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[Logic] UseAt returned InvalidSlot. (Mana=18)

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I'm running a very low mana build and I keep getting this error: [Logic] UseAt returned InvalidSlot.

I have only 18 mana available but the skill I use has massive mana reduction and -16 mana cost therefore it's easily spammable with the tiniest bit of mana regen (Spell mana cost is 7). I'm guessing the bot doesn't like seeing the mana hit 0?

The only current way I can fix it is to set the fallback skill slot to the skill I want the bot to cast (but then it won't use enduring cry now) otherwise it stands there doing nothing. Is there a place on oldroutine I can edit to not have this happen?
 
There's a known issue with mana costs that's being looked into already. InvalidSlot means the fallback skill isn't valid.
 
There's a known issue with mana costs that's being looked into already. InvalidSlot means the fallback skill isn't valid.
Ah I see. Yeah I only get the error when I set it to -1. If I set it to 1 (which is my main skill) then it works as normal, however my bot will refuse to cast enduring cry. Is there a quick dirty fix for this?
 
Or...how would you go about setting up the ability to cast a skill when the bot locates a unique monster?
 
Ah I see. Yeah I only get the error when I set it to -1. If I set it to 1 (which is my main skill) then it works as normal, however my bot will refuse to cast enduring cry. Is there a quick dirty fix for this?

-1 Disable the slots pretty much so yep, needs to be something else.

Or...how would you go about setting up the ability to cast a skill when the bot locates a unique monster?

Change the logic for this specific spell.
 
-1 Disable the slots pretty much so yep, needs to be something else.



Change the logic for this specific spell.
Even with changed logic since the bot can't seem to comprehend that I have available mana left it is FORCED to have and USE the fallback skill slot. The bot also doesn't cast several skills for the same exact reason. This makes the bot unusable for some builds that rely on very little mana and reduced mana cost on skills.

I've since switched builds to that of one less efficient since it's not compatible. Is there a fix being worked on at the moment?
 
The last build had a partial fix in for the mana stuff, so you'd have to see if that helps your setup or not.

Before, we did all the calcs to get the mana cost for skills and check other things, but as time has gone on and the game has become more complex with different mechanics and stat modifications, we might have to resort to getting the data directly from the client, but there are performance considerations that have to be looked into for that first. So improvements to the core API and the way things are always being looked into and worked on, but if it's ever a simple fix, it'd already have been deployed. :)
 
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