey
- m_delayAfterParentOffer
- Duration to wait after parent offer is purchased to unlock this offer
- m_delayAfterScreenChangeSeconds
- Delay, in seconds, to wait after changing screens before displaying any review request
- m_delayAfterScreenChangeSeconds
- Delay, in seconds, to wait after changing screens before displaying any survey
- m_delaySeconds
- How long after the activity happens should we wait until handling it.
- m_delaySeconds
- How long before the renderer is disabled.
- m_delaySeconds
- The length of time before the first period.
- m_delaySeconds
- The length of time before the first period.
- m_delayTimeframe
- The timeframe the delay seconds apply to.
- m_delta
- Delta applied to the count before min/max.
- m_deployAreaGuid
- Name of the deploy area to lock/unlock.
- m_deployMethod
- Set where the unit should spawn in the deploy area.
- m_deploySortOrderToEnemyEpsilon
- Lane Offense - deploySortOrderToEnemyEpsilon all deploys within this dist are sorted the same
- m_deployToEnemySortOrderPointsPerPlace
- Lane Offense - Value per sort place (helps prioritize lanes close to enemy base)
- m_deployVariant
- Deploy animation override. This value can be read as DeployVariant in the animator and used toselect different transitions in the animator.
- m_deploys
- The objects to instantiate while deploying the mini. If not set, it will use the Spawns.
- m_deploys
- The objects to instantiate while deploying the mini. If not set, it will use the Spawns.
- m_deprecatedRewards
- 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.
- m_description
- Description text within the popup when claiming items from this source.\n(Ex: Sorry about the extended downtime. Have some goodies!)
- m_descriptionRef
- The description to display in the collection/glue screens.
- m_descriptionRef
- The description to display in the tooltip.
- m_descriptionText
- Localized text that may be used during dynamic value replacement within offer description text.
- m_descriptionTokens
- String tokens that may be used for dynamic value replacement within offer description text.
- m_descriptionTokens
- 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.
- m_descriptions
- Line items of the goodies the player will get for buying. Used for bundles.
- m_designIconSpriteReference
- The image that is parallaxed in the background for milestones.
- m_desiredState
- The enabled state of the requested component while the duration is active.
- m_destination
- The location to move to.
- m_detachAll
- Remove all instances.
- m_deuteranomalousSwatch
- The swatch to use when the deuteranomalous display mode is active.
- m_devCurrencyCodes
- List of dev currency codes for this currency in Bnet.
- m_dimensions
- Size of this Deploy Area. Y component is ignored.
- m_dimensions
- Size of this Deploy Area. Y component is ignored.
- m_directionalPlayAbortDeployTriggerName
- Name of the Animator trigger causes the \'abort deploy\' transition
- m_directionalPlayDeploySuccessTriggerName
- Name of the Animator trigger causes the \'play/deploy successful\' transition
- m_directionalPlayDurationAnimationParamName
- Name of the Animator parameter that receives the build up animation duration(BuildUpTimeSeconds).
- m_directionalPlaySettings
- Settings for Directional minis. Only used if the Directional flag is set.
- m_directionalPlayTimingNormalizedAnimationParamName
- Name of the Animator parameter that receives the normalized time value as calculated bythe game engine, based on BuildUpTimeSeconds.
- m_disableAdjustmentsForBeatenCampaignMissions
- Specify whether the player\'s adaptive difficulty setting is affected by campaignmissions the player has already beaten.
- m_disableAiFallback
- Specifies if AI match fallback should be disabled for this bucket.
- m_disableCloseEnoughPathingSearch
- Disable Close Enough Rule which allows a path to any place within acquire distance.
- m_disableDuringDeployDelay
- Whether or not this periodic should be disabled during the deploy delay.
- m_disabledSwitchGradient
- The gradient to apply when the switch is disabled.
- m_disallowedVariantMask
- The mission variants that cause missions to be excluded from candidates when trying to unlock quests.
- m_disclaimerTextHeader
- Purchase Disclaimer Header Text
- m_discount
- The Team\'s gold cost for all minis will be reduced by this. (zero to disable).
- m_discountMinimum
- If discount is being used, no mini can be reduced to less than this
- m_displayData
- Information needed to display this progression level in sigil road
- m_displayName
- Region name seen by the user
- m_displayName
- The name of the currency
- m_displayName
- The title to display for this rarity.
- m_displayWhenIdle
- Whether the indicator should use its idle state to display when it is not actively notifying.
- m_displayedChainOffer
- Expected chain offer (For display purposes only)
- m_distanceRange
- The random range added to the wander distance.
- m_doLockDeployArea
- If we are locking or unlocking the deploy.
- m_doLockHandSlot
- If we are locking or unlocking the hand slots.
- m_downloadingNotification
- Notification that will be shown by the client when the player leaves during a download
- m_downtimeRotationPeriod
- Amount of units of downtime between iterations of the list.
- m_dungeon
- Dungeon activity type reference
- m_dungeonAllLeaderMinis
- Set of all leader minis which are checked for ownership.
- m_dungeonAllLeadersProduct
- If all leaders for the active dungeon are owned, use this product instead.
- m_dungeonCloseFormat
- The string to display how much time is left for the dungeon.
- m_dungeonData
- Dungeons specific tuning data - Reference for Server or Editor use only
- m_dungeonInteractableList
- The units that are available to be selected as dungeon interactables.
- m_dungeonRotation
- Timed dungeon rotation data.
- m_dungeonSequence
- Dungeon Sequence for this zone
- m_dungeonVisuals
- Visuals data for any visual changes to accomodate this dungeon
- m_duplicateMinisPermission
- One way to have duplicate minis in the grid (or have Min Owned Minis For DuplicateMinis).
- m_duration
- Amount of time the content will remain available after the specified start time.
- m_durationChanceType
- 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.
- m_durationScalingData
- Can be used to scale the duration using the scaling rules of a stat.
- m_durationScalingData
- Can be used to scale the duration using the scaling rules of a stat.
- m_durationSeconds
- How long the renderer stays disabled.
- m_durationSeconds
- Length of time before the quest expires.
- m_dynamicGrantType
- Custom rules for determining granted content based on player state at unlock time.
- m_dynamicOfferConfig
- Configuration for dynamic offers, including random mini selection
- m_dynamicProductGroup
- All products which may be selected dynamically for this offer.
- m_dynamicReplacementTomePage
- Tome page used for any dynamic replacement XP grants.
- m_dynamicReplacementType
- 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.
- m_dynamicTalentCount
- Number of talents to be generated dynamically based on player collection.
- m_dynamicTalentMini
- (Optional) Specific mini for generated talents. This will prioritize unowned talents.
- m_dynamicVisuals
- Mapping from currency amounts to UI visuals. Max Currency Value is exclusive.
- m_earlyLoadAssets
- Contains all assets that must be made available to load before login completes.
- m_editorStorageFile
- The name of the file used to store cached data when running from the editor
- m_elementToAdd
- The UI element to add and its control parameters.
- m_emailFlavorText
- Optional text which appears in email confirmation after product purchase.
- m_emoteArray
- An Emote array
- m_emoteDeckSize
- The number of Emotes slots in each Army.
- m_emotePickerEmotesPerPage
- Max number of emotes to display per page in the Emote Picker
- m_emotePickerSendEmoteCooldown
- Minimum permitted delay between sending emotes to guild chat
- m_emoteScalar
- An scalar Emote
- m_enableClientTimelineSync
- Enables the creep camp timers to sync to a timeline on the client.
- m_enableGridLockout
- 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.
- m_enableReactors
- This must be on if you are counting on a reactor firing from this periodic.
- m_enableSharedContents
- 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.
- m_enabledIn
- When this should appear.
- m_endArrivalOperations
- This operation is run when reached the very end of the waypoint list.
- m_endGameSequenceCameraFieldOfView
- If this unit is targeted for the end game sequence, this is the fov that is used.
- m_endGameSequenceDeathTime
- How long to watch the target\'s death animation for before transition to the victory panel.
- m_endGameSequenceFieldOfViewTransitionTime
- If this unit is targeted for the end game sequence, this is the time it takes to transition.
- m_endReachedDistance
- The distance to the endpoint to consider it reached in seconds
- m_endTime
- End time to earn these progression events. This is a UTC time by default and in YYYY-MM-DD format.
- m_endsWindup
- Whether or not executing this phase\'s operation should be considered the end of the ability\'s windup.
- m_enemyDefensePointsMax
- Lane Danger - Max total Score for all enemies
- m_enemyDefensePointsPerEnemy
- Lane Danger - Score per enemy
- m_enemyFoundAspect
- The aspect attached to the target unit when it crosses into the reticle\'s area
- m_environmentType
- The environment that will be converted to MobileAuth Environment.
- m_environmentType
- The environment type defined for a region
- m_eogExp
- EoG exp granted after ceiling
- m_epicQuest
- Epic quest activity type reference
- m_equalWeightPushRatio
- m_equipPermission
- The permission required to put this mini in an army.
- m_equipStatueIcon
- The image to display to equip the skin.
- m_equipStatueIcon
- The image to display to equip the talent.
- m_equippedArmyProfileKey
- Public Profile key for equipped army
- m_equivalentCost
- Equivalent currency cost when included in store offers.
- m_essentialRewardsEarnedPermission
- The permission required to go past the initial reward track, as a failsafe for stuck players
- m_evaluateArmyBuffs
- If true, we will forcibly re-evaluate army buffs on this spawn operation
- m_eventInterval
- The delay between each event, in seconds
- m_eventIslandId
- Used to map which event island this event is associated with.
- m_eventName
- Event Name for the information popup window
- m_eventRotation
- Timed GRID event theme rotation data.
- m_eventThemeType
- What type of event theme is this
- m_eventType
- The event type
- m_eventVisualsData
- Visuals data for theming the event
- m_eventsScreenUnlockedViewPrefab
- The prefab to spawn in the events screen when raids are unlocked
- m_eventsScreenUnlockedViewPrefabGuid
- The prefab to spawn in the events screen when dungeons are unlocked
- m_eventsScreenUpcomingRaidViewPrefab
- The prefab to spawn in the events screen to show upcoming raids
- m_excessClearReward
- The clear reward after earning all army upgrade clear rewards, up until but not including the max dungeon level.
- m_excludedFlags
- The check will only pass if the target has none of these flags.
- m_excludedMiniFlags
- Operations will only execute if the played mini doesn\'t have these flags.
- m_excludedMiniFlags
- Operations will only execute if the played mini doesn\'t have these flags.
- m_excludedMiniFlags
- Will only counter if the played mini doesn\'t have these flags.
- m_excludedMinis
- These minis will be excluded even if they pass the rest of the filters.
- m_exclusionMinutes
- Lower priority notifications are preempted if they would occur within Exclusion Minutes of a higher priority.
- m_expBoostDeck
- The deck that contains the cards for EXP boosts
- m_expBoostInPickedItems
- Are EXP boosts included in the pickable items or in the empty slots
- m_expCeiling
- Rules for controlling EXP after reaching a daily EXP ceiling
- m_expRewardPerMission
- Reward table which defines experience gained for completing a mission
- m_expectsTargetOverride
- 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.
- m_experimentName
- Internal Name of the AB Group Experiment Name
- m_expirationDateTime
- 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).
- m_expirationTimeToHideAboveHours
- The number of hours above which to hide the quest expiration timer text.
- m_expiredRaritiesForPvpWin
- The rarities that will be expired on a PVP win
- m_externalGrantLicenses
- 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.
- m_externalGrantSource
- Grant source used for licenses granted by external means (customer service, etc).\nLicenses granted by a purchased product should NOT have a grant source.
- m_externalPurchaseGrantSource
- 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.
- m_fallbackFamily
- Fallback family data for the unit. If the unit didn\'t came from a mini, we use this.
- m_fallbackReward
- The fallback reward to grant instead if the player is ineligible for the base reward.
- m_fallbackTome
- When the permission is not owned, fallback to this tome
- m_families
- Families included in this theme
- m_family
- Family
- m_familyRequirements
- If requirements are met, families that advance this challenge.
- m_familyRequirementsAreLeaderOnly
- If there are family requirements, this flag will check only leaders against those requirements.
- m_familyRequirementsMinimumNumberOfMinis
- If there are family requirements, this field will check the minimum number of family minis equipped.
- m_familyRewardMilestones
- Enumeration of player-unlockable rewards for this season.
- m_familyRewards
- Owned family rewards
- m_familyRewards
- The rewards for each family completed
- m_familyRotation
- Timed family event theme rotation data.
- m_favorNewAbilities
- After this ability finishes executing, it will favor other abilities over executing this one,providing that both abilities are executable on a target.
- m_favorNewUnits
- Favor units this missile hasn\'t hit before.
- m_favorTarget
- How to favor possible targets.
- m_favorTarget
- How to favor possible targets.
- m_favorTarget
- How to favor targets.
- m_featureUnlockRequirements
- The requirements to unlock the seasonal event feature as a whole
- m_featureUnlockRequirementsReference
- The requirements to unlock arclight surge.
- m_featuredOffer
- Used to sort where this offer is shown in the store.
- m_filterMissions
- 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.
- m_filterMissionsType
- 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
- m_filterOnDraw
- 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.
- m_filterPermissions
- (Optional) Only show this when the user doesnt have these permissions.
- m_filterTag
- Profanity filter tag (bad, reserved, hatespeech)
- m_filters
- only one filter must pass
- m_filters
- only one filter must pass
- m_filters
- only one filter must pass
- m_filters
- only one filter must pass
- m_filters
- only one filter must pass
- m_fireInterval
- The interval (in seconds) between each time the turret fires.
- m_fireOperation
- Operations that will execute when the turret needs to fire.
- m_fireTiming
- When to fire the telemetry.
- m_firebaseSettings
- Configuration related to Firebase Analytics
- m_firstPlayTimeMax
- Gold Saving (Do Nothing) - how long to delay saving at start of match maximum
- m_firstPlayTimeMin
- Gold Saving (Do Nothing) - how long to delay saving at start of match minimum
- m_firstQuestMissions
- First quest mission list
- m_firstTalentReward
- The reward reference for first talent choice.
- m_firstTimeModeZone
- The world zone to use for the first Arclight Surge mode
- m_firstTimeModifierZone
- The world zone to use for the first Arclight Surge modifier
- m_fixedAdditiveAmount
- 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.
- m_fixedDays
- Bonus is guaranteed to activate on these days.\nDuration timer will always reset when a bonus is claimed on a fixed day.
- m_fixedDuration
- Duration this event is available after being unlocked.
- m_fixedDuration
- Duration this offer is available after being unlocked.
- m_fixedDuration
- 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.
- m_fixedPointArray
- An array of Fixed Point\'s
- m_fixedPointScalar
- A scalar Fixed Point
- m_fixedSchedule
- Schedule used to determine absolute start time for One Time events.
- m_fixedSchedule
- Schedule used to determine absolute start time for One Time offers.
- m_fizzleDistance
- 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.
- m_flags
- Set of flags applied to this aspect.
- m_flatDamageIgnoresArmor
- Whether or not flat damage for this operation ignores armor.
- m_flatDamageModifier
- The amount of damage reduced by this armor
- m_flipRotation
- Rotate selected direction 180 deg on the Y axis
- m_flipStartEndPositions
- Changes the origin of the line.
- m_followDeckOrder
- Should cards chosen from this deck follow the order listed here? (if not, chosen randomly)
- m_forbiddenSurgeZones
- Any zones that require a special permission to be included as surge options.
