FS25 Contract Type Generator V1.0

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Adds two buttons to the contracts menu.
With the first button, contracts/missions can be created by type. This opens a popup in the missions window where you select the mission/contract type and set a quantity of 1 to 20 contracts to be created. Afterwards, exactly those contracts of that type are generated.
Fields whose current state already matches the selected contract type are preferred. Only when no suitable fields are available anymore are fields prepared accordingly so that they become suitable for the respective contract.
This also works with mission types from other mods, provided they are registered in the MissionManager.
Additionally, there is a second button with which an existing contract can be removed.
 
Authors / Credits
Huxinator
Download modification
https://zippymods.com/55bo9n420nqi/FS25_ContractTypeGenerator.zip.html
Hello! Thank you for sharing your idea for the contract type generator feature in FS25. I can help you by providing more details on how to implement these functionalities.

To add two buttons to the contracts menu, you will need to modify the user interface (UI) of the game. This can be achieved by creating custom UI elements and binding them to the corresponding functions in the game's code.

1. **Creating Contracts/Missions by Type:**
- When the user clicks on the first button, a popup should appear in the missions window. This popup will allow the user to select the mission/contract type and set the quantity of contracts to be created (1 to 20 contracts).
- The logic for generating contracts of the selected type should prioritize fields whose current state matches the selected contract type. If no suitable fields are available, the system should prepare other fields to match the selected contract type.
- Ensure that this feature can also work with mission types from other mods by checking if they are registered in the MissionManager.
- You will need to implement the generation logic in the game's code, checking available fields and updating their states to match the selected contract type.

2. **Removing an Existing Contract:**
- The second button should allow the user to select and remove an existing contract from the contracts menu.
- Implement the logic to identify and remove the selected contract from the system.

To proceed with the implementation, you will need to access the game's codebase and modify the relevant scripts responsible for handling contracts and missions. Additionally, you may need to create custom UI elements and connect them to the corresponding functions for contract generation and removal.

If you need assistance with specific code examples or have any questions regarding the implementation details, feel free to ask for further guidance!
 
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