[WOTC] Item Editor

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Author: Boundir

Last revision: 17 Aug at 08:03 UTC

File size: 580.61 KB

On Steam Workshop

Description:
Description

This mod allows you to modify any item (vanilla and modded ones).

Variables

Items

TemplateNameString
Required – Name of the template being modified.

PointsToCompleteInteger
Optional – Time neede to complete building.

TradingPostValueInteger
Optional – Supplies received when sold at the trading post.

ResourceQuantityInteger
Optional – The amount of that Resource to be acquired.

ResourceTemplateNameString
Optional – This item awards the specified Resource when it is acquired.

HideIfResearchedString
Optional – If this tech is researched, do not display in Build Items. If you want to remove the existing one put FALSE.

CanBeBuiltBool
Optional – Can XCom HQ build this item.

InfiniteItemBool
Optional – Does this item have infinite quantity in the inventory (Starting Items are assumed to work this way).

HideInInventoryBool
Optional – Should the item appear in HQ’s inventory screen.

OneTimeBuildBool
Optional – This item can only be built once (Story Items, Schematic Projects).

StartingItemBool
Optional – Does XCom HQ start with this item.

DontGiveItemBool
Optional – If True, removes the function in OnBuiltFn.

OnBuiltString
Optional – If DontGiveItem, will apply one of these functions.
Accepted values:

  • GiveItem – Building this item will grant items added to ItemRewards.
  • UpgradeItems – Upgrade the item.

RequiredTechsArray (string)
Optional – Names of tech required to be able to build.

iNeedEngineerInteger
Optional – Number of Engineers needed to build this item.

iNeedSciencistInteger
Optional – Number of Sciencists needed to build this item.

bVisibleIfPersonnelGatesNotMetBool
Optional – Display a message if the staff requirements are not met.

RequiredSoldierClassString
Optional – Class needed to build this item. If you want to remove the existing one put FALSE.

CostArray

  • ResourceCostsArray.
    • ItemTemplateNameName
    • QuantityInteger
  • ArtifactCostsArray
    • ItemTemplateNameName
    • QuantityInteger

Optional – Cost to build this item.

RemovePreviousCostBool
Optional – If True, removes previous costs for the item.

Schematics

SquadUpgradeBool
Optional – Does this schematic provide an upgrade for the entire squad.

ItemRewardsArray (string)
Optional – Items which should be given to the player when this schematic is built.

Equipments

bUseBoostIncrementBool
Optional – If the item should boost stats using a hard increment value instead of a percentage. Used by some PCSs (HP, mobility).

InventorySlotString
Optional – Place occupied by this item.
Accepted values:

  • PrimaryWeapon
  • SecondaryWeapon
  • TertiaryWeapon
  • Utility
  • Mission
  • CombatSim
  • HeavyWeapon
  • Backpack

StatsToBoostString
Optional – What character stats does this item apply the boosts to?
Accepted values:

  • HP – eStat_HP
  • Offense – eStat_Offense
  • Mobility – eStat_Mobility
  • Dodge – eStat_Dodge
  • Will – eStat_Will
  • Hacking – eStat_Hacking
  • ArmorMitigation – eStat_ArmorMitigation
  • CritChance – eStat_CritChance
  • Defense – eStat_Defense
  • PsiOffense – eStat_PsiOffense

Weapons

InfiniteAmmoBool
Optional – No reloading required.

bMergeAmmoBool
Optional – If this item is in the unit’s inventory multiple times, the ammo will be consolidated.

bCanBeDodgedBool
Optional – Can an enemy dodge a shot from this weapon?

bUseArmorAppearanceBool
Optional – This weapon will use the armor tinting values instead of the weapons.

bOverrideConcealmentRuleBool
Optional – Determine if the unit can remain concealed after using this item

ConcealmentRuleString
Optional – This is only used if bOverrideConcealmentRule is true
Accepted values:

  • NonOffensive – Always retain Concealment if the Hostility != Offensive (default behavior)
  • Always – Always retain Concealment, period
  • Never – Never retain Concealment, period
  • KillShot – Retain concealment when killing a single (primary) target
  • Miss – Retain concealment when the ability misses
  • MissOrKillShot – Retain concealment when the ability misses or when killing a single (primary) target
  • AlwaysEvenWithObjective – Always retain Concealment, even if the target is an objective

Armors

bHeavyWeaponBool
Optional – Armor will allow access to HeavyWeapon slot and restrict use of the backpack.

bAddsUtilitySlotBool
Optional – Allows soldier to bring a second utility item.

Ammos

bBypassShieldsBool
Optional – This ammo type will ignore shields.

Usage

Can be used by other mods to modify existing item templates by adding XComItemEditor.ini to the mod config.
Can be used by anyone willing to tweak his game even more.

Examples

[ItemEditor.OPTC_Items] AP rounds will ignore shields +Items=(TemplateName=APRounds, bBypassShields=true) Bluescreen rounds will no longer ignore shields +Items=(TemplateName=BluescreenRounds, bBypassShields=false) Grant Psi stat bonus to Focus PSC as well as Will +Items=(TemplateName=CommonPCSFocus, StatsToBoost[0]=PsiOffense) +Items=(TemplateName=RarePCSFocus, StatsToBoost[0]=PsiOffense) +Items=(TemplateName=EpicPCSFocus, StatsToBoost[0]=PsiOffense)
Compatibility

It should be compatible with everything.

Troubleshooting

https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?

Download
Required DLC:

These DLC should be installed in order to use this item.


XCOM 2: War of the Chosen