- m_forceAudioOnGlobalObject
- Force audio events triggered by this reactor to play on the global akGameObj in SoundManager
- m_forceAudioOnGlobalObject
- Force audio events triggered by this reactor to play on the global akGameObj in SoundManager
- m_forceAudioOnGlobalObject
- Force audio events triggered by this reactor to play on the global akGameObj in SoundManager
- m_forceAudioOnGlobalObject
- Force audio events triggered by this reactor to play on the global akGameObj in SoundManager
- m_forwardMeAsSource
- Set if you want to forward the Token Counter\'s owner as the source.
- m_forwardSearchLocationAsSource
- 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.
- m_forwardSearchLocationAsSource
- 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.
- m_forwardSource
- Forward the transforms on from the source game object where the ability will fire from.
- m_freeGiftStage
- 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.
- m_frontLineDistFromEnemy
- 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)
- m_frontLineDistFromFront
- The desired distance away from the back of deploy zones when ai is deploying and no enemy is present
- m_ftueContentSequenceReference
- The Content Sequence that players must complete before entering Glue for the first time
- m_ftueData
- Data related to ftue configurations.
- m_function
- The function these parameters are for
- m_gameEndSaveBehaviour
- If this should be marked as completed when the game ends.
- m_gameType
- The GameType to check against.
- m_gameTypes
- Games played with these mission variants will change the difficulty adjustment according to the adjustment settings.
- m_genericLeaderChoiceReward
- Reward reference for the leader choice reward
- m_genericTroopChoiceReward
- Reward reference for the troop choice reward
- m_globalCooldown
- 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.
- m_globalMissionTooltipIndicators
- This is for tooltip indicators that should be shown on every mission.
- m_gluePopupDataModel
- The popup data model to be used if triggered in Glue.
- m_glueProgressionPermission
- The permissions that indicates that the player has completed the FTUE and should load into Glue at startup.
- m_gold
- Amount of gold mined in one action.
- m_gold
- How much gold is needed to use this mini.
- m_gold
- How much gold is needed to use this mini.
- m_goldAmount
- Amount of gold in this gold source.
- m_goldCostModification
- Modify the gold cost of any mini affected by this buff.
- m_goldCostModificationMax
- If the gold cost is above this value. It is set to this value.
- m_goldCostModificationMin
- If the gold cost is under this value. It is set to this value.
- m_goldEarnedPerSecondAdditive
- Scales gold earned per secold while this buff is applied. Applied additively.
- m_goldGainedInterval
- Cumulative gold spent before the operations go off.
- m_goldIncreaseTimeSeconds
- Time before the gold in this gold source increases by 1.
- m_goldOperations
- Only the operation in corresponding to the gold cost will be invoked
- m_goldScoreValue
- Play Score: goldScoreValue - how much each gold point (miners calculate this
- m_goldValue
- Gold value to compare against
- m_goldValue
- Gold value to compare against
- m_grantOnBypassProgressionEvent
- An optional progression event to grant when this migration is bypassed.
- m_grantWarchestPointsOnSeasonRoll
- Grant warchest points on season rollover
- m_grantedCurrencyAmountAtThreshold
- Amount of currency to be granted at the balance threshold.\nActual granted amount will be prorated with the actual balance amount.
- m_grantedCurrencyType
- Currency type which will be granted in exchange.
- m_grantedReward
- Game content granted when this reward is purchased using event currency.
- m_grantsIfOwnedOfferTriggered
- The grants to give if the offer is owned when this migration is run.
- m_grantsOfferCredit
- 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.
- m_gridOverrideTypes
- Available types for Grid Overrides
- m_gridPurchaseCost
- Cost to purchase this tome in the store grid
- m_gridPurchaseCostRef
- The coin cost of purchasing a mini of this rarity in the GRID.
- m_gridRandomDeck
- Control rarities of minis that use this rarity table in the toystore grid
- m_gridResetCurrencyCost
- The cost of a Grid Reset using Big Red Button. See: GridResetCurrencyType
- m_gridResetCurrencyType
- Game currency used for Big Red Button grid resets
- m_groupCohortVariationName
- Name of the AB Experiment Group / Cohort (must match that defined in Optimizely)
- m_groupRespawn
- If true, creep respawning will be disabled as long as there are living creeps in the camp.
- m_gryphonAuthoritativeSectionIds
- These section ids are using the older system and are not SFM authoritative.
- m_guaranteedAspectTokenCounter
- If you think there might be two token counters or more on a unit, this guarantees the choice.
- m_guildChatJumpToBottomOnIncomingMessageThreshold
- 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.
- m_guildChatMessageCharacterLimit
- Character limit for guild chat messages
- m_guildChatMessageCharacterLimitDisplayThreshold
- Minimum length of chat message needed to display the character limit
- m_guildConfiguration
- This is for guild configuration data
- m_guildContributionMultiplier
- The multiplier of currency to contribute to the guild when a challenge is completed.
- m_guildContributionMultiplier
- The multiplier of currency to contribute to the guild when a challenge is completed.
- m_guildData
- Guilds specific tuning data.
- m_guildDescriptionCharacterLimit
- Character limit for guild descriptions
- m_guildMemberLimit
- Guild member limit. This is only for visuals - please inform server team to update bnet config too.
- m_guildMemberProfile
- This is for guild member profile data
- m_guildNameCharacterLimit
- Character limit for guild names
- m_guildNameCharacterMinimum
- Character minimum for guild names
- m_guildProfileKeysToApply
- Guild profile keys to apply when this income bonus is granted.
- m_guildRewardMilestones
- Enumeration of overall guild rewards for this season.
- m_handSlotCheck
- Check we\'ll to see if the unit in the slot qualifies.
- m_handSynergyPushValue
- Offensive Productivity: handSynergyPushValue How much is a hand synergy worth to push value
- m_handSynergyScoreValue
- Productivity: handSynergyScoreValue - how much each synergy with another mini in the hand is worth
- m_hardLowerBound
- If true or this bucket has a level cap, mmr fuzz cannot cause a player to move into the next lower matchmaking bucket
- m_hardUpperBound
- If true or this bucket has a level cap, mmr fuzz cannot cause a player to move into the next higher matchmaking bucket
- m_hasDuration
- Whether or not this aspect has a duration.
- m_hasEndTime
- If enabled, content becomes unavailable after the specified duration.
- m_hasMaximumReleasePhase
- Has a maximum commerce phase requirement for tool generation of this license in PMT.
- m_hasMiniLevelCap
- Mini levels will be capped to this if leader honor in this bucket. This also prevents fuzzing in or out of this bucket.
- m_hasMinimumReleasePhase
- Has a minimum commerce phase requirement for tool generation of this license in PMT.
- m_healingGrowthRate
- ValueForLevel = miniValue * this ^ (level - 1)
- m_healthPercentage
- The normalized health threshold that needs to be crossed to trigger this phase.
- m_height
- How high this trigger is.
- m_height
- The 3d height of the copy box, centered on this aspect\'s owner
- m_height
- The 3d height of this box
- m_height
- The height at which to search for a new target.
- m_height
- This tells the collider how tall it is.
- m_heightOffset
- This is the center offset of the collider.
- m_heroic
- Heroic activity type reference
- m_hideFromGrid
- 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.
- m_hideFromGrid
- 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.
- m_hideLockedChallenges
- If enabled, challenge content is hidden in the UI while still locked.
- m_hideLockedRewards
- If enabled, reward content is hidden in the UI while still locked.
- m_highLevelMiniProductivityBonus_Max
- Productivity m_highLevelMiniProductivityBonus_Max
- m_highLevelMiniProductivityBonus_Min
- Productivity highLevelMiniProductivityBonus_Min
- m_highLevelMiniProductivityLevelDiff_Max
- Productivity highLevelMiniProductivityLevelDiff_Max
- m_highLevelMiniProductivityLevelDiff_Min
- Productivity highLevelMiniProductivityLevelDiff_Min - Quest Units get an increase productivity
- m_highLevelMiniProductivityScale_Max
- Productivity highLevelMiniProductivityScale_Max
- m_highLevelMiniProductivityScale_Min
- Productivity highLevelMiniProductivityScale_Min
- m_highLevelMiniPushValue
- Offensive Productivity: highLevelMiniPushValue How much is being a high-level mini worth to push value
- m_highestLevelMiniCount
- Number of highest level minis to consider for potential exclusion
- m_historyCompletedSkullsPercentage
- The percentage of completed skull missions as quest history only for the purpose of mission selection
- m_historyMiniCount
- The last N minis of completed quests excluded for the new quest
- m_hitboxWorldOffset
- Offset of the interactable hitbox origin from the unit\'s origin, in world units.
- m_hitboxWorldOffset
- Offset of the switch hitbox origin from the origin, in world units.
- m_hitboxWorldOffset
- Offset of the tooltip hitbox origin from unit root, in world units.
- m_hitboxWorldSize
- Size of the interactable hitbox, in world units.
- m_hitboxWorldSize
- Size of the switch hitbox, in world units.
- m_hitboxWorldSize
- Size of the tooltip hitbox, in world units.
- m_homeBaseWoundedPlaceAnywhereSecMin
- Deploy Anywhere Scoring - When Enemy Home is in danger
- m_homeModifications
- Aspects that are applied to every home unit when the match starts.
- m_homeThreatLifeBasisMax
- Gold Saving - Home Health Max
- m_homeThreatLifeBasisMin
- Gold Saving - Home Health Min
- m_homeThreatLifeThreatScaleMax
- Gold Saving - Home Health ThreatScale Max
- m_homeThreatLifeThreatScaleMin
- Gold Saving - Home Health ThreatScale Min
- m_homeWoundedThreatScaleDampAmtTimeSecMin
- Gold Saving - Home Health ThreatScale Damp Amount Min
- m_homeWoundedThreatScaleDampTimeSecMin
- Gold Saving - Home Health ThreatScale Damp Seconds Min
- m_honorFloors
- Honor cannot fall below these values after they have been reached.
- m_honorGainAnimationTime
- Amount of time used when animating honor gains
- m_hoursHighest
- The time to display when hours is the highest value.
- m_hoursOnly
- The time to display when hours is the only value.
- m_icon
- Icon for the surge type. Will display on map pins and other key locations.
- m_icon
- Loot icon displayed in loot picker.
- m_icon
- Optional: Main Sprite.
- m_icon
- The avatar of a unit.
- m_icon
- The badge icon.
- m_icon
- The icon to display in the tooltip. If not set, then no image will be displayed.
- m_icon
- The icon to display in the tooltip. If not set, then no image will be displayed.
- m_iconText
- + format string with just the currency icon.
- m_iconText
- + format string with just the family icon.
- m_id
- Arbitrary internal region id
- m_idleAnimationDuration
- The duration of the client controlled IDLE state. Make sure to keep it as small as possible.
- m_ignoreCasterColliderSize
- Ignore Caster\'s Collider Size
- m_ignoreDamageCategories
- Blink will NOT trigger if the damage is of any of these categories. A value of \'Nothing\' means this check is ignored.
- m_ignoreDamageCategories
- The response will NOT trigger if the damage is of any of these categories. A value of \'Nothing\' means this check is ignored.
- m_ignoreDamageCategories
- The response will NOT trigger if the damage is of any of these categories. A value of \'Nothing\' means this check is ignored.
- m_ignoreDamageCategories
- ignore these damage categories
- m_ignoreKillingBlow
- If true, this aspect will not respond on the killing blow.
- m_ignoreLocationRotation
- When set the rotation of the specified location will be ignored and identity (0, 0, 0) will be used.
- m_ignoreLosForFlight
- This unit will ignore los blockers when doing flight pathing.
- m_ignoreNavGraph
- Don\'t snap the blink destination to the nav graph.
- m_ignoreNavGraph
- This unit goes straight to the destination whenever it moves, ignoring nav graphs and objstacles
- m_ignoreNewUnitsTime
- Ignore newly created enemy units for this amount of time.
- m_ignorePathing
- Disable the normal pathing requirement to targets.
- m_ignoreTargetColliderSize
- Ignore Target\'s Collider Size
- m_ignoreTargetsPredictedToDie
- This ability will not acquire units that have enough incoming damage that we\'ve predicted their death
- m_ignoreTaunter
- If this ability\'s targetting should ignore normal taunt rules.
- m_image
- The image generated from the statue prefab.
- m_impact
- Impact (usually an ImpactSet) used with the ImpactSkinned for this Skin
- m_impact
- The impact handler to invoke.
- m_impact
- The impact handler to invoke.
- m_impact
- The impact handler to invoke.
- m_impactOperations
- Operation to execute on each target on impact.
- m_impactOperations
- The operation to run when the missile impacts on its target.
- m_impactOriginOperations
- Operation to execute on each target on impact. This executes at the target\'s origin and not at their ref_target_missile offset position..
- m_impactOriginOperations
- Operation to execute on each target on impact. This executes at the target\'s origin and not at their ref_target_missile offset position..
- m_impactRange
- The distance in units that the missile must be within to impact on its target.
- m_impactSkinned
- ImpactSkinned this Skin is skinning
- m_impactSkinnedMappings
- Alter impacts based on which skin is equipped.
- m_impactSound
- Impact sound to trigger.
- m_inAppInfos
- Custom event strings to send to Braze and the permission to send them at
- m_inMissionStatueOverride
- The statue image to display on a button in the command panel if not set, falls back to the statue.
- m_inRangeOperations
- The operation to run when in range of the target.
- m_inactiveInDeployArea
- If true, unbound deploys inside a deploy area accessible to the player deploying the Unit ignore this blocker
- m_includeCenterRadius
- If set, will include the center unit\'s radius in the range check.
- m_includeDisabled
- Remove disabled aspects from polymorph.
- m_includeDisabled
- Whether or not to include aspects disabled by polymorph.
- m_includeDisabled
- Whether or not to include aspects disabled by polymorph.
- m_includeMissionDiscoveredMinis
- Include the user\'s mission discovered minis when determining if a mini is new or not.
- m_includeOvertime
- Whether to include the overtime period in the total time.
- m_includeStoreDiscoveredMinis
- Include the user\'s store discovered minis when determining if a mini is new or not.
- m_includeTargetRadius
- If set, will include the target unit\'s radius in the range check.
- m_indicatorAnchorOffset
- Where to display the indicator in anchor coordinates relative to the attached object.
- m_indicatorAnchorOffset
- Where to display the indicator in anchor coordinates relative to the attached object.
- m_indicatorDisplayValue
- Whether or not to show the current value on the indicator in numbers when damaged.
- m_indicatorScale
- How large the indicator should be relative to the standard size.
- m_indicatorScale
- How large the indicator should be relative to the standard size.
- m_infoNameRef
- The name to display in the Unit Info screen
- m_infoNameRef
- The name to display in the Unit Info screen
- m_infoPopupAction
- UI action raised to display an info popup for this offer
- m_infoPopupData
- The description of this currency in the info popup for the store
- m_infoPopupDescription
- The description of the currency in the information popup
- m_infoSections
- Optional: Section contents for the info popup
- m_infoSections
- Section contents for the info popup
- m_infoSections
- Section contents for the info popup
- m_initialBananaDelay
- The initial delay before the banana volley
- m_initialBirthDelay
- The percentage of life to heal per second while the POI is rebuilding until it reaches 100%. Additive to Life Heal Per Second.
- m_initialBotGameCount
- The number of bot games a player will play before being thrown to the wolves in real pvp matches.
- m_initialBotGameQueueTime
- The queue time range (randomized) for the initial bot games
- m_initialCharges
- Number of charges this ability has initially.
- m_initialCharges
- The initial number of charges.
- m_initialDeck
- Initial reward deck. Used in FTUE/Elwynn at first unlock of Activity Tracker
- m_initialDelay
- The time in seconds before the unit will begin moving to the first target.
