fourseason
New Member
- Joined
- Oct 26, 2015
- Messages
- 9
I've been searching endlessly in the forum but nothing relevant came up, or info was outdated.
My problem is basically when compiling, the log gave me this message
'The type or namespace name 'Actionmanager' does not exist in the namespace 'ff14bot.Managers' (are you missing an assembly reference?)'
the code resulting that message is (use to check whether i have Collectable Synthesis status and activate it for the current DoH job I'm using.
The above is of minor priority to me as I can always just manually activate myself.
Below is the critical portion, when finishing my collectible craft, clicking the Yes/No window. Again buddy log game me 'The type or namespace name 'Actionmanager' does not exist in the namespace 'ff14bot.Managers' (are you missing an assembly reference?)'
As I mentioned in my other post, I've just return to the game for Stormblood, and started using RB64 (freshly installed) few days ago. Both codes above was working flawlessly during heavensward patch. I hope someone can point me in the right directly on why it's having problem now, and perhaps a work around. Thanks
My problem is basically when compiling, the log gave me this message
'The type or namespace name 'Actionmanager' does not exist in the namespace 'ff14bot.Managers' (are you missing an assembly reference?)'
the code resulting that message is (use to check whether i have Collectable Synthesis status and activate it for the current DoH job I'm using.
Code:
<CodeChunk Name="Collector">
<![CDATA[ if (!Core.Player.HasAura(903)) {
if(ff14bot.Managers.Actionmanager.CanCast(4560, null)){ Actionmanager.DoAction(4560, null); }
if(ff14bot.Managers.Actionmanager.CanCast(4561, null)){ Actionmanager.DoAction(4561, null); }
if(ff14bot.Managers.Actionmanager.CanCast(4562, null)){ Actionmanager.DoAction(4562, null); }
if(ff14bot.Managers.Actionmanager.CanCast(4563, null)){ Actionmanager.DoAction(4563, null); }
if(ff14bot.Managers.Actionmanager.CanCast(4564, null)){ Actionmanager.DoAction(4564, null); }
if(ff14bot.Managers.Actionmanager.CanCast(4565, null)){ Actionmanager.DoAction(4565, null); }
if(ff14bot.Managers.Actionmanager.CanCast(4566, null)){ Actionmanager.DoAction(4566, null); }
if(ff14bot.Managers.Actionmanager.CanCast(4567, null)){ Actionmanager.DoAction(4567, null); }
await Coroutine.Wait(7000, () => Core.Player.HasAura(903)); }
]]>
</CodeChunk>
Below is the critical portion, when finishing my collectible craft, clicking the Yes/No window. Again buddy log game me 'The type or namespace name 'Actionmanager' does not exist in the namespace 'ff14bot.Managers' (are you missing an assembly reference?)'
Code:
<CodeChunk Name="CSIIAndAcceptCollectable">
<![CDATA[
if (await Buddy.Coroutines.Coroutine.Wait(5000, () => ff14bot.Managers.Actionmanager.CanCast(100069, null))) {
ff14bot.Managers.Actionmanager.DoAction(100069, null);
await Buddy.Coroutines.Coroutine.Wait(10000, () => CraftingManager.AnimationLocked);
await Buddy.Coroutines.Coroutine.Wait(Timeout.Infinite, () => !CraftingManager.AnimationLocked || ff14bot.RemoteWindows.SelectYesNoItem.IsOpen);
if (ff14bot.RemoteWindows.SelectYesNoItem.IsOpen) {
ff14bot.RemoteWindows.SelectYesNoItem.Yes();
await Buddy.Coroutines.Coroutine.Wait(10000, () => !ff14bot.RemoteWindows.SelectYesNoItem.IsOpen);
await Buddy.Coroutines.Coroutine.Wait(Timeout.Infinite, () => !CraftingManager.AnimationLocked);
}
}
]]>
</CodeChunk>
As I mentioned in my other post, I've just return to the game for Stormblood, and started using RB64 (freshly installed) few days ago. Both codes above was working flawlessly during heavensward patch. I hope someone can point me in the right directly on why it's having problem now, and perhaps a work around. Thanks