If you have ExBuddy, you already have the ability to do desynthesis.
https://github.com/MGramolini/ExBuddy/blob/master/ExBuddy/OrderBotTags/Behaviors/ExSalvageTag.cs
And, the most recent version of ExBuddy no longer uses keybinds for selecting bait, but instead uses the proper window actions.
I do not have all proper checks in place to check if you can Desynth the item or not as I figured the feature will likely be used for massive crafting/desynthing repeat. I am going to try to compliment this with a quicksynth item tag soon.
[DefaultValue(true)]
[XmlAttribute("IncludeArmory")]
public bool IncludeArmory { get; set; }
Code:[DefaultValue(true)] [XmlAttribute("IncludeArmory")] public bool IncludeArmory { get; set; }
damn, that's a dangerous default value
HAH, yes, sorry...forgot about that one. For me it is not...as I have all jobs max level and it can't desynth items with the checkbox.... I will change that.
Edit: and my main automatically puts crated items into its armory... So I guess this is not the normal users' view then ?!? =)
Everything I craft get's placed in my inventory by default, because moving stuff out to desynth them, or having to open your armory to select stuff for desynth get's annoying.
Checkbox hmm.. Didn't think about that, but a scary example might be people desynthing Chrysolite stuff to lvl desynth, and also has penta melded chrysolite jewlry not fully spiritbonded? Not sure when you get a checkbox, the "place new stuff in armory" was one of the first things I unchecked in the settings. I just thought it sounded like a dangerous default setting =)
Anything that is melded will also have a checkbox.
Infinitely less scary because I changed the default.Guess it's not that scary after all then =)