Changing to using self-hosted manifest, updating user-agent details, removing always calling startup for sync button and bug fix with playerHash not being generated when sent
* Create special-attack-infobox
Adds an infobox that displays the current special attack energy
* Update special-attack-infobox
* Update special-attack-infobox
The overlay is now removed on shutdown
* Plugin for Bingo
* Plugin for Bingo
* Change for JSON
* Added support for Raids (COX, TOA, and TOB),
Added a notification for completion of the full board,
Added a notification for completion of a row,
Added more discord notifications for completions,
More refactoring to the code has been done.
* Created itemsByName map for O(1) lookups instead of O(n) linear searches improving performance in findAndMarkItem and loadSavedItems methods
Optimized Item Processing
Reduced redundant string comparisons and list iterations
Replaced stream operations with direct for-loop for better performance
Eliminated the need to create intermediate collections
Added proper clearing of the lookup map when resetting items
Improved checkForCompletions to only check diagonals when the item is actually on a diagonal
Reduced redundant calculations and boolean variables
Refactored more code
Fully Asynchronous Screenshot System (Replaced blocking CompletableFuture with a callback-based approach
Implemented proper asynchronous handling within the frame listener
Used scheduled tasks for retries instead of thread-blocking sleeps)
Better error handling and validation throughout
Simplified payload creation
Fixed issues with Discord webhook attachments
* Profile System & Anti-Cheat Implementation
- Created comprehensive profile management system allowing multiple bingo events
- Implemented profile-specific settings (item lists, URLs, refresh intervals)
- Added robust anti-cheat system with acquisition verification and logging
- Fixed item persistence issues when switching between profiles
- Enhanced profile deletion with automatic profile switching
- Improved error handling to prevent deleting the last profile
- Implemented settings configuration during profile creation
- Streamlined UI with intuitive profile management controls
- Optimized code performance and removed unused functionality
- Added to the Discord integration webhook for verification
* Uploading new plugin details - ectoplasmator reminder
* changed file title to fix merge error
* Update ectoplasmator-reminder
Updated commit version
Was using @ConfigGroup("example") - cause an issue, @ConfigGroup has been renamed
* Changed commit version - new feature, added config to hide overlay for bosses
* Changed capitalizations in config menu, images, and readme
* Update ectoplasmator-reminder (Varlamore Part 2 Creatures)
Added Varlamore Part 2 Creatures.
Frost Nagua & Amoxilatl boss
* Update ectoplasmator-reminder
Changed the structure of the plugin to fetch a list of NPC names from another branch, and compare the name of the NPC targets (Instead of IDs).
This is to set up a structure for future updates, where only the text file on the other branch needs to be updated with new Spectral NPCs, and no changes need to be made to the function or structure of the code on main.
* Update ectoplasmator-reminder
Changed URL Reader to Async OkHTTP calls
* Changed OkHTTP calls from Gradle import to @Inject
Changed OkHTTP calls from using a gradle / maven import, to an @Inject to call built in plugins.
First time using OkHTTP so I did not know what I was doing.
* Changed class modifiers on SpectralCreatures for OkHTTPClient to work
Removed abstract class modifier from SpectralCreatures class so the @ Inject for OkHTTPClient could work.
While the class was abstract, my IDE kept telling me to make everything static.
I had to go change how SpectralCreatures is called in the plugin using an @ Inject.
This seems to have fixed all the issues on my side for testing, now we will see if the automatic GitHub checks pass
* Update ectoplasmator-reminder (Logger)
Changed console prints to logger
* Changing logging to Slf4j
See
https://github.com/runelite/plugin-hub/pull/7326#issuecomment-2644563299
For code review suggesting this change
Update to 1.0.5. Fix ducks spawning in the void and persisting across logins, standardise duck naming, fix for duck interactions not occurring on main thread.
* Update custom-vital-bars to 1.1.0
* fixing 1.1.0 deprecation issue
* v.1.2.0
- added a new option for bar outline progress threshold. select from "always progress", "never progress", and "stop when stat=max" [thanks to Kedjik for suggestion]
- Percentage and Flat Value glow modes now each have an Above- and Below- setting allowing you to adjust the glow to occur if the stat's value is higher or lower than the threshold per-bar [thanks to Kedjik for suggestion]
- reworked Vital Bars hiding procedure, they should try to stick around more often [thanks to F5in + LastTourniquet for feedback]
- added an experimental Prayer Regeneration Potion outline, untested because I do not have access to them on my account. if the Prayer Regeneration Potion is active, the outline will progress over 12 ticks to show each point of Prayer regeneration. [thanks to supalosa for code]
- reworked the rendering of Vital Bars outlines. now they draw each render step (approximately every 20 milliseconds) but syncs every tick (600 milliseconds) to give a more smoother decay or growth of the progress bar
* v.1.2.0
quick change to make Prayer bar change colour when Prayer Regeneration Potion is active
* v1.2.0
quick update to attenuate Run Energy outline progress rate
* v1.2.0
update README.MD
* Update custom-vital-bars
- added some additional catches for hiding the vital bars when large UI elements such as the Bank window and the Clue Scroll page
- added a config option to toggle whether the vital bars hide or not when large UI elements are visible
- more attempts to attenuate Run Energy regen
* update v1.3
* v1.3
fixed references to other project
* v1.3 update candidate
fixed instance of old Run Energy regen rate
* Create Equipment Lock
* Update Equipment Lock
update the commit to its most recent case.