- m_initialDelay
- The time in seconds before the unit will begin moving to the first target.
- m_initialDeployLaneMemoryDistance
- If less than this distance to initial deploy zone, lane memory distance check is to clolsest point on initial deploy zone
- m_initialDuration
- The initial duration of this aspect in seconds.
- m_initialEventDelay
- The initial delay before the first event, in seconds
- m_initialExpPriority
- The initial EXP priority when first obtained by user
- m_initialGold
- Initial amount of gold in this gold source.
- m_initialLevelAdjustment
- 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.
- m_initialPauseDuration
- How long until we start the behavior of AspectDeployDelay
- m_initialPrintDelay
- Initial delay between copy and first print.
- m_initialRows
- row 0 is the bottom, not the top.
- m_initialSearchRings
- How to find the initial set of targets.
- m_initialSpawnCount
- How many creeps to spawn initially if there are enough.
- m_initialTime
- The amount of time in seconds before the camp initially spawns.
- m_initialTokenCount
- What the token counter starts with.
- m_initialUnlockActiveOffset
- Additional time the offer will be considered active the very first time it is unlocked.
- m_insertLocation
- Where to insert in the deck.
- m_instigatorOperations
- Executed on the unit that started the search process for this rune (boss).
- m_internalDescription
- Internal use only since designers create tags, they can put their intended use here
- m_internalName
- Internal name used to identify this grant within PMT definitions. Not shown to players.\n(Ex: Downtime)
- m_internalName
- Optional internal name used in PMT. If unset, the asset name will be used.
- m_interruptChecks
- If all checks return true, this periodic removes itself
- m_interruptChecks
- Interrupt if any of these checks pass.
- m_interruptChecks
- This check will make the channel stop when it returns true
- m_interruptOperations
- The operation to run when if the target becomes invalid.
- m_interruptionChecks
- Optional checks to perform; if any of the checks fail, the ability is interrupted and canceled.
- m_intervalLimit
- The maximum number of times that an activity should happen before another response.
- m_intervalMethod
- How the reactor decides when to respond to an activity.
- m_isBaseRarity
- Indicates if the rarity is the base rarity. Base rarities do not have upgrade costs.
- m_isBoosterOffer
- If it\'s one of the booster offer
- m_isBsd
- Is this prefab setup as a BSD? (Birth/Stand/Death prefab)
- m_isBsdPrefab
- Is this prefab setup to work with the BSD VFX system?
- m_isBsdPrefab
- Is this prefab setup to work with the BSD VFX system?
- m_isCombatAbility
- Should this ability set the unit in combat?
- m_isExclusive
- Defines if this reward is exclusive for this rank only.
- m_isLeaderRarity
- Indicates if the rarity is part of the Leader rarity progression.
- m_isPersistent
- Check this if you want to prevent removal once after it runs out of charges.
- m_isPersonalCurrency
- If enabled, players will only get credit for personal challenges, and not distribute their currency to guild members.
- m_isRecommended
- If this is true, then talent choice UI will let players know this is a recommended talent to pick.
- m_isTimebasedLicense
- If checked, allows configuration for time-limited licenses.
- m_isTimebasedLicense
- If checked, allows configuration for time-limited licenses.
- m_isTrigger
- Whether the animation parameter is a trigger.
- m_isTween
- Does this effect use a TweenController?
- m_itemChoiceDescriptionFormat
- The description to display when the user is choosing the reward.
- m_itemChoiceDialogTitle
- The dialog title to display when the user is choosing the reward.
- m_itemLabel
- Label for the item list within the popup when claiming items from this source.\n(Ex: Reward Contents)
- m_itemPriorities
- Item priorities used to determine item pick priority
- m_keyRefs
- The keys to add to the collection
- m_keyRefs
- The keys to add to the collection
- m_keyToTrackProgress
- Optional key in case we don\'t want this sequence to be shown again.
- m_keychainAppName
- The local application keychain name that iOS uses to store tokens
- m_kill
- If you just want to kill a unit regardless, use this.
- m_laneMemoryDistance
- If distance to pre-combat position is less, then don\'t reset lane
- m_laneMemoryUsesPathDistance
- Lane Memory Uses Path Distance (false means straight line dist)
- m_laneSearchHeight
- How tall the search cylinder is for finding lanes.
- m_laneSearchRadius
- How far to look for lanes in addition to the unit\'s radius.
- m_laneStrategyGoldValue
- Lane Strategy - score per gold source
- m_laneStrategyTowerValue
- Lane Strategy - score per tower
- m_laneThreatMultiplier
- 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.
- m_laneWoundedOwnerDangerFlatScore
- Lane Danger Scoring - RecentlyDamaged Tower Min
- m_laneWoundedOwnerDangerPerEnemyScore
- Lane Danger Scoring - RecentlyDamaged Tower Per Enemy In Lane ScoreS
- m_laneWoundedTowerMinHealthPctToCare
- Lane Danger Scoring - RecentlyDamaged Tower Min Health percent to care
- m_lastTargetTracker
- If set will only use the specified aspect to find the target. Otherwise, will use the first AspectLastAbilityTarget found on the caster.
- m_layerMask
- Unit types we consider.
- m_layerMask
- Unit types we consider.
- m_leadPushWithSupportChancePct
- SynergyPlay - leadPushWithSupportChancePct
- m_leaderInStorePermission
- The permission required for leaders to show up in Store Grid.
- m_leaderMini
- The leader mini, this gets added to the army\'s pile.
- m_leaderPlayCountScale
- Amount to scale the number of times played for leader minis when calculating their end of game score.
- m_leaderRarity
- Currency granted for each leader rarity point over the maximum
- m_leaderRarity
- The leader target rarity for mini rarity overrides.
- m_leaderReward
- Owned leader reward
- m_leaderReward
- Reward reference for the first leaders grant
- m_leaderSelectImage
- The leader\'s image in the leader select panel (only applicable to leader minis).
- m_leaderboardAvailable
- Determines if the leaderboard button is enabled for this event
- m_leashRange
- How far this unit can walk/acquire from their leash position before returning.
- m_leashRange
- When waiting, the unit will leash back to their wait location if they travel further than this distance away.
- m_leashRange
- When waiting, the unit will leash back to their wait location if they travel further than this distance away.
- m_lerpFromSpawnPosition
- If true, the object will interpolate from its spawn position over the pause duration.
- m_lerpToSpawnPosition
- 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.
- m_levelCapDelta
- The max levels above this mission\'s level that a player can bring. Minis will be capped at the mission\'s level + this number
- m_levelDifferenceThreshold
- 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.
- m_levelFractionalDigits
- The number of digits to retain after performing adjustments to the modifier level (i.e. for wins/losses).
- m_levelJumpCeiling
- 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.
- m_levelMax
- Max level in which this reward can be granted
- m_levelMin
- Min level in which this reward is granted
- m_levelModification
- How much to modify the level of any mini affected by this buff.
- m_levelMultiple
- Level multiple in which this reward is granted
- m_levelOffset
- The level modifier offset for this quest mode
- m_levelOffset
- The level modifier offset for this surge type
- m_levelsToAdd
- The number of levels to add.
- m_licenseInclusionRule
- If not specified, it will default to the logic in the PMT tool.
- m_licensesGranted
- Licenses granted by this product on purchase.
- m_lifeCapturePercent
- Percentage of life awarded upon capture.
- m_lifeHealCombatDelay
- In seconds. How long to wait for the POI to be out of combat before allowing it to heal.
- m_lifeHealPerSecond
- The amount of life to heal per second while the POI is rebuilding until it reaches 100%. Additive to Life Percent Heal Per Second.
- m_lifeNormalizedLimit
- Targets whose normalized life values greater than or equal to this amount will be ignored.
- m_lifePercentHealPerSecond
- The percentage of life to heal per second while the POI is rebuilding until it reaches 100%. Additive to Life Heal Per Second.
- m_lifeStealFactor
- Percentage of damage applied to heal the caster (1.0 == 100%).
- m_lifeStealImpact
- The impact handler to invoke on caster when lifestealing.
- m_lifetime
- Fixed duration of how long the effect should last before entering the Orphan sequence. Can override BSD & Script controlled effects.
- m_lifetime
- How long this UI should be present
- m_limitedOfferDetailPopupDataModel
- The detail popup to display.
- m_lineOfSightRayHeight
- The height of the raycast we use to search for LoS blockers.
- m_list
- The list of assets that will be rotated through.
- m_listAllItemsOnPopup
- If true, this overrides the default number of items in PendingRewardsHandler\n
- m_listenerCameraParentDistance
- How far the listener is projected towards the camera\'s parent object.
- m_lives
- 0 means infinite lives
- m_lives
- Starting number of lives.
- m_locale
- Locale of the filter
- m_localizedFilters
- A list of profanity filter data per locale
- m_location
- How this operation knows where the index state is stored
- m_location
- Location we look to for the life aspect.
- m_location
- The location to get which army will be affected.
- m_location
- 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
- m_locationAlignment
- The location to do alignment comparisons.
- m_locationAlignment
- The location to do alignment comparisons.
- m_locationArmy
- Location which defines the army that the target unit will become a part of.
- m_locationArmyAlignment
- Which filter to use when selecting which teams/Armies to advance the Replacement Counter on.
- m_locationArmyInherit
- The location the spawned unit should inherit its army status from.
- m_locationAttacker
- The location to consider the attacker.
- m_locationAttacker
- The location to consider the attacker.
- m_locationExcluded
- The location to exclude from the search.
- m_locationExcluded
- The location to exclude from the search.
- m_locationExcluded
- The location to exclude from the search.
- m_locationExcluded
- The location to exclude from the search.
- m_locationImpact
- The location to launch the missile to.
- m_locationMine
- The location to mine.
- m_locationModify
- 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.
- m_locationModify
- The location to use to determine which army to remove the army buff from.
- m_locationModify
- The location to use to determine which team to modify gold.
- m_locationModify
- The location to use to determine which team to modify gold.
- m_locationModify
- The location to use to determine which team to modify mini cost.
- m_locationModify
- The location to use to determine which team/Army to advance the Replacement Counter on.
- m_locationParent
- The location the spawned unit should get it\'s level and talent from.
- m_locationParent
- The location the spawned unit should get it\'s level and talent from.
- m_locationProvider
- The location whose owner is applied to the receiver.
- m_locationReceiver
- The location whose owner should be changed to that of the provider.
- m_locationSearch
- The location to perform the search.
- m_locationSearch
- The location to perform the search.
- m_locationSearch
- The location to perform the search.
- m_locationSpawn
- The location to spawn objects
- m_locationSpawn
- The location to spawn objects if spawn type is default.
- m_locationTarget
- The location the spawned unit should inherit its target from.
- m_locationToTrack
- The location that should be tracked.
- m_locationVictim
- The location to consider the victim.
- m_locationVictim
- The location to consider the victim.
- m_locationVictim
- The location to consider the victim.
- m_locationVictim
- The location to consider the victim.
- m_locationVictim
- The location to consider the victim.
- m_locationWaypointProvider
- The location to get the waypoint provider from
- m_longLasting
- If this is not set, this sound will not continue to play while muted.
- m_loop
- Will return to the first index when hitting the end.
- m_loot
- The collection of loot items that make up this bucket.
- m_lootBuckets
- Mission specific loot buckets. These are only chosen randomly during this mission.
- m_lootBuckets
- 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.
- m_lootBucketsForAfterFirstMission
- Loot buckets that may only be used for missions after the first.
- m_lootBucketsForAllMissions
- Loot buckets that may be used for all missions, including the first.
- m_lootOptionsPerMission
- Number of loot options to show per mission if there are any left available.
- m_losWorldMask
- What layers are consider LoS blockers.
- m_lossModifyAmount
- The amount to change the level modifier for each loss.
- m_lossStreakBreakingEnabled
- Specifies whether loss streak breaking behavior is enabled.
- m_lossStreakMmrAdjustment
- This is the adjustment to the player\'s mmr if they are on a loss streak and loss streak breaking in enabled.
- m_lossStreakThreshold
- How many losses in a row count as a loss streak.
- m_lostControlOperations
- The operation to run when the POI is lost.
- m_lowHealthNormalizedThreshold
- Normalized health percent under which a health change value will trigger the activity
- m_lowerBound
- The lower rating limit of this bucket. inclusive value. Use -1 for unbounded lower limit.
- m_maintainContext
- If enabled, the aspect will maintain context (caster, updating target, updating source) throughout operation instead of updating it.
- m_maintainSource
- If enabled, the aspect will also not update the Source to be the current unit and maintain it from the previous context.
- m_map
- Map
- m_mapDurationSeconds
- exit the map after this much time
- m_mapSpawnGoldValue
- Confidence - Gold Value of a creep camp unit used by saturated lane penalty and defenseoffense formula
- m_maps
- Enumeration of the pvp season maps
- m_markerUnitRef
- The units used to mark potential trap spawn positions
- m_matchTimeRemainingForWinToCountAsLoss
- If the remaining time in a match is less than this, the match will count as a loss for elo modification.
- m_matchmakerData
- Matchmaker data used by the matchmaking service when creating matches.
- m_material
- Main Material.
- m_material
- Main Material.
- m_materialPalettes
- The colors to choose from when applying color to the owned material.
- m_maxArmyAutoEquipCount
- The maximum number of minis that are automatically equipped in the army from the FTUE sequence.
- m_maxBoardSlotLevelPostValor
- The max level for a board slot upgrade including valor upgrades (raids).
- m_maxBoardSlotLevelPreValor
- The max level for a board slot upgrade.
- m_maxCharges
- The maximum number of charges. Used in conjunction with OperationAttachAspectOrAddCharges
- m_maxClearReward
- The clear reward earned at the max dungeon level. Re-earnable once a week per leader
- m_maxCollectionLevel
- Maximum collection level a player can reach.
- m_maxContainedUnits
- 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.
- m_maxDamage
- The response will NOT trigger if the damage is more than this amount.
- m_maxDifficultyAdjustment
- The maximum difficulty adjustment that will be stored in the player\'s profile.
- m_maxDistance
- If set to infinity, this will search the whole map.
- m_maxDynamicReplacements
- 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.
- m_maxFamilySlots
- The maximum number of family slots that can be manually selected (does not count auto upgrade slots)
- m_maxGameResultWaitTimeSeconds
- 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.
- m_maxGoldChange
- If gold amount changed is greater than this, no operations are executed
- m_maxGoldSpent
- Operation won\'t fire if the player spent greater than or equal to this amount of gold to play
- m_maxHeal
- The response will NOT trigger if the heal is more than this amount.
- m_maxHeal
- The response will NOT trigger if the heal is more than this amount.
- m_maxHealthGrowthRate
- ValueForLevel = miniValue * this ^ (level - 1)
- m_maxHonorGain
- The most honor a player could earn for a match.
- m_maxHonorLoss
- The most honor a player could lose for a match.
- m_maxLevelJump
- 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.
- m_maxMiniCost
- If a mini costs more than this amount, the buff will not apply.
- m_maxMinisPerReward
- Maximum number of mini copies (stars) per reward
- m_maxNewMinis
- The max number of new minis to introduce in the enemy AI army for the user.
- m_maxPointsPerWin
- The ELO K-factor. Max points is how much an expected loss would gain. Close matches gain ~half.
