Jump to content

Recommended Posts

Posted (edited)

Your entrySet exemple is still wrong. You're funny. :D

why you who can get key and value without entryset ?

 

Mate, what's your problem, you're ridiculous. I fixed your code. Check how entrySet is used, and thank me to teach you something new.

 

https://docs.oracle.com/javase/8/docs/api/java/util/Map.Entry.html

 

It looks like more the time passes, more you become ignorant, stupid and reckless. Normally it's the versus which happen for a normal human being : you become wiser and learn from mistakes.

now i read it correct this  ... you mean the map ( Holds the line ) key 1 = 500 , key 2 = 1000

only fail on start code is this 

for (Entry<Integer, Integer> color : Config.Color_name.entrySet())

and why is not 

for (int color : Config.Color_name.keyset()) 

and i expain you why i let it

the code is correct as i have it ... color name maybe is not with ( lower -> big )

 

PvpAmount = 5000,293546;1000,00ff00;1500,0000ff;2500,ffff00;500,ff0000;100,ff0000  .....

so don't touch codes ( maybe to bug it )

 

ps : fail google translate ( and your codes is easy buged ) and fail as you show me ( if has lower -> big ), if you want to learn just reply thear

 

ps2 : if you work with stable config make better code

PvpAmount = 5000,ff0000;2500,ffff00;1500,0000ff;1000,00ff00;500,293546
		for (Entry<Integer, Integer> color : Config.Color_name.entrySet())
		{
			if (player.getPvpKills() >= color.getKey())
                        {
				player.getAppearance().setNameColor(color.getvalue);
                                break; or return; if is boolean return true;
                        }    
		}
if is boolean return false;

so next time who you get c/p me code for rework ( rework it correct )

but this code work only with stable config ( big -> low ) so is easy buged ( and don't need safe int , or runing all map if find the big color )

Edited by pirama
Posted (edited)

If you do that it stops at the first color found on the map. Therefore if you got 2000 pvps, and you got a map entry with 500 and 1000, it will stop at 500.

 

Try again... You will maybe "find" me one day.

 

About your other gibblish, I let you learn english first.

read all message ( i have 2 tag ) and talk with stable config

big -> low and not low -> big 

and on your example before you talk about stable config ( low -> big ) and is bad

 

That changes nothing, you still were using entrySet wrong on first. And it's getValue().

 

i can't understand what you mean

why what i have write ?

Edited by pirama
Posted (edited)

read all message ( i have 2 tag ) and talk with stable config

big -> low and not low -> big 

and on your example before you talk about stable config ( low -> big ) and is bad

 
 

i can't understand what you mean

why what i have write ?

 

You wrote something which can't compile (getvalue != getValue()), and I edited my answer once I saw you edited config loading. Finally, I fixed your initial code section without seeking a deeper optimization, only "as shared". If there is a single person who made a mistake, it was you, on the entrySet stuff. I only pointed the real use of entrySet, which is a pair of key/value. Not using getValue() was wrong. Final point.

Edited by Tryskell
Posted (edited)

You wrote something which can't compile, and I edited my answer once I saw you edited config loading. Finally, I fixed your initial code section without seeking a deeper optimization, only "as shared". If there is a single person who made a mistake, it was you.

i don't think ....

my first example can work with random color name ( without stable config )

 

your example work only with stable ( low to big )

 

and i show you if you have stable config ( your example is wrong )

just change the config ( from low to big , big to low ) and you don't need to scan old the map every time 

 

Edit : lol you talk about ( getvalue ) but you don't talk for your example :)

Edited by pirama
Posted (edited)

i don't think ....

my first example can work with random color name ( without stable config )

 

your example work only with stable ( low to big )

 

and i show you if you have stable config ( your example is wrong )

just change the config ( from low to big , big to low ) and you don't need to scan old the map every time 

 

It's not "my exemple". It's your exemple than I simply fixed to use correctly entrySet. Once you understand that, you understand everything.

 

Good job if you successfully improved your initial exemple, but your initial example stays your exemple, not mine. And I only pointed your wrong use of entrySet.

 

Now if you can avoid to spam me with PMs because I fix your errors, and you try to "trap" me or "find" me, I would be grateful.

 

And keep your "bitch" and "dog" for yourself.

Edited by Tryskell
Posted (edited)

It's not "my exemple". It's your exemple than I simply fixed to use correctly entrySet. Once you understand that, you understand everything.

 

Good job if you successfully improved your initial exemple, but your initial example stays your exemple, not mine. And I only pointed your wrong use of entrySet.

 

Now if you can avoid to spam me with PMs because I fix your errors, and you try to "trap" me or "find" me, I would be grateful.

