XCOM 2
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[WOTC] Item Editor
   
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14 Agu 2019 @ 3:00am
23 Okt 2019 @ 9:51am
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[WOTC] Item Editor

Dalam koleksi 1 dari Boundir
Make Your Own Game
Item 26
Deskripsi
Description

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

Variables

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 - ♥♥♥♥
Optional - Can XCom HQ build this item.

DestroyedWithExplosive - ♥♥♥♥
Optional - if true, if the unit carrying this item as loot is killed by an explosive, the player gets NOTHING.

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

HideInInventory - ♥♥♥♥
Optional - Should the item appear in HQ's inventory screen.

OneTimeBuild - ♥♥♥♥
Optional - This item can only be built once (Story Items, Schematic Projects).

StartingItem - ♥♥♥♥
Optional - Does XCom HQ start with this item.

DontGiveItem - ♥♥♥♥
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 - ♥♥♥♥
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 - ♥♥♥♥
Optional - If True, removes previous costs for the item.

Schematics

SquadUpgrade - ♥♥♥♥
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 - ♥♥♥♥
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 - ♥♥♥♥
Optional - No reloading required.

bMergeAmmo - ♥♥♥♥
Optional - If this item is in the unit's inventory multiple times, the ammo will be consolidated.

bCanBeDodged - ♥♥♥♥
Optional - Can an enemy dodge a shot from this weapon?

bUseArmorAppearance - ♥♥♥♥
Optional - This weapon will use the armor tinting values instead of the weapons.

bOverrideConcealmentRule - ♥♥♥♥
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 - ♥♥♥♥
Optional - Armor will allow access to HeavyWeapon slot and restrict use of the backpack.

bAddsUtilitySlot - ♥♥♥♥
Optional - Allows soldier to bring a second utility item.


Ammos

bBypassShields - ♥♥♥♥
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?
Diskusi Populer Lihat Semua (2)
5
1 Sep 2021 @ 11:19am
DISEMATKAN: Share your ideas
Boundir
2
17 Nov 2021 @ 7:57pm
Requesting proper documentations.
ArtanisKAI
109 Komentar
Lebowskichild 26 Mei @ 2:20am 
Hi @Boundir. I was wondering if you could tell me, is it possible to use this mod to alter the availability of the WotC Tactical X4 mods item, so that it becomes a secondary weapon that can only be used by a specific class?

InventorySlot - String
Optional - Place occupied by this item.
Accepted values:
SecondaryWeapon

I see this setting, however I am unsure what other information I would need to add to maintain the functionality of the C4, whilst changing it to a seconary weapon.

Could you advise?
Joe Marotta 16 Mar @ 7:28am 
Could this be used to auto upgrade items based on tech level? For example, using mines. Start off with base damage. When certain tech is complete, add more damage automatically? How would 3rd tier tech work when 2nd and 3rd are both in effect?
vinistrifezza 6 Mar @ 4:57am 
Hey guys
Does anyone know how to give more armor to the alien armor? I tried and it didn't work :(
vinistrifezza 27 Jan @ 9:39am 
Thx man, really! :D
Boundir  [pembuat] 27 Jan @ 8:56am 
Use Ability Editor mod or PowerUp console command
vinistrifezza 27 Jan @ 8:39am 
hey man, can you tell me how i can modify the claymore?
I wanted to make it not consume an action to be cast, and so that it wouldn't end the turn either... my idea is to throw several claymores and explode them in the same turn XXD
My doubt is because I already know that the claymore is impossible to be modified by the game's ini files normally... I modified most of the weapons and items in the game by the ini files, however, the claymore seems to be immune to everything XD
Boundir  [pembuat] 26 Jun 2024 @ 2:38pm 
@Peluceus Donmian, weapon damages are usually in config already so I didn't add the option in the mod.
Peluceus Donmian 26 Jun 2024 @ 2:22pm 
Can I use this to edit damage? Seems I can modify the stats of whatever weapon I want except the damage
wilnemo35795 5 Nov 2023 @ 7:13pm 
@Boundir What is thew template name for an elerium core?
ZJwh5S 4 Mei 2023 @ 8:35am 
@Boundir

I see. Thanks for the info.