- m_maxPvpLevelCap
- Max level cap for minis in pvp
- m_maxRandomPositionalOffset
- The random function finds a value between each vector and the negative value of the vector.e.g. Rand(-maxOffset.x, maxOffset.x)
- m_maxRandomRotationalOffset
- The random function finds a value between each vector and the negative value of the vector.e.g. Rand(-maxOffset.x, maxOffset.x)
- m_maxRandomRotationalOffset
- The random function finds a value between each vector and the negative value of the vector.e.g. Rand(-maxOffset.x, maxOffset.x)
- m_maxRarityPointMiniInclusionPercent
- Percent chance that max rarity point minis are included as valid options for a slot
- m_maxRobustChoicesPerReward
- Maximum number of robust choices per reward
- m_maxScorePerEvent
- how many score points can be earned per instance of the event. 0 means there is no limit
- m_maxScorePerSession
- maximum challenge score points per session
- m_maxSeconds
- Queue time maximum in seconds (0 disables feature)
- m_maxSpeed
- The maximum travel speed in units per second.
- m_maxStackRule
- How to handle additional applications of this aspect when at max stacks.
- m_maxStacks
- 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.
- m_maxStacks
- The maximum number of stacks.
- m_maxSupporterScoreValue
- Offensive Productivity: maxSupporterScoreValue
- m_maxTargets
- The maximum number of targets this search can hit. If 0, will hit every target. Targets are alwayssorted by distance from the search location.
- m_maxTargets
- The maximum number of targets this search can hit. If 0, will hit every target. Targets are alwayssorted by distance from the search location.
- m_maxTimeForSurrender
- The maximum amount of time before we will no longer treat a restart on the first mission of a dungeon as a surrender.
- m_maxTomesPerReward
- Maximum number of tomes per reward
- m_maxTraitSlots
- The maximum number of trait slots that can be selected
- m_maxUpgradeClearRewards
- Max number of earnable army upgrade rewards from dungeons for a single armyboard.
- m_maxWildCardSlots
- Not currently fully implemented -- The maximum number of wildcard slots that can be selected
- m_maximum
- The maximum amount of unhealed damage that can be inflicted before death.
- m_maximumAcquireHeight
- The maximum height of the cylinder we use to search for nearby targets. This is an offset from the unit\'s current position.
- m_maximumCharges
- Maximum number of charges this ability can have.
- m_maximumCount
- The maximum number of periods. 0 indicates an infinite number.
- m_maximumDuration
- Bonus is guaranteed to activate by this time.
- m_maximumGold
- Maximum amount of gold in this gold source.
- m_maximumLength
- The maximum length of the field. Leave set to -1 for unset. If the type is asset this will be set to 16
- m_maximumPlacedGridOverrides
- Maxmimum number of gird overrides that can placed on the grid at once.
- m_maximumPlacedGridOverrides
- Maxmimum number of this override that can placed on the grid at once.
- m_maximumRelativeHeight
- This check only passes if the target height is <= source height + m_maximumRelativeHeight
- m_maximumReleasePhase
- 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.
- m_maximumStoredQuestsDoNotChange
- Maximum number of stored quests, do not change! Requires matching change on server database, so changes here will not do much
- m_meanLeaderHonor
- The expected average honor for individual leaders
- m_mechanic
- 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
- m_memberArclightBooster
- Guild profile key for whether a player has Arclight booster
- m_memberAvatarProfileKey
- Guild Profile key for member avatar
- m_memberLastCampaignMissionProfileKey
- Guild Profile key for member last campaign mission
- m_memberProfileCollection
- Guild Profile Collection key for members
- m_memberPvpPlayerHonor
- Guild Profile key for when a player last played PvP, to calculate Honor decay
- m_memberPvpTopLeadersKey
- Guild Profile key for top PvP leaders
- m_memberSkullCountProfileKey
- Guild Profile key for member skull count
- m_microDangerGrid
- AI Tag Micro Danger Relationships
- m_migrationPatterns
- The list of migration patterns to execute (IN ORDER). Do not delete, only add in the order of execution.
- m_migrationProgressionEvent
- The progression event that will mark this migration as completed.
- m_migrationSettings
- Configuration for migrations we may need to perform
- m_migrationType
- What type of migration this is (used for special handling).
- m_milestoneSpriteReference
- The image on the left side of the milestone next to the title and description.
- m_minConfidence
- Minimum ranking confidence value.
- m_minCorrectionDistToNav
- 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.
- m_minDamage
- The response will NOT trigger if the damage is less than this amount.
- m_minDifficultyAdjustment
- The minimum difficulty adjustment that will be stored in the player\'s profile.
- m_minDistToSupportTankInDeployArea
- Offensive Productivity: minDistToSupportTankInDeployArea
- m_minElapsedTimeForSurrenderCredit
- 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.
- m_minGoldChange
- If gold amount changed is less than this, no operations are executed
- m_minGoldSpent
- Operation won\'t fire if the player spent less than or equal to this amount of gold to play
- m_minHeal
- The response will NOT trigger if the heal is less than this amount.
- m_minHeal
- The response will NOT trigger if the heal is less than this amount.
- m_minMiniCost
- If a mini costs less than this amount, the buff will not apply.
- m_minMissionTimeForExpScale
- Minimum mission time in seconds before we start scaling from m_missionExpScaleDefeat to m_missionExpScaleMinorVictory
- m_minOwnedMinisForDuplicateMinis
- One way to have duplicate minis in the grid (or have Duplicte Mini Permission)
- m_minRange
- Target must be outside this range.
- m_minSeconds
- Queue time minimum in seconds (0 disables feature)
- m_minedOperations
- The operation to resolve when any gold is mined.
- m_minerMini
- The miner mini, this gets added to the army\'s pile.
- m_mini
- The mini to add
- m_miniCelebrationPopupDataModel
- The popup data model reference for mini celebrations
- m_miniChoiceDescriptionFormat
- The description to display when the user is choosing the mini
- m_miniChoiceDialogTitle
- The dialog title to display when the user is choosing the mini
- m_miniChoiceSubtitleFormat
- The subtitle to display when the user is choosing the mini
- m_miniCount
- The number of mini copies to grant at this rarity.
- m_miniExpCutoff
- Rules for excluding highest level minis from the random pool for experience rewards.\nApplies to quests and tomes.
- m_miniExperiencePerLevel
- Each element is the experience it takes for Minis to go from the given level to the next level.
- m_miniInfoDialogTitleColor
- Mini Info Dialog Text Color.
- m_miniLevelCap
- Mini levels will be capped to this level.
- m_miniLevelMultiplier
- Mini level multiplier
- m_miniLevelProgression
- This is for mini level progression.
- m_miniPlayCountScalePerGoldCost
- Per mini gold cost how much should we scale the number of times it was played to calculate its score.
- m_miniRaritiesPastCommonUnlocked
- Permission required to unlock mini rarities greater than common in the grid.
- m_miniRarityIcon
- TEMP - The icon of the mini rarity level.
- m_miniRarityTypes
- The mini rarity types that will be considered when progressing this challenge.
- m_miniReplacementKey
- Key used to identify a MiniReplacement buff for changing the replacement Mini. Can be shared betweenmultiple ArmyBuffMiniReplacement and Commands for creating a group.
- m_miniReplacementKey
- Key used to identify a MiniReplacement buff for changing the replacement Mini. Can be shared betweenmultiple ArmyBuffMiniReplacement and Commands for creating a group.
- m_miniReplacements
- Mini replacement configuration
- m_miniRequirements
- If requirements are met, minis that advance this challenge.
- m_miniStats
- How mini stats are changed based on their level
- m_miniStatueBasePrefab
- The mini statue base prefab (3D) to display for spell minis of this family.
- m_miniStatueBaseSprite
- The mini statue base image to display for minis of this family.
- m_minimumAcquireHeight
- The minimum height of the cylidner we use to search for nearby targets. This is an offset from the unit\'s current position.
- m_minimumAcquireRadius
- The minimum distance the target must be for them to be acquireable.
- m_minimumCooldown
- The minimum time before a new wander location will be chosen after arriving..
- m_minimumDistance
- The minimum distance the unit will wander.
- m_minimumDuration
- Bonus will never activate before this time.
- m_minimumLength
- The minimum length of the field. Leave set to -1 for unset
- m_minimumRelativeHeight
- This check only passes if the target height is >= source height + m_minimumRelativeHeight
- m_minimumReleasePhase
- 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.
- m_minimumReturnRange
- 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.
- m_minimumScale
- The smallest this indicator will be drawn due to distance from the edge of the screen.
- m_minis
- The minis in this set.
- m_minis
- The minis to use.
- m_minutesHighest
- The time to display when minutes is the highest value.
- m_minutesOnly
- The time to display when minutes is the only value.
- m_mission
- The mission to check against.
- m_missionColor
- Color applied to mission items in the mission list
- m_missionDefeatExpMinimum
- The amount of experience to award on defeat as long as the elapsed time was above the minimum threshoold.
- m_missionLockedColor
- Color applied to locked mission items in the mission list
- m_missionPermissionsSettings
- This is to configure mission permission settings
- m_missionPoolPvp
- The list of missions that are in the matchmaking pool.
- m_missionPopupDataModel
- The popup data model to be used if trigged in a mission.
- m_missionVariant
- MissionVariant of this campaign mode
- m_missionVariantRequirements
- Required mission variants to advance this challenge. Defaults to any if empty.
- m_missions
- Missions available in this zone
- m_missionsPassed
- The number of missions passed
- m_mmrRangeIncreasePerSecond
- The amount that the allowable mmr range for a match will increase per second the player is queued.
- m_mmrRangeInitial
- 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.
- m_modType
- Target stat that will be modified.
- m_modelVariants
- 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.
- m_modelVariants
- 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.
- m_modes
- All the different campaign modes
- m_modifications
- Aspects that are applied to every unit spawned by the board\'s owning army.
- m_multiPlayCount
- The number of times this mini can be played repeatedly before discarding.
- m_mustBeLeader
- If set to to true, only leaders will pass. This will short circuit the restof the filtering logic.
- m_mutators
- A collection of mutators
- m_mutators
- Mutators used to modify the quest mission.
- m_mutatorsWithSkullThresholds
- A collection of mutators with a required skull level to activate them in Arclight Surge.
- m_name
- Arbitrary name used to reference this config from AppSettings, should be kept in sync with the actual asset name for organizational purposes
- m_name
- 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.
- m_name
- The id string that\'s synced with the SFM tool
- m_name
- The internal name of this avatar
- m_name
- The name of the field
- m_name
- The name of the icon.
- m_name
- The name of the state in the animator to respond to.
- m_name
- The name to display when matched. Purposefully unlocalized.
- m_name
- The name to use when displaying ranks in UI
- m_nameRef
- Name as seen in quest UI.
- m_nameRef
- The name to display in the collection/glue screens.
- m_nameRef
- The name to display in when describing the profile field
- m_navigationSingleton
- This is for navigation constants like push ratios and other things.
- m_networkTuningSettings
- Tuning Data related to networking server and client
- m_neverPlayScoreThreshold
- neverPlayScoreThreshold - Never make a play if the score is less than or equal to this
- m_newEmoteBadge
- The Badge to activate when the player has new emotes
- m_newMinerSkinBadge
- The Badge to activate when the player has new miner skins
- m_newOwner
- The object which should become the owner of the deploy areas.
- m_newRotationBadge
- Badge to activate when there is a new active dungeon
- m_newRotationBadge
- Badge to activate when there is a new active raid
- m_newTowerSkinBadge
- The Badge to activate when the player has new tower skins
- m_newUnits
- Replace one of these randomly using mission seedUnit to replace with.
- m_nextChallenges
- The next challenges to be activated after completing this one.
- m_nextMultiPlayMini
- When this mini is played repeatedly, we swap to the next mini specified here.
- m_noGridDuplicates
- Ownership of a mini with this rarity, prevents a duplicate from showing in the store grid.
- m_noTalentSelectedIcon
- Image to show when no talent is selected on a unit that has available talents.
- m_nonRandomDeals
- Number of times to deal all cards in the fixed order defined here, before drawing randomly.
- m_notInStoreObtainable
- 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
- m_notInStoreUnobtainable
- The purchase permission that is set when the unit should not be shown in the store and is unobtainable
- m_notificationChannels
- All notification channels available for posting to (used by Android).
- m_notificationSettings
- Configuration related to local client notifications
- m_notificationType
- The profile setting this channel is linked to.
- m_numBonusLevels
- The total number of bonus levels applied at this rarity.
- m_numCorrectionIncrements
- The projection will be divided into this many \'segments\' to find a better result
- m_numLeadersForPlayerHonor
- How many leaders are used to calculate the player\'s overall honor this season
- m_numUnlockedTalentSlots
- The total number of talent slots unlocked at this rarity.
- m_numberOfChoices
- The number of choices the player will be allowed to pick.
- m_numberOfNonRandomDeals
- Number of decks that will be chosen following the order below before shuffling randomly
- m_numberOfNonRandomDeals
- Number of times to use the exact ordering of the deck before shuffling randomly.
- m_numberOfSelections
- The number of selections to make from the reward item choices buckets. If 0, defaults to number of reward item choices.
- m_numberOfUpcomingRaids
- Number of upcoming raids to show in the events UI (agnostic of current raid being available or in downtime)
- m_obstacle
- This will tell the mesh that it must deform around this object. Use only for buildings and POI.
- m_offenseDefenseHomeGoldValue
- Confidence - offenseDefenseHomeGoldValue - how much is a base/boss worth
- m_offenseDefenseRatioMultiplierPreSqrt
- Confidence offenseDefenseRatioMultiplierPreSqrt
- m_offensiveProductivityWeightHigh
- Offensive Productivity: offensiveProductivityWeightHigh (Value of base productivity in offensive productivity score
- m_offensiveProductivityWeightLow
- Offensive Productivity: offensiveProductivityWeightLow (Value of base productivity in offensive productivity score Lerps as confidence goes from .5 to 1
- m_offerPrefab
- Prefab to be instantiated within StoreOfferSlot.\nFor bundles, this corresponds to the art prefab.
- m_offerPrefabOverride
- If present, overrides the Offer Prefab field in the StoreOffer.
- m_offerTitle
- The title to display for this offer.
- m_offerTitleColor
- Color of store offer title.
- m_offerTitleReplacement
- 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.
- m_offersToSetAsOwned
- The offers to set as owned if the offer is not owned when this migration is run.
- m_offscreenOcclusion
- Off-screen occlusion value.
- m_offsetArc
- The angle in degrees to offset the source direction before comparing with the arc.
- m_offsetArc
- The angle in degrees to offset the source direction before comparing with the arc.
- m_offsetArc
- The angle in degrees to offset the source direction before comparing with the arc.
- m_omittedZones
- Zones that this surge type cannot be applied to (if this zone is draw, it will redraw)
- m_onActivate
- Operations to run when activated.
- m_onAspectAdded
- The operation to run when this aspect is added to a unit.
- m_onAspectRemoved
- The operations to run when this aspect is removed. This includes when the unit is destroyed.
- m_onDeactivate
- Operations to run when deactivated
- m_onEntrance
- Operations that will run when a unit enters this trigger.
- m_onExit
- Operations that will run when a unit enters this trigger.
- m_onLoopStopWwiseEvent
- An additional event to fire off when the object is cleaned up.
- m_onPlayedOperations
- These operations are run once per mini play with this aspect\'s owner as the target.
- m_onPlayedOverrideEvent
- The Wwise audio event that is triggered when a unit is played by either army
- m_onStopMovingWwiseEvent
- An additional event to fire off when the unit stops moving. Used to trigger \'stopping\' sounds like tire screeching.
- m_oncePerAutoMini
- Operations will only trigger once per auto mini play.
- m_oncePerAutoMini
- Operations will only trigger once per auto mini play.
