Neverdyne
Community Developer
- Joined
- Sep 12, 2014
- Messages
- 649
I'm using the Synthesize tag's StartCrafting() method to craft. It seems it doesn't support recipes whose ingredients include equipment items you have to select:
I've been messing with some code, and it works. But for some reason it only works when I manually open the recipe window. If I open the recipe window through RB using CraftingManager.SetRecipe() then it doesn't work. Here's the code:
You can run it on the console when the Bronze Ornamental Hammer recipe is open, and it'll select it correctly. But if you first run CraftingManager.SetRecipe() and then this code, it won't select it. I'm wondering what the difference is between opening the window manually and opening it through RB, to try find a solution. A lot of recipes require the selection of items in this manner, and having support for it would be great.
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I've been messing with some code, and it works. But for some reason it only works when I manually open the recipe window. If I open the recipe window through RB using CraftingManager.SetRecipe() then it doesn't work. Here's the code:
Code:
uint item = 2393;
RaptureAtkUnitManager.GetWindowByName("RecipeNote").SendAction(3, 3, 0xA, 3, 0, 3, item);
int ticks = 0;
while (RaptureAtkUnitManager.GetRawControls.All(r => r.Name != "ContextIconMenu") && ticks < 50)
{
ticks++;
}
RaptureAtkUnitManager.GetWindowByName("ContextIconMenu").SendAction(5, 3, 0, 3, 0, 4, 0x754E, 4, item, 0, 0);
You can run it on the console when the Bronze Ornamental Hammer recipe is open, and it'll select it correctly. But if you first run CraftingManager.SetRecipe() and then this code, it won't select it. I'm wondering what the difference is between opening the window manually and opening it through RB, to try find a solution. A lot of recipes require the selection of items in this manner, and having support for it would be great.