removed awssdk depency, changed uses of jackson to gson, removed utils and manual hashing to use client.getAccountHash()
* Update Equipment Lock
changed commit again.
changed original file plugin name to be lowercase with dashes to resolve previous build error.
* Update Equipment Lock
changed to most recent commit
removed gson dependency in build.gradle as I've been informed runelite already provides it.
* Rename Equipment Lock to equipment-lock
changed name to lowercase with dash
* Update equipment-lock
changed original plugin filename back to Equipment_Lock to be consistent with its class, now that I've made this one lowercase with a dash
* Update equipment-lock
Added licenses to the 3 main files
* Update equipment-lock
Added LICENSE file
* Update plugins/equipment-lock
Co-authored-by: YvesW <7929021+YvesW@users.noreply.github.com>
* Update equipment-lock
Game message on consumed equip action now clarifies the plugin causing it with "[Equipment Lock]:" at the start of the message
* Update equipment-lock
Added warning about sending data to an external server and switched from log.info to log.debug for most cases
* Update equipment-lock
* Update equipment-lock
Switched to using slf4j instead of system.err, as well as added the proper dependency for doing so.
* Update equipment-lock
* Update equipment-lock
* Update equipment-lock
Fixed gradle file (again) and added proper annotation for AWSfile for slf4j
* Update equipment-lock
Added in OkHttpClient
* Update equipment-lock
Fixed an error with RequestBody
* Update equipment-lock
Added import java.nio.charset.StandardCharsets;
* Update equipment-lock
Attempted bugfix on OkHttpClient
* Update equipment-lock
Using log.debug instead of system.out
* Update equipment-lock
Added functionality to allow for clue scroll emote items to be excluded
* Update equipment-lock
* Update equipment-lock
Changed how collapseable menu works in an attempt to bugfix
* Update equipment-lock
* Update equipment-lock
Changed default config settings for Exclude Clue Scrolls to false. Especially with those hidden in a dropdown, decided that should really be opt-in.
* Update equipment-lock
1)Added LMS checking, disabling the checking/blocking of gear during LMS games
2) Added items required for tutorial island to the list of quest exceptions
3) made the group ID a collapsable menu so it can be hidden in screenshots/screen sharing, to prevent accidentally leaking that information.
* Update equipment-lock
cleaned up getlocation logic
* Update equipment-lock
Added functionality for people to specify a specific account for the plugin to function with, so that it wont make any account they play on part of the same group if they forget to disable the plugin.
* Update equipment-lock
bugfixing - moved specificAccount variable to where it can be read properly as a local variable
* Update equipment-lock
fixed commit variable
* Update equipment-lock
Added "Oak blackjack" to quest item list
* Update equipment-lock
Added missing comma.
* Update equipment-lock
Added some items to Quest exclusions, added functionality to make the plugin only work for a single account if desired
* Update equipment-lock
added "killer's knife" to quest items
* Update equipment-lock
Added several items to quest exclusions, as well as bugfixes.
Also now has functionality to lock the plugin to only work on a single account if desired.
* Update equipment-lock
Updated to most recent commit
* Update equipment-lock
Added in more quest items.
Added in CA/Diary items as a separate list.
Added checks for "Equip" in addition to "Wear" or "Wield", which is used in the bank or equipment interfaces.
---------
Co-authored-by: YvesW <7929021+YvesW@users.noreply.github.com>
Option to reposition minimap orbs
- Resizable mode has a larger minimap than fixed mode in the III and IV quadrants. This adds an optional setting to move the run and spec orbs slightly further away to prevent click-through (where clicking run also clicks on the minimap, moving the character)
Failsafe sprite loader
- Rarely, the minimap sprites fail to load. This adds a fail-safe check when inventory tabs are changed to ensure that the widgets are loaded, assuming the game is in fixed-resizable mode.