- m_onlyAcquireTaunter
- 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.
- m_onlyConsiderOperationsCastByMe
- This will only consider operations if you cast them.
- m_onlyInterruptIfAnotherTargetInRange
- 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
- m_onlyNewUnits
- Only target units this missile hasn\'t hit before.
- m_onlySpawnWhenAllDead
- Will only spawn new creeps when the initial count is dead..
- m_operation
- If we want to show or hide the UI Display Sequence.
- m_operation
- Operation to run
- m_operation
- The operation to execute when a charge is consumed. If this operation fails, the charge is refunded.
- m_operation
- This operation is what the aspect will listen to to decide to change its token amount.
- m_operation
- Tooltip we want to make available.
- m_operationSeconds
- How long after the phase starts before the operation happens.
- m_operations
- Operations to execute when countered. Source is the game object this aspect is on.
- m_operations
- Operations to run on the new target..
- m_operations
- Operations to run when gold changes.
- m_operations
- The list of operations from which to randomly choose.
- m_operations
- The operation to execute each period.
- m_operations
- The operation to execute each period.
- m_operations
- The operation to execute on each target.
- m_operations
- The operation to execute on each target.
- m_operations
- The operation to run on each created object.
- m_operations
- The operation to run on each created object.
- m_operations
- The operations to execute as soon as this operation happens.
- m_operations
- The operations to execute when the ability fires.
- m_operations
- The operations to repeat.
- m_operations
- The operations to run every time this unit\'s owning army gains this amount of gold..
- m_operations
- The operations to trigger when entering this phase
- m_operations
- which operations can cause this event
- m_optionLevelModifier
- The amount to adjust the level of the quest option.
- m_optionalQuestSlotDescription
- Short optional description that will replace the mini name in the quest slot UI.
- m_optionalRewardDescription
- The optional description to display along with the reward name.
- m_optionalToolTipStrings
- The optional tooltip string references.
- m_orphan
- 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.
- m_orphan
- If true, this aspect will not detach when the set is detached.
- m_orphanDelay
- 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.
- m_orphanDelay
- The amount of time that an object will be orphaned before it is completely disabled. In seconds.
- m_orphanDelay
- 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.
- m_orphanImmediately
- Model will be orphaned from it\'s parent immediately after being created and positioned on its attachment point.
- m_orphanOnPlayComplete
- Will orphan immediately if used as a deploy unit once the play is complete
- m_orphanTimeSeconds
- Time, in seconds, that the object stays orphaned after it has been played or canceled. Disabled if set to 0.
- m_orphanUsePSDuration
- 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!
- m_outlineAspect
- Outline aspect to use when outlining the object the tooltip is pointing to
- m_outofCombatOperations
- The operation that is executed when the combat time has elapsed.
- m_overflowConversion
- Conversion rates for rarity and XP overflow
- m_overlapPercent
- This number will reduce the radius. Example: .25 will be Radius * (1 - .25) == .75 * Radius
- m_overrideArmyBuffs
- If set, army buffs will be overriden when this talent is equipped.
- m_overrideBalanceRole
- If set, balance role will be overriden when this talent is equipped.
- m_overrideDeploysAndSpawns
- If set, the deploys and spawns will be overriden by this talent
- m_overrideFlags
- If set, flags will be overriden when this talent is equipped.
- m_overrideGold
- If set, gold will be overriden when this talent is equipped.
- m_overrideMultiplay
- If set, m_nextMultiPlayMini and m_multiPlayCount will be overriden when this talent is equipped
- m_overridePopup
- the popup to use \n
- m_overrideSpawns
- Whether we should try to get spawn information from a location\'s Mini.
- m_overrideSpawnsLocation
- The location from which to grab the Mini spawns from.
- m_overrideTalent
- Set to override the talent, otherwise it will propagate from the caster.
- m_overrideTraits
- If set, traits will be overriden when this talent is equipped.
- m_overrideUnitMini
- 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!
- m_overrideUnityLayer
- When we spawn this prefab, should we override the unity layer?
- m_overrideVisualConfig
- Configuration information for how this item is displayed in the store grid subpanel
- m_ownedMiniThresholds
- Owned minis and min number of minis to show in store
- m_ownedMinis
- Minimum number of minis
- m_ownedMinis
- Mininmum number of minis
- m_ownedMinis
- Mininmum number of minis
- m_ownedOfferTrigger
- The owned offer that triggers this migration
- m_ownedProductTrigger
- The owned product that triggers this migration
- m_ownedRewards
- Rewards granted when a mini is owned
- m_ownedVsCostWithIconText
- owned / cost format string including the currency icon.\nUsed when dynamically inserting currency amounts into display text.
- m_pageIndexLocFormat
- Formatting string for current and total page count
- m_parameters
- The parameter that will be passed to the reward generation function.
- m_parameters
- The parameters of the function.
- m_participationRewards
- Enumeration of the season\'s rewards.
- m_pauseDuration
- How long until the object\'s behaviors are activated.
- m_perGoldOperations
- Operations to run when gold changes per amount of gold earned .
- m_perMiniOperations
- Run an operation targeting every mini play location that passes the filters.
- m_perSpawnOperations
- Run an operation targeting every mini spawn for any mini play that passes filters.
- m_perTalentAdjustment
- 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.
- m_percentChanceToInclude
- 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.
- m_percentDamageIgnoresArmor
- Whether or not percentage damage for this operation ignores armor.
- m_percentDamageScaleStat
- Can be used to scale the percent damage using the scaling rules of a stat.
- m_percentageAmount
- How much damage to do as a percentage of the target\'s maximum health.
- m_percentageAmount
- How much to increase life by as a percentage of the target\'s maximum health.
- m_periodRandomRange
- The maximum additional time (in seconds) added to each period. Only enabled if Delay Timeframe is set to \'Relative to Current Time\'.
- m_periodSeconds
- The length of time between periods.
- m_periodSeconds
- The minimum amount of time between periods.
- m_periodSeconds
- The minimum amount of time this unit will be considered executing this ability (unless interrupted).
- m_periodType
- The units used for the rotation and downtime periods.
- m_periodic
- The specific periodic type that we are listening for.
- m_permission
- Permission that gates this campaign mode
- m_permission
- The permission required to unlock this zone.
- m_permissionReference
- The player must have this permission to have the adaptive difficulty feature active.
- m_phase1Units
- The units which need to die before we run the transition operation.
- m_phase2Units
- The targets of the transition operation.
- m_phaseInfos
- Enumeration of all phases for this unit.
- m_phasePeriodSeconds
- The minimum amount of time this unit will be considered executing this phase (unless interrupted).
- m_phases
- The ability will go through each phase executing it\'s operations.
- m_pitchArc
- The angle the pitch is limited to in degrees when adjusting the rotation to face the target.
- m_pitchArc
- The angle the pitch is limited to in degrees when adjusting the rotation to face the target.
- m_placeAnywhereHomeHealthNormAggressive
- Deploy Anywhere Scoring - When Enemy Home is in danger health - offensive mode
- m_placeAnywhereHomeHealthNormDefensive
- Deploy Anywhere Scoring - When Enemy Home is in danger health - defensive mode
- m_placement
- 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
- m_placementHeightOffset
- The offset from the terrain that this unit will be placed at.
- m_placementId
- The placement guid for root-level SFM query.
- m_placementRange
- How far from a placement position should we look for a valid area to stand.
- m_placementRewards
- Enumeration of the end of season rewards.
- m_playDuration
- 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
- m_playStartStopEvents
- These Events are Played when the clip is active, and Stopped when the clip ends.
- m_playTimeTriggerMinutes
- The amount of elapsed game play time that triggers the popup.
- m_playWwiseEvent
- The event to trigger when the emote is played.
- m_player
- Apply to player armies.
- m_player
- Apply to player armies.
- m_playerArmyGlobalGoldAdjustment
- Globally Tune the gold income for player controlled armies
- m_playerHonorScaling
- Parameters for the honor bonus multiplier when a leader is below a player\'s honor per leader (playerhonor / 3)
- m_playerProfileKeysToApply
- Player profile keys to apply when this income bonus is granted.
- m_playtimePopupTriggerData
- Data related to popup triggers based on game play time.
- m_poiRespawnDurationSeconds
- How long should the indicator after a POI respawns before it fades.
- m_points
- Points of progress this activity is worth
- m_populationCountConfigs
- config which changes depending on how many slots are being populated.
- m_popupPrefab
- Prefab containing the popup window for this prompt
- m_popupTriggers
- All popups to be triggered based on their trigger configs.
- m_portraitImage
- The image to display in small circle elements in the UI.
- m_portraitImage
- The mini\'s portrait in the lunchbox and/or army previews.
- m_positionSelector
- 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
- m_postBlinkOperation
- The operation to execute when the unit arrives at it\'s new location.
- m_postCapture
- 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.
- m_postCapture
- 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.
- m_postLoginErrorsMapping
- Error mappings that are not needed until after login.
- m_postSpawnGuaranteedDownTime
- 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.
- m_postTeleportOperations
- These operations are run with the teleported unit as the target after moving the unit.
- m_preBlinkOperation
- The operation to execute just before unit blinks.
- m_preTeleportOperations
- These operations are run with the teleported unit as the target before moving the unit.
- m_prefab
- The prefab for the animated emote that will be displayed.
- m_prefab
- The prefab that will be spawned into the UI.
- m_prefab
- The prefab to take a picture of for the image.
- m_prefabArray
- An array of GameObject\'s
- m_prefabScalar
- A scalar GameObject
- m_preferredMaxTalents
- Max amount of talents that should be in the GRID at once. Talents past this will not receive priority bumps
- m_preferredQuestTargetFallback
- (Disabled) Bucket B: If not enough minis are in the top armyboards, use the top N levelled minis instead
- m_preferredQuestTargetLeaders
- (Disabled) Bucket B: Top N leaders to include in Quest target selection. 0 means include all equipped armyboards
- m_preferredQuestTargetUniqueMinis
- (Disabled) Bucket B: Preferred unique minis in top N armies
- m_preferredWeights
- Preferred mini weights for biasing the store grid picker, leave empty if not overweighting
- m_prepoolCount
- 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.
- m_preventPvpTimingOverride
- Prevent PvP variant from modify the timing of this indicator
- m_preventRotationFlipInPvP
- 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.
- m_price
- Product price data
- m_primaryValue
- The value used to evaluate the gradient when choosing a single color.
- m_printDelay
- Time between prints.
- m_printedModifcations
- Modifications applied to the printed unit. Should include laning aspects.
- m_printingAspect
- Aspect applied to owner unit when printing.
- m_printingLocation
- Where to create the printed unit. If not found, or unset, will print at the location of owner unit.
- m_prioritizationChecks
- 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\'
- m_priority
- Higher priority values will take precedence over lower values.
- m_priority
- 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.
- m_priority
- Priority of this variation - in case player is in multiple that control the same value (Higher is higher)
- m_prizeTreePrefab
- Reward tree prefab reference
- m_prodCurrencyCodes
- List of prod currency codes for this currency in Bnet.
- m_productId
- The product ID of the Battle.net Product to grant.
- m_productTitle
- Additional title text defined in CommerceProduct
- m_productivityGrid
- AI Tag V Lane Productivity Grid.
- m_profanityManifest
- Profanity filter data.
- m_profileData
- This is for Player Profiles.
- m_profileFlairGlowVfx
- The glow VFX.
- m_profileFlairInfoSectionItem
- Optional: Section contents for the info popup
- m_profileKeyCollection
- Player profile keys that contain matchmaker data
- m_profileOfferPrefab
- Optional: Prefab to be instantiated within in PlayerProfileView.
- m_progressionEvent
- Progression event granted
- m_progressionEvent
- Progression event granted
- m_progressionEvent
- Progression event granted
- m_progressionEvent
- Progression event to grant when completing all missions in this zone
- m_progressionEvent
- The progression event granted at this campaign progression level
- m_progressionEventType
- Progression event type
- m_progressionEvents
- Progression events to grant during a valid time.
- m_progressionRarityTable
- The possible rarities for this mini.
- m_progressionReset
- Configuration for progression reset rules
- m_progressionSettings
- This is for progression related settings.
- m_progressionType
- The type of progression value used as a basis for the reward
- m_pulseInterval
- This is how often we will run operations on all units within the trigger.
- m_pulseOperations
- Operations that will execute on an interval for the pulsing.
- m_purchaseConfirmationPopupDataModel
- The purchase confirmation popup to display.
- m_purchaseEvent
- The event to execute when the mini is purchased in the store.
- m_purchaseGoldCostRef
- The amount of gold required to purchase this avatar in the store, or equivalent currency cost when included in store offers.
- m_purchaseGoldCostRef
- The amount of gold required to purchase this emote in the store, or equivalent currency cost when included in store offers.
- m_purchaseGoldCostRef
- The amount of gold required to purchase this in the store.
- m_purchaseGoldCostRef
- The amount of gold required to purchase this mini in the store.
- m_purchaseGoldCostRef
- The amount of gold required to purchase this reward in the store, or equivalent currency cost when included in store offers.
- m_purchaseGoldCostRef
- The amount of gold required to purchase this skin in the store, or equivalent currency cost when included in store offers.
- m_purchaseGoldCostRef
- The amount of gold required to purchase this talent in the store.
- m_purchaseGoldCostRef
- The equivalent gold cost.
- m_purchasePanelLabel
- Optional name which only appears in the web shop product comparison panel.\nIf unset, the product name will be used.
- m_purchasePermission
- The permission required to populate this in the store.
- m_purchasePermission
- The permission required to populate this in the store.
- m_purchasePermission
- The permission required to purchase this mini in the store.
- m_purchasePermissionAfterSeason
- The permission required to purchase this mini in the store after the season specified in Use Purchase Permission After Season.
- m_pushFlags
- These flags will dictate special behavior in the pushing system. If none is set, we will unoverlap as normal.
- m_pushValueMax
- Offensive Productivity: pushValueMax maximum push for one mini
- m_pushWeight
- This is a real weight to compare against other units. It cannot be 0.
- m_pusherWeight
- Offensive Productivity: pushValueWeight - overall scale for push value
- m_pvp
- Pvp activity type reference
- m_pvpBaseParticipationPoints
- Base participation points earned for a match.
- m_pvpLevelScale
- Level scale for minis in pvp (rounded up).
- m_pvpLossParticipationMultiplier
- When a player loses a PvP match, this value is multiplied by the base participation points to determine the amount of points earned.
- m_pvpLossRewardMultiplier
- Reward table value will be multiplied by this
- m_pvpLossRewardTable
- Reward table which defines experience gained for losing a PVP Match
- m_pvpPointsBase
- Warchest Points awarded for PvP victories
- m_pvpPrioritizeMmrExtremesDelaySeconds
- Only after this much timein the queue will the mm prioritize a match for players with the min and max mmr in a bucket
- m_pvpSettingsData
- PvP specific tuning data - Reference for Server or Editor use only
- m_pvpType
- Setting type to differentiate between the 3 possible changes for PVP.\n\tOnly the next type coming up will schedule.
- m_pvpWinParticipationMultiplier
- When a player wins a PvP match, this value is multiplied by the base participation points to determine the amount of points earned.
- m_pvpWinRewardMultiplier
- Reward table value will be multiplied by this
- m_pvpWinRewardTable
- Reward table which defines base experience gained for winning a PVP Match
- m_pvpWinStreakParticipationMultipliers
- 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.
- m_qualifiedProductName
- Optional name which only appears in the web shop.\nIf unset, the Name field will be used.
- m_qualityTrigger
- (Optional) Bonus will be applied only when the offer has this quality.
