<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',)