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View Code? Open in Web Editor NEWXCOM 2 Mod. Displays possible usage of items on the blackmarket sell screen
XCOM 2 Mod. Displays possible usage of items on the blackmarket sell screen
Displays possible usage of items on the blackmarket sell screen. No more wondering whether you still need Advent Trooper Corpses. Data is gathered dynamically, so modded items, costs etc should show up as well. This is compatible with Long War 2 and all the stuff it adds. Lists might get a bit long for more common resources. Only shows items of your current research level. This can be configured using the [url=http://steamcommunity.com/sharedfiles/filedetails/?id=667104300]Mod Config Menu[/url] mod. If you don't want to use that and instead change this the old fashioned way, run the game at least once, then edit: Documents\My Games\XCOM2\XComGame\Config\XComBlackmarketUsage_Settings.ini Valid choices for the ShowSpoilers option are: [list] [*] "Don't show" = only show items from your current research level [*] "Show" = show everything you have not researched/built yet [*] "Obfuscate" = obfuscate what will be shown by displaying unresearched tech/gear as '???' [/list] Thanks to Robojumper for fixing some performance issues and BlueRaja for adding Mod Config Menu Support. Source and changelog can be found [url=https://github.com/thraaawn/BlackmarketUsage]here[/url]
UIAddToBlackmarket.uc
defaultproperties {
ScreenClass = class'UIBlackMarket_Sell';
}
The opening brace must be on a new line. However, if you fix it that way, it won't work with Grimy's Loot Mod. I suggest the following:
event OnInit(UIScreen Screen) {
if (UIBlackMarket_Sell(Screen) != none) {
Maketh(UIBlackMarket_Sell(Screen));
}
}
Event OnReceiveFocus(UIScreen Screen) {
if (UIBlackMarket_Sell(Screen) != none) {
Maketh(UIBlackMarket_Sell(Screen));
}
}
// ...
defaultproperties
{
ScreenClass = none
}
This way, it will retain compatibility (and also get rid of the hundreds of Accessed none: 'screen' messages your mod throws).
For some reason the version of the mod on Steam Workshop has this line...
`define coloredtext(text, color) "<font color='#"$`color$"'>"$`text$"</font>"
..looking like this:
`define coloredtext(text, color) "<font color='#"$`color$"'>"$`text$"foobar</font>"
(Zyxpsilon tracked this one down)
Would it be possible to add controller support for the mod? I saw someone else mention it in the steam comments as well, and their suggestion to use left thumbstick click to display the usage popup would be swell.
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