- m_questBuckets
- 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
- m_questExp
- Quest exp granted after ceiling
- m_questManagerSettings
- This is to configure quest progression.
- m_questModes
- 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
- m_questOptionCount
- The number of options available to choose from for each quest.
- m_questRarity
- Corresponding quest rarity, if applicable
- m_questRewardTable
- Reward table which defines experience gained for completing this rarity
- m_questSlotBgSpriteRef
- Quest Slot BG Image UI.
- m_questStoreAddPerDay
- The number of quests added to the store per day. Must be greater than max stored quests
- m_questStoreUnlockIntervalSeconds
- The length of time relative to midnight for adds to stored quests.
- m_radius
- How wide this trigger is.
- m_radius
- Radius of this Deploy Target. Deploys inside the radius are valid.
- m_radius
- This is the radius for spheres or capsules only. It will be ignored for the rectangle.
- m_radiusInclusionRule
- Settings for the search operation itself.
- m_radiusInclusionRule
- Settings for the search operation itself.
- m_radiusInclusionRule
- Whether or not to include the mover or target radius in the arrival distance check.
- m_raid
- Raid activity type reference
- m_raidRotation
- Timed raid rotation data
- m_raidSettings
- Configuration for all raid related stuff
- m_raidType
- Whether this is a Raid or Siege. Currently only used for UI purposes.
- m_raidVisuals
- Visuals data for any visual changes to accomodate this raid.
- m_ranOutOfLives
- Operations to run when out of lives.
- m_randomFullArcLength
- 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.
- m_randomSource
- The generator of any random numbers required by the reactor.
- m_randomizeTopPlaysWithinScore
- randomizeTopPlaysWithinScore - Choose a winning play from all plays within this score of the top
- m_range
- How close to the victim (in cells) does the ability have to get to fire.
- m_range
- Target must be within this range.
- m_range
- The distance in cells that the missile must be within to impact on its target.
- m_range
- The distance in cells that the missile must be within to impact on its target.
- m_range
- The range at which to search for a new target.
- m_rankPointRewards
- Total Warchest Points granted for each PVP rank.
- m_rankSettings
- This is to configure rank tuning.
- m_rankSubdivisions
- PVP Rank Subdivision Count. Instead of granting total per rank once, grant X times (rank/subdivision)
- m_ranking
- The upper boundary of leaderboard ranking to grant the reward. -1 to only use pvp rank achieved.
- m_ranks
- Ordered list of ranks
- m_ranks
- The PvpRanks to grant the reward for.
- m_rareQuest
- Rare quest activity type reference
- m_rarities
- The possible rarities for this mini.
- m_rarityCards
- The possible rarities for this mini.
- m_rarityCounts
- Number of \'cards\' for each rarity. Rarities may be repeated to define an exact deck ordering.
- m_rarityInGridPermissionRef
- The permission required for rarity to show up in Store Grid.
- m_rarityMultiplier
- Rarity multiplier
- m_rarityPointsCost
- The number of rarity points needed for upgrading to this rarity.
- m_rarityPointsGranted
- The number of rarity points granted for acquiring this rarity.
- m_rarityUpgradeCostTooltipDescription
- The description in the mini upgrade cost info tooltip.
- m_rarityUpgradeCostTooltipTitle
- The Title in the mini upgrade cost info tooltip.
- m_receivesDecals
- Whether or not this model receives decals such as the targetting reticles for spells.
- m_recentMemoryCount
- The number of recent spawn locations to ignore when picking a new location
- m_recentlyPickedCounts
- Number of total grid picks for items to be considered recently picked
- m_recentlyPurchasedExpBoostCount
- How many more picks (additive) before EXP boost can be seen after an exp boost purchase
- m_recentlyPurchasedTomePageCount
- How many more picks (additive) before EXP boost can be seen after a tome page purchase
- m_recentlySeenCounts
- Number of total grid picks for items to be considered recently seen
- m_rectHeight
- The 2d height of the copy box, centered on this aspect\'s owner
- m_rectHeight
- The 2d height of this box
- m_rectWidth
- The 2d width of the copy box, centered on this aspect\'s owner
- m_rectWidth
- The 2d width of this box
- m_recurringCurrency
- Recurring currency from Monthly Card type offers
- m_recurringDailyRewardsConfig
- Reoccuring licenses granted by this product, daily.
- m_recurringSchedule
- 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.
- m_recurringSchedule
- 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.
- m_recycleGridItemsInterval
- The interval of time in seconds that subsequent rotations occur (relative to recycle grid time).
- m_recycleGridItemsTime
- The length of time in seconds relative to midnight that the grid items will be rotated.
- m_reductionEntries
- amount of gold reduction per adjustment at skull count
- m_referenceDateTime
- 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
- m_refreshCount
- Number of times this offer may be purchased after each refresh.
- m_refreshDuration
- Duration between offer count refills.
- m_refreshEntireStackDuration
- If true, all instances of this aspect will have their duration reset to the initial duration whenever this aspect is added.
- m_refreshReference
- 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.
- m_refreshStartTime
- Time the offer count refills begin.
- m_regions
- Regions available to select from. The first one will be the default.
- m_relativeHeight
- How much taller this ring is than the previous ring.
- m_relativeHeight
- How much taller this ring is than the previous ring.
- m_relativeRadius
- How much larger this ring is than the previous ring.
- m_relativeRadius
- How much larger this ring is than the previous ring.
- m_releaseLevel
- Represents a relative level of how widely content is released (higher means more widely released). Used during data validation.
- m_removeChecks
- If these checks pass, this aspect will be removed
- m_removeMini
- A specific mini to be removed form the army\'s pile.
- m_repeat
- Should this trigger repeat after the elapsed game play time.
- m_repeatable
- A repeatable prompt will continue to appear even if the user has already seen it before
- m_replaceAsCreep
- Whether to force the army of the replaced unit to be ArmyCreep.
- m_replaceOriginalValue
- Whether to replace the original stat value with replacementValue.
- m_replaceUnits
- Units to replace.
- m_replacementMini
- The Mini to replace matching Mini with. Null/unset uses the original mini.
- m_replacementValue
- Value to be used in place of the original stat value, if replaceOriginalValue is set. All other additive and multiplicative amounts are still applied.
- m_requireAlignment
- Only counter when a specific team plays, relative to the owner of this aspect.
- m_requireAlignment
- Only when a specific team plays, relative to the owner of this aspect.
- m_requireAlignment
- Only when a specific team plays, relative to the owner of this aspect.
- m_requireAlignment
- Relative to army location. Specifies which armies to query.
- m_requireTeamAlignment
- Don\'t play if the unit does not meet the team alignment requirement.
- m_required
- If any required aspects are detached, the set will automatically detach.
- m_requiredAlignment
- The required alignment of the target.
- m_requiredContentGate
- Content gate which must be unlocked before this reward may be purchased.
- m_requiredFlags
- The check will only pass if the target has all of these flags.
- m_requiredMini
- Optional: A specific mini to be replaced.
- m_requiredMiniFlags
- Operations will only execute if the played mini has these flags.
- m_requiredMiniFlags
- Operations will only execute if the played mini has these flags.
- m_requiredMiniFlags
- Which Minis this target applies to. Minis matching ANY of these flags are forced to deploy on this target.
- m_requiredMiniFlags
- Will only counter if the played mini has these flags.
- m_requiredMissions
- A list of required missions. Each unique entry must be completed to advance the challenge.
- m_requiredParentOffer
- Required parent offer purchase to unlock this offer
- m_requiredPermission
- 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.)
- m_requiredPermission
- Permission required before this prompt will appear, even if triggered
- m_requiredPermission
- Permission required for the bonus to activate.
- m_requiredPermission
- Permission required for this notification to be scheduled.
- m_requiredPermission
- Permission required to see and purchase this product.
- m_requiredPermission
- Permission required to start using cosmetics.
- m_requiredPermission
- Permission required to surface this challenge
- m_requiredPermission
- Permission required to unlock this store section
- m_requiredPermission
- Permission that must be unlocked before the cash out request can be triggered.
- m_requiredPermission
- The permission required in order to use this Tome
- m_requiredPermission
- The permission required to unlock talents.
- m_requiredPermission
- The permission that needs to be earned for the feature to unlock.
- m_requiredPermissions
- (Optional) Only show this tip if the user has these permissions.
- m_requiredPhase
- The required phase of the ability. This is only used if the Activity is PhaseStart or PhaseStop.
- m_requiredPointsForReward
- The required points of progress to earn a reward
- m_requiredProgressionEvents
- 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.
- m_requiredRewards
- Other rewards which must be purchased before this one is available.
- m_requiredSteps
- The number of steps required to complete the sequence
- m_requiredTheme
- 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.
- m_requirementType
- Any = only one required reward must be purchased first\nAll = all required rewards must be purchased first
- m_requiresCharges
- Whether charges are required for this ability to be usable.
- m_requiresCompletionWithUniqueLeaders
- Toggles whether this needs to be completed with unique leaders
- m_requiresCompletionWithUniqueMissions
- Toggles whether this needs to be completed with unique missions
- m_rerollCurrencyCost
- The cost of each army upgrade reroll.
- m_rerollCurrencyType
- Game currency used for army upgrade rerolls.
- m_rerollExpiredMaxHours
- The maximum amount of time, in hours, to reroll expired quests between sessions.
- m_resetAspects
- Aspects that are applied while reseting. IE: While a treasure chest is dead.
- m_resetOnCapture
- 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.
- m_resetTimeSettings
- Configuration for global reset times across the game
- m_resetToInitialValue
- This will cause the token counter to reset to m_initialValue after the operations fire. This will not trigger other token responses.
- m_resetUtcOffset
- 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
- m_respawnTime
- The delay in seconds before a creep can respawn. This is paused when the creep camp is in combat.
- m_response
- What the reactor should do when the activity happens.
- m_ressurect
- Operations to execute to ressurect
- m_resurrectCountMax
- How many times this unit can ressurect. If this is 0, the amount of times is unlimited.
- m_retainTarget
- Whether or not the target is retained after firing.
- m_retargetTimeSeconds
- The amount of time before this aspect can retarget.
- m_reticleUnit
- The unit to use as the targeting reticle
- m_return
- If set, the object will return to the position it started at once it reaches its destination.
- m_returnArrivalRange
- How close to the caster do we need to be before finishing the return.
- m_returnDelay
- Delay in seconds between when the target is reached before starting the return.
- m_returnMiniToHand
- Number of times a mini is returned to the player\'s hand before it\'s discarded and a new one is drawn
- m_returnSpeed
- Speed when returning.
- m_reviewRequestSettings
- Configuration related to in-game review requests.
- m_revivingAspects
- Aspects that are applied while reviving.
- m_reward
- Reward for beating this mission for the first time per rotation.
- m_rewardActiveText
- Shown in reward tree while rewards are active.
- m_rewardAmountWithIconText
- + amount format string including the currency icon.
- m_rewardCards
- Cards for each reward. This may be either an exact reward or a random deck of rewards (not both).
- m_rewardClaimExtraTime
- Additional time after the event ends during which rewards can still be claimed.
- m_rewardClaimTypes
- The reward claim types that will be considered when progressing this challenge.
- m_rewardCurrencyType
- Currency type used for dungeon rewards.
- m_rewardDeckList
- A list of decks to use for activity tracker rewards
- m_rewardGenerationFunction
- The function that will be used to generate the rewards. This is cumulative with any set rewards from the m_rewards field.
- m_rewardLockedText
- Shown in reward tree before rewards are unlocked.
- m_rewardName
- The name to display when the user has acquired the reward.
- m_rewardPercent
- Percent multiplier for reward XP (Minimum value 100).
- m_rewardSettings
- This is to configure reward settings.
- m_rewardStringRef
- The short description to display when describing this as a reward in a sentence.
- m_rewardStringRef
- The short description to display when describing this as a reward in a sentence.
- m_rewardStringRef
- The short description to display when describing this as a reward in a sentence.
- m_rewardTable
- The reward table which defines XP earned.
- m_rewardTable
- The reward table which defines XP earned.
- m_rewards
- All rewards which may be purchased for event currency.\nReward requirements (ex: tree structure) may be defined within the reward definitions.
- m_rewards
- The rewards for full completion
- m_rewards
- The rewards that are granted
- m_rewards
- The rewards that the player will be able to choose from.
- m_rewards
- The rewards to grant.
- m_rewardsPerCycle
- Total number of rewards earnable by the user in a single cycle
- m_rewardsToGrant
- The rewards to grant as part of this migration.
- m_roadSearchLocation
- The location to perform the search for roads.
- m_roadSearchRadius
- How far away to search for roads.
- m_robustChoiceCount
- The number of robust choice rewards to grant.
- m_robustChoiceTypeData
- 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.
- m_rotateGridPermission
- The permission required to do any store grid rotation.
- m_rotateTowardsTarget
- Rotate towards target. Whether the unit rotates to face the target even when not moving.
- m_rotationAngleMinimum
- The minimum change rotation angle to respond to.
- m_rotationPeriod
- Amount of units between iterations of the list.
- m_rotationRate
- The maximum number of degrees this turret can rotate per second.
- m_rotationTimeMinimum
- The minimum time the rotation change must happen in.
- m_roundingIncrement
- Granted currency amount will be rounded up to the next increment of this value.
- m_rpsDiagramAutoShowGatePermission
- The permission that if we do not have we will auto-show the RPS diagram.
- m_runtimePlatformFilter
- The popup will be triggered if active platform is contained in this filter.
- m_sappersInPack
- The number of sappers to spawn in each volley
- m_saturatedLaneMaxPct
- Offensive Productivity - saturatedLaneMaxPct
- m_saturatedLaneMinPct
- Offensive Productivity - saturatedLaneMinPct dampen(to zero) offensive productivity based on gold value of unmatched friendly units in a lane
- m_saveBehaviour
- When to save sequence progress.
- m_saveGoldIdealAmount
- Gold Saving (Do Nothing) - ideal amount of gold
- m_savingGoldBaseMaxScore
- Gold Saving (Do Nothing) - lerp Max depending on gold (target - cur).
- m_savingGoldBaseMinScore
- Gold Saving (Do Nothing) - lerp Min depending on gold (target - cur).
- m_savingGoldLastPlayTime
- Gold Saving (Do Nothing) - how long to depress ideal amount after a recent play. Lerps up.
- m_scaleAreaModel
- Apply Dimensions as scale to Deploy Area Model
- m_scaleAreaModel
- Apply Dimensions as scale to Deploy Area Model
- m_schedule
- Schedule that denotes when the list rotates to a new item
- m_scheduleEventDuration
- Duration the event is available after the offset.
- m_scheduleHoursBeforeTrigger
- The notification will be scheduled to fire this many hours before the trigger event occurs.
- m_scheduleMinimumRemainingTime
- 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.
- m_scheduleMinimumRemainingTime
- 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.
- m_scheduleOfferDuration
- Duration the offer is available after the offset.
- m_scheduleOffset
- 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.
- m_scheduleOffset
- 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.
- m_scheduleOffsetAmount
- Offset applied to the schedule time to determine the event start time.
- m_scheduleOffsetAmount
- 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.
- m_scheduleStartDayOfWeek
- 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.
- m_scheduleTimeZone
- 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.
- m_scheduleTiming
- Timing definition for event.
- m_scheduleType
- 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.
- m_scheduleType
- 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.
- m_scheduleWindowDuration
- 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.
- m_scoringDistanceUnit
- Used when scaling the score based off distance
- m_scoringMethod
- How to score this counter
- m_scoringPerDistanceUnit
- Used when scaling the score based off distance
- m_scriptLines
- Script lines that need to go in for LocTool but don\'t have a spot to hookup in-game.
