[WOTC] Item Editor
This mod allows you to modify any item (vanilla and modded ones).
Items
TemplateName – String
Required – Name of the template being modified.
PointsToComplete – Integer
Optional – Time neede to complete building.
TradingPostValue – Integer
Optional – Supplies received when sold at the trading post.
ResourceQuantity – Integer
Optional – The amount of that Resource to be acquired.
ResourceTemplateName – String
Optional – This item awards the specified Resource when it is acquired.
CreatorTemplateName – String
Optional – This item is created by this template (normally a schematic or tech).
HideIfResearched – String
Optional – If this tech is researched, do not display in Build Items. If you want to remove the existing one put FALSE.
HideIfPurchased – String
Optional – If the referenced item is purchased, do not display in Build Items. If you want to remove the existing one put FALSE.
CanBeBuilt – Bool
Optional – Can XCom HQ build this item.
DestroyedWithExplosive – Bool
Optional – if true, if the unit carrying this item as loot is killed by an explosive, the player gets NOTHING.
RemoveFromRewardDeck – Bool
Optional – Remove this item from Proving Ground rewards.
RewardDecks – Array (string)
Optional – This item template should be added to all of these reward decks.
InfiniteItem – Bool
Optional – Does this item have infinite quantity in the inventory (Starting Items are assumed to work this way).
HideInInventory – Bool
Optional – Should the item appear in HQ’s inventory screen.
OneTimeBuild – Bool
Optional – This item can only be built once (Story Items, Schematic Projects).
StartingItem – Bool
Optional – Does XCom HQ start with this item.
DontGiveItem – Bool
Optional – If True, removes the function in OnBuiltFn.
OnBuilt – String
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.
RequiredTechs – Array (string)
Optional – Names of tech required to be able to build.
iNeedEngineer – Integer
Optional – Number of Engineers needed to build this item.
iNeedSciencist – Integer
Optional – Number of Sciencists needed to build this item.
bVisibleIfPersonnelGatesNotMet – Bool
Optional – Display a message if the staff requirements are not met.
RequiredSoldierClass – String
Optional – Class needed to build this item. If you want to remove the existing one put FALSE.
Cost – Array
- ResourceCosts – Array.
- ItemTemplateName – Name
- Quantity – Integer
- ArtifactCosts – Array
- ItemTemplateName – Name
- Quantity – Integer
Optional – Cost to build this item.
RemovePreviousCost – Bool
Optional – If True, removes previous costs for the item.
Schematics
SquadUpgrade – Bool
Optional – Does this schematic provide an upgrade for the entire squad.
ItemRewards – Array (string)
Optional – Items which should be given to the player when this schematic is built.
Equipments
bUseBoostIncrement – Bool
Optional – If the item should boost stats using a hard increment value instead of a percentage. Used by some PCSs (HP, mobility).
InventorySlot – String
Optional – Place occupied by this item.
Accepted values:
- PrimaryWeapon
- SecondaryWeapon
- TertiaryWeapon
- Utility
- Mission
- CombatSim
- HeavyWeapon
- Backpack
StatsToBoost – String
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
InfiniteAmmo – Bool
Optional – No reloading required.
bMergeAmmo – Bool
Optional – If this item is in the unit’s inventory multiple times, the ammo will be consolidated.
bCanBeDodged – Bool
Optional – Can an enemy dodge a shot from this weapon?
bUseArmorAppearance – Bool
Optional – This weapon will use the armor tinting values instead of the weapons.
bOverrideConcealmentRule – Bool
Optional – Determine if the unit can remain concealed after using this item
ConcealmentRule – String
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
iClipSize – Integer
Optional – The ammo amount.
Armors
bHeavyWeapon – Bool
Optional – Armor will allow access to HeavyWeapon slot and restrict use of the backpack.
bAddsUtilitySlot – Bool
Optional – Allows soldier to bring a second utility item.
Ammos
bBypassShields – Bool
Optional – This ammo type will ignore shields.
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
It should be compatible with everything.
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?