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Desynthesis

HB9508D64

Member
Joined
Jul 11, 2011
Messages
160
It seems like I've read someone mention something about a desynth feature being in the works. Any news on that? If its true I'm super excited.
 
Shouldn't be too difficult to implement since aethereal reduction made it in. Up to mastahg!
 
I don't know anything about coding so I won't pretend to agree but the logic is sound. However, I wanna feel like unless there's a plugin or botbase interface that allows you to type in the specific item like if you bought a batch of vendor items or something there'd be issues. Aeth-Reduc has its own in-game interface. I'm imagining the little pointy hand that flies all over the place trying to select bait desynthing random stuff. Like I said though, I'm far from an expert so who knows. It'd be a much welcomed addition to this bot in my eyes though.
 
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.
 
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.

Code:
[DefaultValue(true)]
[XmlAttribute("IncludeArmory")]
public bool IncludeArmory { get; set; }

damn, that's a dangerous default value
 
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 ?!? =)
 
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 =)
 
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.
 
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