trashcanhands Posted October 25, 2022 Share Posted October 25, 2022 Hi, all. I'm helping someone on the workshop with a mod that makes Wallets equippable containers. I have everything working except there is no context menu option to equip them. Double clicking the item equips it fine. I've searched high and low for a guide on this and haven't found anything. (RoboMat's tutorial being now defunct).. I know I need to use the OnFillInventoryContextMenu event, and I've written a snippet of code but honestly, I'm just unsure as to how to implement it properly. Literally any guidance on this would be greatly appreciated. Thanks to all you awesome people. Link to comment Share on other sites More sharing options...
stuck1a Posted December 4, 2022 Share Posted December 4, 2022 (edited) Here is basic example snippet: local function MyItemsContextMenuEntry(player, context, items) local items = ISInventoryPane.getActualItems(items) for _, item in ipairs(items) do if item:getFullType() == 'YourModule.YourItemType' then context:addOption(getText('IGUI_YourEntryTranslationString'), getSpecificPlayer(player), YourCallbackFunctionWhenClickedTheMenuEntry) end end end Events.OnFillInventoryObjectContextMenu.Add(MyItemsContextMenuEntry) As best practice, cancel the function as soon as possible, if its clear, that its not targeting any of your desired item(s), because it will be executed every time, you right click on any invetory object. That's why those handlers are mostly wrapped together in the vanilla code or well coded mods. If the event fires, it will send you int player, ISContextMenu context an ArrayList items out of the JS sources, so these three params are defined. You should be able to add optional arguments, if required by adding them as additional arguments of the .Add() call. Edited December 4, 2022 by stuck1a typo Link to comment Share on other sites More sharing options...
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