- m_scriptLines
- Script lines that need to go in for LocTool but don\'t have a spot to hookup in-game.
- m_searchChecks
- The check to perform on each target.
- m_searchChildren
- Whether or not to search in children for the requested component.
- m_searchMultiple
- Whether or not to stop searching after finding the first match.
- m_searchParents
- Whether or not to search in parents for the requested component.
- m_searchingAspect
- Aspect added while searching for units.
- m_searchingExpiration
- How long does the rune search for before destroying itself.
- m_seasonalEventSettings
- Data related to Seasonal Events
- m_seasonalHonorResetData
- Values to use when resetting leader-honor each season
- m_seasonalQuestModeRequirements
- Required seasonal event quest mode to advance this challenge. Defaults to any if empty.
- m_seasons
- Enumeration of Warchest seasons.
- m_seasons
- Enumeration of the pvp season scheduler.
- m_secondaryRotationSelector
- Use a secondary location\'s rotation. Only used when m_rotationMethod == UseSecondaryAttachmentPoint
- m_seconds
- Age in seconds.
- m_seconds
- The time to check against.
- m_seconds
- The time to check against.
- m_secondsBetweenSpawns
- The interval between spawns in seconds.
- m_secondsOnly
- The time to display when seconds is the only value.
- m_secondsToWaitFor
- How many seconds to wait for before triggering.
- m_sequences
- All mission sequences and rewards for this zone (ordering and mission count should match WorldZone
- m_serverBackoffValues
- Backoff sending values for Server
- m_setAnimTriggerOnMorphRestore
- Set this animation trigger on the Unit when the Morph is removed. Ignored if null.
- m_setLocationLevel
- If true, will use the location\'s level.
- m_setLocationLevel
- If true, will use the location\'s level.
- m_setParentOwnedOnPurchase
- Whether the parent should be set to owned if the child offer is purchased
- m_settings
- Settings used by this config
- m_settingsPopup
- Popup to be displayed with details about notification settings.
- m_settleDelaySeconds
- The number of seconds after the turret has been controlled by another aspect before it will settle
- m_settleToTeamDirection
- Whether or not to settle to team direction. If false, will settle to the default rotation of the attachment point in the unit data..
- m_sfmPurchaseTimeoutHours
- The amount of time before allowing a previously purchased offer to be surfaced again from SFM\'s recommender
- m_shadowOffest
- Apply an additional offset to the unit\'s shadow. Applied only if Use Shadow Offset is on.
- m_shortSummaryRef
- The short description to display in areas like the Grid.
- m_shortSummaryRef
- The short description to display when describing this as a reward or in the Grid.
- m_shotsPerVolley
- This is the number of shots fired in each volley
- m_shouldGameBePaused
- If we should be in the paused game state or not.
- m_showBeforeGameStart
- Whether the icon is visible at game start
- m_showGoldInWorld
- Disable this if you don\'t want the UI to show the gold given in the world
- m_showInHUD
- Whether this should include a pip in the HUD
- m_showInfoPopup
- Determines if this popup is visible to the player
- m_showSilhouette
- Whether or not this model renders a silhouette during gameplay when occluded.
- m_showUiTimer
- Whether or not to show the UI timer for the cooldown.
- m_shuffleBuckets
- Whether or not to shuffle the order the minis from the buckets are presented in
- m_sideSlotPermission
- The permission required to see the side slot talent button on the mini info widget.
- m_simBannerBoltOnGuid
- Visuals data for any visual changes to accomodate this Seasonal Event
- m_skinMappings
- Add aspect overrides and reactors to the unit based on which skin they have equipped.These should alter appearance and sound, but not behavior.
- m_skinnedMiner
- The miner Mini whose skins are managed in the army
- m_skip
- 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.
- m_skipAutoSpawnedUnits
- This army buff will never run for auto spawned units even if they pass the filter.
- m_skipCleaveValidation
- 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.
- m_skipOffsetWhenLerping
- 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.
- m_slotIndex
- The index in the army that this reward applies to. 0 = Leader, 1 = Troop 0, etc.
- m_slotRerollChoices
- The number of options presented to the user.
- m_slotUpgradeChoices
- The number of options presented to the user.
- m_slotUpgradeRequirementsLeaderOnly
- The army slot upgrade leader only condition that will be considered when progressing this challenge.
- m_slotUpgradeRequirementsLevel
- The army slot upgrade level that will be considered when progressing this challenge.
- m_slotValorUpgradeChoices
- The number of options presented to the user.
- m_slowRotationMultiplier
- When a unit is not in combat, their angular speed will be multiplied by this..
- m_snapToArea
- Whether or not deploys outside the radius should snap to the radius.
- m_snapToCenter
- If set, deploys will snap to the center of the area when inside the area, or when snapToAreais set.
- m_snapshotWindowSeconds
- The snapshot window that should be used for rolling up the profile window
- m_softPromptPopup
- Popup to be displayed for soft prompt.
- m_sortRule
- How to sort targets.
- m_source
- The object to move the deploy areas from.
- m_sourcesCountedTowardsExpCeiling
- The set of EXP sources that count towards the daily EXP ceiling. Everything excluded does not count.
- m_spawnCount
- The number to spawn per wave.
- m_spawnIndexDelaySeconds
- Deploy delay is increased by the spawn index times this value. Object is hidden until this time has elapsed.
- m_spawnInterval
- The delay between each unit spawn in an event, in seconds
- m_spawnOffsets
- 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.
- m_spawnOperation
- The operation to run which spawns an individual attacker unit.
- m_spawnOperation
- The operation to run which spawns each individual sapper
- m_spawnOperations
- These operations are run on every spawned unit in played mini.
- m_spawnType
- Whether to spawn at Location Spawn, or somewhere else
- m_spawnWhileReviving
- If true, creeps will spawn for the new owner while the camp\'s POI is still being captured.
- m_spawns
- The objects to create.
- m_spawns
- The objects to create.
- m_spawns
- The objects to instantiate when playing.
- m_spawns
- The objects to instantiate when playing.
- m_specificMini
- Apply this buff to a specific mini.
- m_specificMini
- Only counter when a specific mini is played
- m_specificMini
- Only when a specific mini is played
- m_specificMiniFromLocation
- Pull \'Specific Mini\' value from mini at Location. If set, \'Specific Mini\' below is ignored.
- m_speedAngular
- The maximum angular movement in degrees per second.
- m_speedLinear
- The maximum linear movement in cells per second.
- m_speedMax
- The maximum travel speed in cells per second.
- m_splashMicroInnerRad
- Micro Danger - when playing near a splasher, inside this rad is always bad, otherwise, check for behind
- m_splashNumEnemies
- Goes with Splash and SplashGround. How many targets required in clump to get splash points in score
- m_splashPointScoreValue
- Productivity: splashPointScoreValue
- m_splashRange
- Goes with Splash and SplashGround. How far can the splash reach enemies Used in MicroDanger to override grid value
- m_sprite
- The icon to show for this reward
- m_stackingMultiplier
- This is multiplied by the final armor value after all armors from \'m_damageMultiplier\' have been calculated.
- m_stages
- 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)
- m_standardSwatch
- The swatch to use when the standard display mode is active.
- m_starPointTomeData
- This is for tome related stuff.
- m_starPointsGrantedLocFormat
- Formatting string for the number of star points this tome page grants
- m_startDurationSeconds
- How long should the indicator be visible after its game object is assigned.
- m_startTime
- Start time to earn these progression events. This is a UTC time by default and in YYYY-MM-DD format.
- m_startTime
- Time when content becomes available, relative to the start of the event.
- m_startingValue
- (Optional) Reward table which defines a starting value. Scaled values will be added to this.
- m_stateATotalPhaseTime
- 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.
- m_stateATriggerDelaySeconds
- Seconds until we trigger a state change out of State A. We don\'t trigger the state change until this timer has expired.
- m_stateBTotalPhaseTime
- 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.
- m_stateBTriggerDelaySeconds
- Seconds until we trigger a state change out of State B. We don\'t trigger the state change until this timer has expired.
- m_stateful
- 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.
- m_statefulRandom
- For when order depends on remembering some state
- m_staticIcon
- The image to display in static contexts.
- m_staticRewardIcon
- The image to display in rewards UI.
- m_stats
- The stats to display in the tooltip.
- m_stats
- The unit stats associated with this mini.
- m_statue
- Statue to display in the tooltip
- m_statue
- The statue image to display on a button in the command panel and in glue.
- m_statue
- The statue of the unit with the skin.
- m_statue
- The statue of the unit with the talent.
- m_statueIconProgressInset
- The amount to adjust the area to show progress on the button image.
- m_statuePrefab
- The prefab for the model used in the collection screen.
- m_statuePrefab
- The prefab for the model used in the collection screen.
- m_statuePrefab
- The prefab for the model used in the collection screen.
- m_status
- Production status of the badge
- m_status
- Production status of the dungeon.
- m_status
- Production status of the field
- m_status
- Production status of the map.
- m_status
- Production status of the modifier.
- m_status
- This asset is for testing purposes only, and should never be released
- m_staysActiveWhenViewed
- When enabled, the badge will remain active after passively viewing its content.\nUsed for badges which are cleared explicitly through other means.
- m_stdDevLeaderHonor
- The expected std dev honor for individual leaders.
- m_stopChannelRange
- How close does the target have to be before we stop channeling.
- m_stopOperations
- Operations to execute anytime the ability stops executing without finishing.
- m_storeBuckets
- This is to configure store buckets.
- m_storeCurrencyRewardForCampaignMission
- Amount of Store currency rewarded per campaign mission, added to Campaign Completion rewards.
- m_storeCurrencyType
- Currency used for End Of Game Store currency rewards
- m_storeDescription
- The description to display in the store screens.
- m_storeFrontSection
- Optional: Store Front Section Reference
- m_storeGridItemRequirements
- The store grid item that will be considered when progressing this challenge.
- m_storeManagerSettings
- This is to configure store progression.
- m_storeOfferIcon
- The image displayed in store offer.
- m_storeOfferRequirements
- The store offer that will be considered when progressing this challenge.
- m_storeOfferTextColor
- Store Offer Text Color.
- m_storeRewardDescription
- The description of the currency in store offers
- m_storeSections
- All sections containing store offers
- m_str
- What to display in the load screen.
- m_strategyW
- Play Score: strategyW - how much each lane\'s strategy value is worth to D.O.G.S.L score
- m_stringArray
- A string array
- m_stringList
- A string list
- m_stringScalar
- A scalar string
- m_subExperienceReference
- Reference to the sub experience.
- m_subExperiences
- Sub experiences within this sequence.
- m_subtitle
- The string shown when subtitles are turned on.
- m_subtitleConfig
- Subtitle configuration.
- m_supportWeight
- Offensive Productivity: overal value of supporting friends
- m_supportableFriendMinHealthPct
- Offensive Productivity - supportableFriendMinHealthPct
- m_supportedEogResults
- What EOG result we want to listen for.
- m_supporterScoreValue
- Offensive Productivity: supporterScoreValue
- m_surface
- The surface type of the primary material used to decide what sound to play when being mined.
- m_surface
- The surface type of the primary material used to decide what sound to play when taking damage.
- m_surgeDefaultDifficultyAdjustment
- Arclight Surge - difficulty adjustment that will be used if a player doesn\'t already have a setting stored in their profile.
- m_surgeGoldReduction
- Arclight Surge - amount of gold reduction per adjustment
- m_surgeMaxDifficultyAdjustment
- Arclight Surge - The maximum difficulty adjustment that will be stored in the player\'s profile.
- m_surgeMinDifficultyAdjustment
- Arclight Surge - The minimum difficulty adjustment that will be stored in the player\'s profile.
- m_surgeMissionPoints
- Warchest Points awarded for Surge mission victories
- m_surgeModeRotation
- Timed surge mode rotation data.
- m_surgeModifierRotation
- Timed surge modifier rotation data.
- m_surgeReward
- This is the reward the surge will get
- m_surgeText
- Description of what the surge does. Will display at the beginning of the mission.
- m_surgeZoneRewards
- Rewards given for completing an Arclight Surge Zone
- m_surveySettings
- Configuration related to in-game user surveys
- m_swapOnOwernshipChange
- If set this unit\'s skin will change when the unit\'s owning army changes.
- m_switchesHavePriority
- 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.
- m_syncWithTime
- 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.
- m_synergyPlayAgressivenessCancel
- SynergyPlay - m_synergyPlayAgressivenessCancel
- m_synergyPlayAgressivenessEnable
- SynergyPlay - synergyPlayAgressivenessEnable
- m_synergyPlayPart2ScoreBonus
- SynergyPlay - synergyPlayPart2ScoreBonus how much to boost play score when waiting to play 2nd
- m_synergyPlaySavingDiscount
- SynergyPlay - synergyPlaySavingDiscount cost is cost of mini a + cost of mini b - m_synergyPlayCostOffset
- m_synnergyGrid
- AI Tags that Synnergize with each other.
- m_talent
- The talent of the mini to add.
- m_talent
- if override talent is set, this will be the talent to use. (Can be empty)
- m_talentBehavior
- The behavior for talent overrides to take when using this army.
- m_talentMappings
- Maps talents from the matched Mini to the replacement Mini.
- m_talentOverrides
- 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.
- m_talentPermission
- The permission required to buy talents.
- m_talentSettings
- This is for talents.
- m_talents
- 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.
- m_tankyPushValue
- Offensive Productivity: tankyPushValue How much is having tanky tag worth to to push value
- m_target
- The object which should get charged.
- m_target
- The object which should get charged.
- m_target
- The object which should get leveled.
- m_target
- The object which should get this aspect.
- m_target
- The object which should get this aspect.
- m_target
- The object which should get this aspect.
- m_target
- The object which should lose this aspect.
- m_target
- The target to validate against. Check returns whether or not this location is within the range.
- m_targetArrivalRange
- How close does the missile need to be to the target before starting the pull
- m_targetColliderCameraOffsetScale
- 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.)
- m_targetLocation
- What unit should we consider the \'target\' of the beam?
- m_targetReturnAspect
- The aspect to apply to the target while returning.
- m_targetTravelAspect
- The aspect to apply to the target while traveling to it.
- m_targetUnitReference
- Unit will move randomly between all units of this type.
- m_targetUnits
- The units to target with bananas
- m_targetValidChecks
- This check must pass for a target to be considered viable.
- m_teamAlignment
- The relative alignment of targets to the caster.
- m_teamAlignment
- The relative alignment of targets to the caster.
- m_teamAlignment
- The relative alignment of targets to the caster.
- m_teamAlignment
- The relative alignment of targets to the caster.
- m_teamAlignment
- The relative alignment of targets to the caster.
- m_teamAlignment
- The relative alignment of the caster and target.
- m_teamAlignment
- The required alignment of targets to the caster.
- m_teamRotation
- If true, the spawned unit will be facing the team direction; otherwise it will use identity facing.
- m_telemetryAssetType
- What type of telemetry step this is.
- m_telemetryToFireOnComplete
- Telemetry info to fire when the experience is completed.
- m_teleportCasterOperations
- These operations are run with the rune as the target
- m_tempMaxBoardSlotLevel
- The temporary max level for a board slot upgrade until all slots are at least level 1.
- m_templateSplitter
- Text used to split the template from the actual content
- m_templates
- Template string keys with associated template popup
- m_testFixedSchedule
- 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.
- m_textOverrideString
- Optional text override string.
- m_textSplitter
- Text used to split different lines of text
- m_texture
- The texture to show on the indicator.
- m_themeType
- What type of tome theme is this
- m_themedPages
- 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)
- m_tiltedSprite
- Optional: Tilted Sprite
- m_timeBetweenPacks
- The interval between sapper pack spawns
- m_timeBetweenVolleys
- The interval between banana volleys
- m_timeFormatData
- Localization data for formatting time values
- m_timeSyncPeriod
- Time period used for syncing.\nEach elapsed period corresponds to one card in the deck, including any counts for multiple cards.
- m_timeSyncStart
- Reference time when syncing will start.\nThis corresponds to choosing the first card in the deck.
- m_timing
- (Optional) Timing rules which determine when this bonus is applied.
- m_timing
- Timing rules for when this offer is available once unlocked.
- m_title
- The title to display for this store section.
- m_title
- The title to use when displaying ranks in UI
- m_title
- Title of the popup when claiming items from this source.\n(Ex: Arclight Rumble Support)
- m_titleIconSpriteRef
- Title Icon Sprite that appears in front of the localized name in mission banner.
- m_titleRef
- The title to display in the tooltip.
- m_toastDetails
- Additional toast text defined in StoreOffer.\nIf unset by the offer, uses default text defined below.
- m_toastDetails
- Optional additional text displayed in toast popup when the offer is unlocked.\nIf unset, uses default text defined in CommerceSettings.
- m_toastPopupModel
- The optional toast to display when offered.
- m_toastText
- Text displayed in toast popup when the offer is unlocked
- m_toastText
- Toast text defined in StoreOffer
- m_toggle
- Whether or not this can be toggled off by tapping a second time.
- m_toggleBackoffInSeconds
- 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
- m_tokenAmount
- Token amount to compare against.
- m_tokenChange
- This is the amount to change the token count.
- m_tokenChangeEvents
- These are the operation events that this aspect will listen to to change the token count.
- m_tokenOpList
- These operations will run when the token threshold is increased to this point.
- m_tokenThreshold
- This is the threshold needed for this token to run.
- m_tokenThresholds
- Assignable token data lives here. Each threshold comes with an operation to run.
- m_tomeCount
- The number of tomes to grant.
- m_tomeData
- This is for tome related stuff.
- m_tomeFamily
- Family of Minis to present in this theme
- m_tomePagePermission
- The permission required to buy any tome pages, even if a particular tome page\'s permissions have been acquired.
- m_tomePermission
- The permission required to buy tomes.
- m_tomeTheme
- Theme to apply to the Tome.
- m_tomeTrait
- Trait of Minis to present in this theme
- m_tomeUiTheme
- Theme to apply to the TomeWidget.
- m_tooltip
- Tooltip we want to make available.
- m_tooltipColor
- Color of the outline when active for a Tooltip
- m_tooltipDescriptionRef
- The description that is shown when pressing on the role panel for this role.
- m_tooltipDescriptionRef
- The description that is shown when pressing on the role panel for this type.
- m_tooltipImage
- The image that is shown when pressing on the role panel for this role.
- m_tooltipImage
- The image that is shown when pressing on the role panel for this type.
- m_tooltipIndicators
- Tooltip indicators that are valid for all missions.
- m_topRanksToRetrieve
- Top X ranks based on honor to retrieve for pvp leaderboards (cannot exceed 200)
- m_total
- Daily exp ceiling total
- m_totalAbilityTime
- 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.
- m_totalMissions
- The number of quest missions which apply warmup rules.
- m_totalRarityPointBands
- The breakpoints of total rarity points needed per rarity
- m_touchCountMinimum
- The number of touches that must be active simultaneously.
- m_towerGoldValue
- Confidence - Gold Value of a tower used by saturated lane penalty and defenseoffense formula
- m_towerWoundedThreatScaleTimeSecAmount
- Gold Saving - Each Tower ThreatScale Seconds Amount
- m_towerWoundedThreatScaleTimeSecMin
- Gold Saving - Each Tower ThreatScale Seconds Min
- m_trackScreenSpaceInAnimator
- If set, the animator will be populated with this object\'s x and y in screen space. Use Animation Parameter ScreenSpaceX and ScreenSpaceY.
- m_trackScreenSpaceUseTeamDirection
- If set, the animator will be populated with this object\'s x and y in screen space. Use Animation Parameter ScreenSpaceX and ScreenSpaceY.
- m_trait
- Trait
- m_traitRequirements
- If requirements are met, traits that advance this challenge.
- m_traitRewards
- Owned trait rewards
- m_traits
- (Optional) If supplied, this unit will override the traits of the mini that spawned it
- m_traits
- The traits / special abilities associated with this mini.
- m_traits
- The traits / special abilities associated with this mini. Used in UI.
- m_traits
- Trait of Minis included in this theme
- m_transitionDuration
- How quickly the post process stack lerps from State A color to State B color.
- m_transitionOperation
- The operation to run on each phase 2 unit once all phase 1 units are dead.
- m_trapUnitRef
- The unit to spawn at markers
- m_travelSpeed
- Speed when traveling to the target.
- m_travelerUnit
- The unit that travels to the target.
- m_treatAsDiscoveredMini
- 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.
- m_trigger
- How will this be triggered.
- m_trigger
- What should trigger this sequence to begin.
- m_triggerGoldEarnedResponse
- Disable this if you don\'t want this operation to trigger gold earned responses on the modify location
- m_triggerPeriodHours
- The number of hours in one trigger period.\nUsed to advance to the next trigger if the current schedule time has already passed.
- m_triggerType
- The type of game event that causes this notification to appear, used to determine special handling.
- m_triggerType
- The type of game event that causes this prompt to appear
- m_troopRarity
- Currency granted for each troop rarity point over the maximum
- m_troopRarity
- The troop target rarity for mini rarity overrides.
- m_turret
- The turret to rotate towards the target.
- m_turret
- The turret to rotate towards the target.
- m_turretInstance
- The specific turret to monitor.
- m_turretLocation
- The location of the turret to modify.
- m_turretReference
- The type of the turret to modify.
- m_tutorialCenterZone
- Reference to the tutorial center model
- m_type
- The field type
- m_type
- This will define how it is displayed in the UI.
- m_type
- Type of challenge.
- m_uiDisplaySequence
- Display sequence we want to trigger.
- m_uiSequenceTutorial
- UI Sequence for Tutorial
- m_uiTimerOffset
- 2d offset of the ui timer
- m_unboundedSpawn
- If true, creeps will spawn irrespective of existing spawns.
- m_uncontestedGoldMultiplier1Gold
- Play Score: uncontestedGoldMultiplier1Gold - when uncontested a gold or treasure with 1 gold acts like 1 x this value
- m_uncontestedGoldMultiplier2Gold
- Play Score: uncontestedGoldMultiplier2Gold - when uncontesteda gold or treasure with 2 gold acts like 2 x this value
- m_uncontestedGoldMultiplier3Gold
- Play Score: uncontestedGoldMultiplier1Gold - when uncontesteda gold or treasure with 3 or more gold acts like number x this value
- m_unifiedMultiplier
- The largest positive and smallest negative values will be added together to multiply the input.
- m_unit
- The unit to morph into.
- m_unit
- The unit type to search the map for.
- m_unitCheck
- Check we\'ll perform for any of the Unit or Mini-based triggers.
- m_unitFlag
- The type of unit to get the count for.
- m_unitFlags
- Only trigger for units with these flags
- m_unitFlags
- Specify the unit flags for this unit. This is used to filter out objects using Checks.
- m_unitFlags
- The Unit Flags to combine to the base Unit Flags.
- m_unitPreviewVideoFilename
- The filename of the video located in src/Videos to demonstrate what a mini does. Used in UI.
- m_unityLayerIndex
- The unity layer index to override the prefab to. Will override all children as well.
- m_unlockDescription
- The short description to display to player on how to unlock an avatar.
- m_unlockName
- A short name that may be displayed to players to say which portrait this is.
- m_unlockPermission
- The permission required to start awarding quests.
- m_unlockPermission
- The permission required to unlock the activity tracker
- m_unlockPermission
- The permission required to unlock this continent
- m_unlockPermission
- The permission required to unlock this zone
- m_unlockPermission
- The unlock permission for the avatar.
- m_updateCooldownWithNoCharges
- Whether or not to update the cooldown when the ability doesn\'t have any charges.
- m_upgradeClearReward
- The army upgrade reward for clearing a full dungeon sequence.
- m_upgradeCost
- The amount of currency needed to upgrade to this rarity.
- m_upperBound
- The upper rating limit of this bucket. exclusive value. Use -1 for unbounded upper limit.
- m_url
- URL used to log in
- m_urlCreateAccount
- URL used to create an account
- m_urlScheme
- The URL scheme that should be used to accept the incoming authentication result
- m_useActiveTweenDestination
- This is used for Tweens that dont have there Group Desitantion baked into a prefab.
- m_useAttackSpeedModifier
- Whether or not this ability respects the attack speed modifier.
- m_useCameraOffset
- Should we move the prefab in the direction of the camera?
- m_useCount
- 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.
- m_useGridOverridePermission
- The permission required to use Grid Override currency.
- m_useGridResetPermission
- The permission required to use Big Red Button currency.
- m_useLargeBase
- You can opt to display a large mini base
- m_useLifetimeTimer
- 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.
- m_useLocalTime
- Whether to use local time instead of UTC time when checking eligibility.
- m_useMissileTargetAttachment
- This missile will target the Ref_Target_Missile attachment point of the target.
- m_useMissileTargetAttachment
- This missile will target the Ref_Target_Missile attachment point of the target.
- m_useMorphUnitAssetForData
- When true, uses the values from the Unit set here instead of the original Unit for Unit Flags
- m_useOriginalTalentIfNoTalentMappingMatches
- Whether to use the Talent from the original Mini if no mapping match is found in TalentMappings
- m_usePurchasePermissionAfterSeason
- After this pvp season, change the purchase permission
- m_useRangeAmount
- Use a min/max range instead of a single value.
- m_useSeasonalEventOverrides
- Retrives all art from Seasonal Event Data.
- m_useShadowOffset
- Draw the unit\'s shadow as if the unit was on the ground. Usually used for flying units.
- m_useSparseTable
- A sparse table allows defining only specific progression values, rather than a full range
- m_useTeamDirection
- When set will use the team direction to spawn.
- m_userFacingStringArray
- An array of User Facing String\'s
- m_userFacingStringScalar
- A scalar Use Facing String
- m_userInteractionAssets
- Contains all user interaction assets that must be made available to load early.
- m_userInteractionReference
- User interaction ref.
- m_validVictoryStates
- Required victory states to advance this challenge. Defaults to Victory if empty.
- m_validator
- The profile validator
- m_valorUpgradeCurrencyCost
- The cost of each army upgrade.
- m_valorUpgradeCurrencyType
- Game currency used for army upgrade upgrades.
- m_valorUpgradePermission
- When valor upgrades are unlocked
- m_value
- Number of expected targets in search area.
- m_variableCost
- Does this unit scale its cost with the current gold count?
- m_variableCostMax
- If using variable cost, what is the maximum cost this can be?
- m_variableCostMin
- If using variable cost, what is the minimum cost this can be?
- m_variableCostSpawns
- If using variable cost, what is the maximum cost this can be?
- m_variant
- Check will pass if any of these variants are set
- m_variationName
- 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.
- m_verticalOffset
- Vertical/Y offset applied to the trigger.
- m_vfxBgPrefab
- Prefab to be instantiated within StoreOfferSlot.
- m_vfxDoorOpeningBackPrefab
- Prefab to be instantiated when opening doors.
- m_vfxDoorOpeningFrontPrefab
- Prefab to be instantiated when opening doors.
- m_victoryExpRewardMultiplier
- Reward table value will be multiplied by this
- m_victoryExpRewardTable
- 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)
- m_victoryStatesAffectAllLeaders
- Quests with these victory states will apply the ELO change to all leaders.
- m_viewPermission
- The permission required to view this zone
- m_virtualCurrencyPrices
- Prices in virtual currencies.
- m_visibleToPerspectiveAlly
- Whether the icon is visible to allied players.
- m_visibleToPerspectiveHostile
- Whether the icon is visible to hostile players.
- m_visibleToPerspectiveNeutral
- Whether the icon is visible to neutral players.
- m_visibleToPerspectiveSelf
- Whether the icon is visible to you.
- m_volleySpreadDistance
- The distance between the targeted unit and each shot\'s impact position
- m_waitDelay
- The time in seconds the unit will wait at a destination before moving to a new one.
- m_waitDelay
- The time in seconds the unit will wait at a destination before moving to a new one.
- m_waitForOperationCompleted
- Display sequence we want to trigger.
- m_waitTimeOperations
- This operation is run after wait delay is expired.
- m_waitTimeOperations
- This operation is run after wait time delay is expired.
- m_waitWithUnscaledTime
- If we should use unscaled time or not.
- m_waitingAspect
- Aspect added while waiting for boss to activate the rune.
- m_waitingAspect
- Aspect applied to owner when waiting a different printer.
- m_warchestSettings
- Warchest specific tuning data - Reference for Server or Editor use only
- m_warmupMissions
- Settings for initial warmup missions.
- m_warmupSeconds
- The time after target acquisition before the ability can start executing. Only resets after acquiring a new target.
- m_warningUnit
- The unit that designates incoming artillery shots
- m_waypoint1Operations
- These operations are run with waypoint1 as the target.
- m_waypoint2Operations
- These operations are run with waypoint1 as the target.
- m_weeklySchedule
- Schedule that denotes when the list rotates to a new item
- m_wholeArmy
- If set, no family/trait/type mini filters are applied.
- m_wildcardNameRef
- The name to display in the collection/glue screens when displayed as a wildcard.
- m_wildcardPurchaseGoldCostRef
- The amount of gold required to purchase this mini in the store.
- m_winInflation
- Linear-interpolation of extra points for games won while having honor in the given range.
- m_winModifyAmount
- The amount to change the level modifier for each win.
- m_winStreakBands
- Win streak bands used to determine the honor bonus multiplier in a given range
- m_wingProgressionEventReward
- 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.
- m_wingRepeatReward
- Reward for beating all missions in this wing (past the first time ever).
- m_worldBossesSequence
- Content sequence list of world bosses. These do not grant the campaign reward above
- m_worldLayer
- The check will only pass if the target is in this layer.
- m_worldLayer
- This is how we know what to search for with abilities and line of sight checks.
- m_worldLayer
- Which layers are included in the search.
- m_worldLayerMask
- Which layers are included in this ring.
- m_worldLayerMask
- Which layers are included in this ring.
- m_worldLayerMask
- Which layers are included.
- m_woundDuration
- How long is the unit considered wounded after it takes damage.
- m_woundDurationSeconds
- How long should the indicator be visible after damage is taken.
- m_wwiseEvent
- The Wwise audio event that is triggered by this reactor.
- m_wwiseEvent
- The Wwise audio event that is triggered by this reactor. This audio is played once as a fire-and-forget event
- m_wwiseEventArray
- An array of Wwise Event\'s
- m_wwiseEventScalar
- A scalar Wwise Event
- m_xp
- Currency granted for mini XP over the maximum
- m_xpBoost
- Additional boost applied to the mini XP grant.
- m_xpBoost
- The XpBoost which defines the reward table, ui strings and ossociated art.
- m_zone
- The zone to exclude.
- m_zoneColor
- Color applied to the zone item in the world map and mission list
- m_zoneRequirements
- The zones that will be considered when progressing this challenge.
- m_zones
- List of zones and their rewards
- m_zones
- Zones existing on this continent
- m_zonesDeck
- Random Deck set up for Zones
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