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FloatTextFormattingData

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Properties

CombinableTextShowCrit

Bool = false
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alternateRightLeft

Bool = false
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attachToHealthBar

Bool = false
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colorOffsetB

I32 = 0
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colorOffsetG

I32 = 0
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colorOffsetR

I32 = 0
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combinableCounterCategory

I32 = 0
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combinableCounterDisplay

Bool = false
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combinableNegativeNumberFormat

String = ""
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combinableNumberFormat

String = ""
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continualForceX

F32 = 0
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continualForceXBase

F32 = 0
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continualForceY

F32 = 0
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continualForceYBase

F32 = 0
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decay

F32 = 0
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decayDelay

F32 = 0
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disableHorizontalReverse

Bool = false
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disableVerticalReverse

Bool = false
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disabled

Bool = false
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extendTimeOnNewDamage

F32 = 0.25
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followSource

Bool = false
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growthXScalar

F32 = 0
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growthYScalar

F32 = 0
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hangTime

F32 = 0
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height

F32 = 0
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horizontalAlignment

U8 = 1
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ignoreCombineRules

Bool = false
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ignoreQueue

Bool = false
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isAnimated

Bool = false
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mFontDescription

Link<GameFontDescription> = "0x0"
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The GameFontDescription the floating text is drawn with. Each floating text builds its own font from it and does not share the font that UI text uses.

The text color is the description's Color, or colorblindColor while the colorblind palette is on. The client shifts that color by colorOffsetR, colorOffsetG and colorOffsetB. The outline and shadow colors come from the description too. All three colors take their alpha from the fade of the floating text, not from the description.

mTypeName

Hash = "0x0"
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maxInstances

I32 = -1
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maxLifeTime

F32 = 5
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maxXVelocity

F32 = 1
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maxYVelocity

F32 = 1
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minXVelocity

F32 = 1
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minYVelocity

F32 = 1
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momentumFromHit

Bool = false
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offsetByBoundingBox

Bool = false
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overwritePreviousNumber

Bool = false
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priority

I32 = 10
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randomStartOffsetMaxX

F32 = 0
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randomStartOffsetMaxY

F32 = 0
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randomStartOffsetMinX

F32 = 0
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randomStartOffsetMinY

F32 = 0
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refreshExisting

Bool = false
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relativeOffsetMax

F32 = 0
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relativeOffsetMin

F32 = 0
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scale

F32 = 1
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shrinkScale

F32 = 1
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shrinkTime

F32 = 1
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startOffsetX

F32 = 0
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startOffsetY

F32 = 0
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verticalAlignment

U8 = 1
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Referenced by 2 classes · 62 properties