 

And keep your "bitch" and "dog" for yourself.

 

this is yours, not mine

You use a entrySet but don't even use getValue()... And do a .get( for nothing.

int state = 0;

for (Entry<Integer, Integer> color : Config.Color_name.entrySet())

{

    if (player.getPvpKills() >= color.getKey())

        state = color.getValue();

}

        

if (state > 0)

    player.getAppearance().setNameColor(state);

Latest aCis will introduce getIntIntHolderList() for StatsSet - getIntIntHolder(), and getDoubleArray() aswell.

 

with stable config i never show enythink like this ( i show you who i work , with stable config )

		for (Entry<Integer, Integer> color : Config.Color_name.entrySet())
		{
			if (player.getPvpKills() >= color.getKey())
                        {
				player.getAppearance().setNameColor(color.getvalue);
                                break; or return; if is boolean return true;
                        }    
		}
if is boolean return false;

don't need int for save ( or scan old map ) if you can't understand now , is not my problem 

Edited by pirama
Posted (edited)

yes , can support and random color names without stable config ( this code can't get bug never )

and only mistake on this code is this ( don't need value for use )

for (Entry<Integer, Integer> color : Config.Color_name.entrySet())

to

for (int color : Config.Color_name.keyset())

your example is ridiculous

int state = 0;
for (Entry<Integer, Integer> color : Config.Color_name.entrySet())
{
    if (player.getPvpKills() >= color.getKey())
        state = color.getValue();
}
        
if (state > 0)
    player.getAppearance().setNameColor(state);

you run old the map and you change only time the (int state) ( and if config is not stable ) this code is buged 

 

so for random config your example is 0 and for stable config again is 0 why don't need ( save )

just make the config ( big to low )

for (Entry<Integer, Integer> color : Config.Color_name.entrySet())
{
	if (player.getPvpKills() >= color.getKey())
        {
		player.getAppearance().setNameColor(color.getvalue);
                break; or return; if is boolean return true;
        }    
}

you understand your mistake or no ?

Edited by pirama
  • 1 month later...
Posted
Em 22/05/2017 às 3:28 PM, joker90 disse:

========

 

On 22/05/2017 at 3:28 PM, joker90 said:
Atualização 7
 
Sceme Buffer:  modificando o original
 
 

Where is this NPC BUFF DO JAVA file? WHERE IS DOWNLOAD? I ONLY DID NOT FIND IT.
 

 

  • 1 month later...
Posted
On 25/05/2017 at 7:19 PM, joker90 said:

Atualização 7

 

 

 

 

 

 

 

Atualização Inclui  

 

 

 

 

 

Sceme Buffer personalizado => 

 

 

 

 

 

Levei 3 horas, mas valeu a pena

 

 

 

 

 

+ L2BufferCustomInstance

 

 

 

 

 

 

 

 

MSn87m.png0YgHo6.pngRzvc2C.pngixABTO.pngTBfbFf.png

 

Link Download npc buffer please

Guest
This topic is now closed to further replies.



