Display Obtainable Item
Building off of the work by @Mkol and @Huichelaar, this adds an icon to display over units that you can steal from (the previous version was only for droppable items).

Additional Details
It turns out searching through every unit’s inventory for stealable items every frame lags the game, so I had to complicate things and use 8 bytes of ram as a cache to avoid any lag. By default, I’ve used 0x203B1F0 which is also used by the Unit SFX patch:
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If you use that patch, please find a different ram address to use for this hack. Additionally, if you use Huichelaar’s Danger Radius hack then you’ll want to change this part:
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The cache is refreshed each phase and after stealing. If you’re loading units and the icon doesn’t show up immediately, you can ASMC SetupCacheForStealableItems to fix it, or just wait until the next phase. The cache is not saved on suspend, so resetting will turn it off for that phase.
Note that the SystemIcon used is based on the current SkillSys default.
Enjoy!
Edit: Emmett brought it to my attention that this wasn’t working with non-skill sys. The issue is that most builds of SkillSys change the function IsItemStealable to be given r0 = unit, r1 = item slot instead of r0 = item id.
My solution is to check if the bytes at 0x8017054 are the vanilla ones of 0x1C01B500 and if not, give the function the skillsys parameters. This feels very much like a cursed solution. Oh well, if it works, it works.
