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NoDamageNumbers.txt
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NoDamageNumbers.txt
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<BLCMM v="1">
#<!!!You opened a file saved with BLCMM in FilterTool. Please update to BLCMM to properly open this file!!!>
<head>
<type name="BL2" offline="false"/>
<profiles>
<profile name="default" current="true"/>
</profiles>
</head>
<body>
<category name="NoDamageNumbers">
<comment>Made by LightChaosman</comment>
<comment>Removes damage numbers from the game</comment>
<category name="codes">
<code profiles="default">set FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number Emitters (None,None,ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_0',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_17',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_5',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_9',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_8',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_16',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_7',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_6',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_10',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_13',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_12',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_14',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_11',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_2',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_4',)</code>
</category>
</category>
</body>
</BLCMM>
#Commands:
set FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number Emitters (None,None,ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_0',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_17',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_5',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_9',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_8',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_16',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_7',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_6',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_10',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_13',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_12',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_14',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_11',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_2',ParticleSpriteEmitter'FX_CHAR_Damage_Matrix.Particles.Part_Dynamic_Number:ParticleSpriteEmitter_4',)