  • Posts

    • MoMoProxy has updated more static residential proxies for USA location, anyone interested in can view: https://momoproxy.com/static-residential-proxies
    • This post originally appeared on MmoGah.   Dear Exiles, here's a detailed guide for Path of Exile 3.26 Gauntlet, tailored for beginners and focused on the top 5 builds that balance survivability, damage, and ease of gearing in the Hardcore Solo Self-Found (HCSSF) environment. This guide goes deep into mechanics, gear, leveling, and strategy—no fluff, just actionable insights.       What Is the Gauntlet in PoE 3.26? The Gauntlet is a community-run event, often organized by Zizaran, which pushes players into a brutal version of the game:   ● Hardcore Solo Self-Found (HCSSF): No trading, no partying, no outside help. ● Global Modifiers: Increased monster damage, life, elemental penetration, extra projectiles, and more. ● Limited Portals: Only 3 portals per boss kill count toward points. ● Custom Ascendancies: In 3.26, the Fishia League introduces new ascendancy classes like Ancestral Commander and Servant of Arakali.   The goal? Survive, level up, kill bosses, and earn points for prizes. But first, you need a build that won't crumble under pressure.   Top 5 Builds for Gauntlet Beginners These builds are chosen for their tankiness, simplicity, and ability to progress through the campaign and early maps with minimal gear.   1. Raise Zombie Puppeteer (Necromancer) Why It Works: Minions absorb damage, keeping you safe. Scales well with minimal gear. Strong bossing potential with high zombie levels.   Core Mechanics: Uses Raise Zombie as the main damage source. Strength stacking boosts zombie power. Animate Guardian adds utility and buffs.   Defensive Layers: Minions tank hits. Block chance from gear and passive tree. Energy shield and life stacking.   Leveling Tips: Use Summon Skeletons and Raise Zombie early. Prioritize +minion gem levels and strength gear. Transition to spectres and Animate Guardian by Act 5.   Pros: Safe, ranged playstyle. Easy to gear in SSF. Strong boss damage.   Cons: Minion AI can be clunky. Damage may taper off in the late game without investment.   2. Power Siphon Mines (Scavenger Saboteur) Why It Works: Ranged mine playstyle avoids direct damage. One-button mechanics for comfort. Fast leveling and strong suppression.   Core Mechanics: Power Siphon linked to mines for remote detonation. Uses High-Impact Mine Support and Minefield Support. Cloak of Flames for early damage scaling.   Defensive Layers: High evasion and suppression. Life stacking and stun immunity. Arctic Armor and Flesh and Stone for mitigation.   Leveling Tips: Start with Stormblast Mine or Explosive Trap. Switch to Power Siphon at level 28. Use Smoke Mine and Flame Dash for mobility.   Pros: Safe ranged playstyle. Low gear dependency. Comfortable mechanics.   Cons: Mines require setup. It can feel clunky without proper gem links.   3. Ice Nova Archmage (Hierophant) Why It Works: Combines Mind Over Matter (MoM) with mana stacking. Strong AoE and single-target damage. Good defenses and smooth leveling.   Core Mechanics: Ice Nova cast on Frostbolt for double damage. Archmage Support scales damage with mana. Hierophant ascendancy boosts mana and endurance charges.   Defensive Layers: MoM absorbs damage via mana. High armor and resistances. Chill and freeze for crowd control.   Leveling Tips: Start with Holy Flame Totem or Rolling Magma. Switch to Ice Nova after Act 3. Stack mana and use Clarity early.   Pros: Strong defenses and damage. Scales well into the endgame. Beginner-friendly caster setup.   Cons: Requires mana management. Squishy if not geared properly.   4. Explosive Arrow Ballista (Ancestral Commander) Why It Works: Totems do the work while you stay safe. Easy to gear and scale. Great for campaign progression.   Core Mechanics: Explosive Arrow linked to Ballista Totem Support. Totems stack arrows for massive explosions. Ancestral Commander ascendancy grants endurance charges and slam synergy.   Defensive Layers: Totems absorb aggro. High life and resistances. Fortify from gear or ascendancy.   Leveling Tips: Use Caustic Arrow or Split Arrow early. Switch to Explosive Arrow at level 28. Prioritize attack speed and totem placement.   Pros: Safe, passive playstyle. Strong single-target damage. Easy to respec and adapt.   Cons: Totem AI can be slow. Requires positioning for optimal damage.   5. Lightning Strike Daughter of Oshabi Why It Works: High energy shield and shrine buffs. Converts physical damage to chaos. Fast, clear, and strong bossing.   Core Mechanics: Lightning Strike with pure energy shield gear. Oath of the Magi node doubles armor defenses. Ghost Dance for ES sustain.   Defensive Layers: 10,000+ energy shield. Suppression and resist caps. Stun immunity and chaos conversion.   Leveling Tips: Use Smite or Molten Strike early. Transition to Lightning Strike with ES gear. Stack shrine buffs and movement speed.   Pros: Tanky and fast. Handles tier 17 maps. Good for face-tanking bosses.   Cons: Requires ES gear early. Shrine RNG can affect consistency.   Beginner Tips for Gauntlet Success Campaign Strategy: Overlevel before boss fights. Cap resistances ASAP. Use movement skills to dodge mechanics. Practice Acts 1, 4, and 9—they're deadly.   Gear Prioritization: Life and resistances > damage. Movement speed on boots. Vendor recipes for gear upgrades.   Flask Setup: 1 Instant Life Flask 1 Granite Flask 1 Jade Flask 1 Quicksilver Flask 1 Utility Flask (e.g., Sulphur or Basalt)   Passive Tree Tips: Prioritize life nodes early. Take suppression and block nodes. Avoid complex mechanics—simplicity wins.   Mapping and Bossing Strategy Mapping: Use fast-clearing skills. Avoid risky map mods. Keep portals in reserve.   Bossing: Learn boss mechanics. Use Sniper's Mark or Assassin's Mark. Position mercenaries or totems strategically.   Final Thoughts The Gauntlet is unforgiving, but with the right build and mindset, you can push deep into the event—even as a beginner. Focus on survivability, learn from each death, and don't be afraid to restart. Every run teaches you something new.
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock