* Create monster-monitor Tracks NPC kills and allows setting kill limits * Update monster-monitor Updated runelite-plugin.properties * Update monster-monitor Few minor updates, a few more tests. no functional changes * Update monster-monitor - Fixed issue with double notifications for NPC kills with a set limit. - Ensured notifications play correctly for NPCs with unknown death animations. - Adjusted the MonsterMonitorPanel to push NPCs added from UnknownDeathAnimations to the top of the panel, similar to normal NPCs. - Refined the logic for handling and sorting NPCs in the panel to ensure consistent behavior. - Ensured that the MonsterMonitorLogger handles unknown animations and logs them consistently with regular NPCs. * Update monster-monitor forgot to uncomment a few lines in DeathAnimationIDS after some tests. * Update monster-monitor * Update monster-monitor Fix runelite-plugin.properties again * Update monster-monitor Enhance Monster Monitor Plugin with Interaction Timer, Duplicate Logging Prevention, and Prioritization of Last Killed NPC Interaction Timer: Implemented a 4-second interaction timeout to ensure that NPC kills are accurately tracked during combat, especially for ranged and magic attacks where interactions may briefly pause. Immediate Logging After Health Reaches Zero: Introduced a mechanism to capture and log the last valid animation immediately after an NPC's health reaches zero. This ensures that all NPC deaths, especially those with complex animations, are logged accurately and on time. Duplicate Logging Prevention: Refined and optimized the logging logic to prevent duplicate entries of NPC deaths. The cleanup of NPC tracking data is now delayed until the NPC has fully despawned, preventing premature data clearing and missed logs. Prioritization of Last Killed NPC: Updated the UI panel and overlay to prioritize the display of the most recently killed NPC at the top, regardless of whether the death animation is known or unknown. This change ensures that the most recent activity is always immediately visible to the user. Refactor and Code Cleanup: Consolidated and cleaned up the codebase for better consistency and reliability across various NPC types and combat scenarios. The plugin has been fine-tuned to function correctly in both continuous and intermittent interactions. Bug Fixes: Addressed issues where the plugin would stop logging kills after the first kill or fail to log certain NPC deaths. These fixes ensure that all NPC kills are tracked and displayed as expected. This update significantly improves the reliability, accuracy, and user experience of the Monster Monitor Plugin, making it more robust in handling various edge cases and ensuring comprehensive NPC kill tracking and display. * Update monster-monitor Improve redundancy and accuracy in capturing NPC death animations - Implemented immediate health check to start tracking NPCs as awaiting death animation when their health drops to zero. - Added aggressive death animation tracking with multiple attempts to capture or log death animations. - Enhanced despawn logging to ensure the last valid animation is logged or marked as unknown if missed. - Updated NPC tracking methods to improve reliability and prevent unnecessary logging. - Added Another Unknown DeathAnimationIDs * Update monster-monitor * Update monster-monitor Add NpcAnimationTracker for improved NPC interaction tracking and logging - Introduced `NpcAnimationTracker.java`, a new class dedicated to tracking NPC animations and interactions, significantly improving how the plugin monitors NPC behavior. - `NpcAnimationTracker` registers for several in-game events, including `InteractingChanged`, `NpcDespawned`, `GameTick`, and `HitsplatApplied`, to accurately track when the player interacts with NPCs. - Added logic to buffer unique NPC animations, enabling the plugin to distinguish between different types of animations, such as death animations, and ensuring accurate logging of relevant events. - Implemented a grace period mechanism within `NpcAnimationTracker` to handle NPCs that despawn shortly after interaction, ensuring that the last known animations are accurately recorded and logged. - Updated the handling of interaction timeouts, allowing the plugin to clear out expired interactions and prevent stale data from affecting ongoing tracking. - Integrated `NpcAnimationTracker` with the existing logging mechanisms in `MonsterMonitorPlugin`, ensuring that all tracked interactions and animations are logged with precise timing and context. - Provided detailed comments and documentation within `NpcAnimationTracker.java` to explain the purpose of each method and how the class contributes to the overall functionality of the plugin. - Refactored parts of `MonsterMonitorPlugin` and related classes to utilize `NpcAnimationTracker` for more granular and accurate tracking, enhancing the plugin's ability to monitor NPC kills and associated events. - Ensured that the new tracking system remains performant and reliable, even during high-intensity gameplay, by carefully managing resources and minimizing unnecessary processing. * Update monster-monitor Update build.gradle for Monster Monitor plugin - Added Gson dependency for JSON handling, enabling serialization and deserialization in MonsterMonitorLogger. - Included Lombok dependency and annotation processor to support annotations like @Getter, @Setter, @NoArgsConstructor, etc., used throughout the plugin. - Maintained existing dependencies for RuneLite client compatibility. * Update monster-monitor Forgot to upload the NpcAnimationTracker.java * Update monster-monitor Bug fixes and improved UI/Panel visual - Refine UI and add MonsterMonitorBox for enhanced NPC tracking - Added more config options - Improved the design and layout of MonsterMonitorPanel. - Created MonsterMonitorBox to handle individual NPC tracking, including setting kill limits and notifications. - Fixed bug where the last killed NPC was not being correctly displayed at the top of the NPC panel. - Updated MonsterMonitorOverlay to maintain design consistency with the panel and improve user readability. - Retained all existing functionality while enhancing the visual and interactive elements of the plugin. - Added configuration options to MonsterMonitorConfig for default kill limits, chat notifications, custom notification messages, unknown death animation notifications, and sound alerts. - Enhanced MonsterMonitorPlugin to listen for ConfigChanged events and apply configuration updates immediately. - Ensured that sound alerts and chat notifications are toggled based on user preferences, providing immediate feedback without requiring plugin restart. * Update monster-monitor Fix layout issues in MonsterMonitorPanel and MonsterMonitorBox, Added config option functionality : - Implemented dynamic resizing for NPCListPanel using GridBagLayout, ensuring proper layout adjustments as NPCs are added or removed. - Removed redundant JScrollPane nesting, allowing the ScrollPane to fill the available space within PluginPanel and improving scrolling performance. - Introduced a dynamic filler panel at the bottom of the NPCListPanel that adjusts its height based on the number of NPCs, ensuring proper vertical expansion and contraction. - Added dropdown persistence in MonsterMonitorBox to maintain the expanded/collapsed state of NPC dropdowns during panel refresh. - Ensured the title panel remains static at the top while enabling smooth scrolling for the NPC list in the ScrollPane. - Configurations now control kill limit notifications, sound alerts, and chat notifications for NPC kills and unknown death animations, with logic to notify only once per unknown death animation. * Update monster-monitor fix: replace deprecated OverlayPriority usage with integer-based priority system - Updated setPriority(OverlayPriority.HIGH) to setPriority(50) to adhere to the integer-based priority system. * Update monster-monitor Update verification-metadata.xml with updated dependency checksums * Update monster-monitor Update Gson version to 2.8.5 and update verification-metadata with new checksums * Update monster-monitor fix: Inject client's Gson instance instead of creating a new one - Removed the direct instantiation of Gson in MonsterMonitorLogger. - Injected the client's Gson instance using @Inject annotation. * Update monster-monitor Update Monster Monitor: Refactor to use DeathTracker, handle multi-phase NPCs, improve death logging logic - Replaced NpcAnimationTracker with DeathTracker to log deaths based on interactions. - Included final phase IDs for multi-phase bosses such as Verzik, Vorkath, Zulrah, and others. - Removed animation-based logic and unknown death animation notifications. - Added interaction validation to ensure only relevant NPC deaths are logged. - Cleaned up code, removed unused methods, and optimized NPC tracking. * Update monster-monitor Improve NPC engagement tracking and proper EventBus unregistration - Added `wasNpcEngaged` map to track whether an NPC has been engaged through hitsplats or damage, ensuring that only NPCs that have been properly interacted with are logged upon despawn. - Updated `onInteractingChanged` method to reset engagement status when a new interaction with an NPC starts, ensuring accurate tracking. - Updated `onHitsplatApplied` to mark NPCs as engaged when a hitsplat is applied, indicating active combat engagement. - Refined `onNpcDespawned` to only log NPCs as dead if they were actively engaged in combat before despawning, avoiding false positives from mere clicks. - Ensured cleanup of engagement status and related states after logging to maintain memory efficiency and avoid stale data. - Added proper unregistration of the `EventBus` in the `unregister` method to ensure clean shutdown of the plugin, preventing potential memory leaks and ensuring a smooth disable process. * Update monster-monitor Fix: Inject EventBus into MonsterMonitorPlugin for proper event registration - Added EventBus injection to MonsterMonitorPlugin to enable registration and unregistration of DeathTracker during plugin startUp and shutDown. - Ensured proper lifecycle management of DeathTracker events to maintain consistency when the plugin is restarted. * Update monster-monitor fix: move scrollbar UI updates to Swing thread Used SwingUtilities.invokeLater() for setting up the custom scrollbar UI to make sure it's done on the correct thread. * Update monster-monitor refactor: use logger.error() instead of printStackTrace() - Swapped out all instances of e.printStackTrace() with logger.error() for better logging. - This should make errors easier to track in the RuneLite logs and keep things cleaner. * Update monster-monitor to 1.3.0 feat: Improve UI, background tasks, and better despawn handling - Wrapped all UI updates like `repaint()` in `SwingUtilities.invokeLater()` to ensure smooth, flicker-free interactions. - Made logging more efficient by using `BufferedWriter` and moving save operations to a background thread with `saveLogAsync()`. - Cleaned up the `onMenuOpened()` logic in `MonsterMonitorMenuHandler` by breaking it into smaller methods—easier to read and tweak. - Refactored the `MonsterMonitorBox` to make the UI layout code more modular. It’s now much easier to follow. - Improved despawn handling in `DeathTracker` by splitting out conditions into helper methods—makes it easier to understand and modify. - Fine-tuned the logic for tracking multi-phase bosses and ignoring non-combat NPC despawns. - Made sure that the overlay updates properly whenever NPC data changes. - Improved number formatting—big numbers are now displayed as "1k" or "1.5m" for easier reading. - Updated the font to 'SansSerif' for a cleaner, more modern look. - Tweaked the kill limit spinner to handle large numbers better while staying compact. - Added checks in the logger to ensure the overlay visibility updates properly when NPC data is adjusted. - Enhanced the logger to automatically update old logs with any missing information required for new features. - Made the startup process smoother, ensuring the overlay is in the right state from the start. - Cleaned up the options panel layout for a more polished overall look and feel. - Added a new `ProgressBar` that tracks progress towards NPC kill limits: - The bar changes color as you get closer to your goal, shifting from red to orange to green. - Simplified how large numbers are displayed—now it's "1k" instead of "1000" or "1.5m" for "1,500,000". - Fixed a bug where bosses with large areas (like Tempoross) would count as a kill when they moved out of view—now it only counts when you actually kill them. - Adjusted Giant Mole tracking to ignore its digging phases—only the final phase counts as a kill. - Added right-click options to "Ignore" or "Monitor" NPCs directly from the game interface. - Added a config option for toggling these right-click menu entries. - Fixed an issue where the overlay and progress bar wouldn’t snap like other overlays. * Update monster-monitor removed unused class * Update monster-monitor feat: reintroduce onActorDeath for accurate NPC death tracking After further testing, re-added `onActorDeath` to improve the accuracy of NPC death tracking. This event provides direct confirmation of an NPC's death, especially useful for multi-phase bosses and high-frequency encounters. Previously, `onActorDeath` was removed due to concerns about potential conflicts with `NpcDespawned` handling. However, it became evident that relying solely on despawn events and engagement tracking via `HitsplatApplied` and `InteractingChanged` resulted in occasional missed kills, particularly for bosses with complex despawn behaviors. * Update monster-monitor Update DeathTracker exclusions, final phase tracking, and thread safety for multi-phase NPCs - Added missing NPC IDs to DESPAWN_EXCLUSION_IDS to exclude intermediate phases and specific non-combat encounters: - Tempoross (10530) - Wintertodt (6503, 6504) - Intermediate phases of Zulrah (2042, 2043), Giant Mole (963), Zalcano (8360, 8361), and Alchemical Hydra (8615, 8616, 8617) - Crystalline Hunllef (9021, 9022), and Crystalline Dark Beast & Dragon (9033, 9034) - Ensured final phases of multi-phase bosses are correctly tracked in MULTI_PHASE_FINAL_IDS: - Final phases for Zulrah (2044), Giant Mole (965), Zalcano (8362), Grotesque Guardians (8060), Alchemical Hydra (8618), Verzik Vitur (9034), and others. - Added thread-safety improvements: - Converted lastKnownNpcName, lastInteractionTicks, and wasNpcEngaged in DeathTracker to ConcurrentHashMap for safe concurrent access. - Synchronized access to npcLog in MonsterMonitorLogger to prevent concurrent modification issues. - Verified that all UI updates in MonsterMonitorPanel and MonsterMonitorBox are wrapped in SwingUtilities.invokeLater(). This update refines DeathTracker to accurately track only final kills and skip intermediate or non-kill phases, while also ensuring thread safety across all relevant components. * Update monster-monitor Remove final phase for Zulrah (2044) from exclusion list in DESPAWN_EXCLUSION_IDS * Update monster-monitor fix: Resolve "Reset NPC Data" context menu issue and add `removeNpcFromLog` - Fixed an issue with "Reset NPC Data" in the context menu that prevented NPC data from being properly removed. - Added `removeNpcFromLog` method to allow direct removal of NPC entries from the log. - Updated the `Reset NPC Data` menu item to use the new method for cleaner and more reliable behavior. * Update monster-monitor Fix Set Limit functionality: Clear kill limit and disable Notify checkbox when Set Limit is unchecked * Update monster-monitor Refactor DeathTracker: Remove despawn event tracking and multi-phase boss handling for improved accuracy and simplicity * Removed MULTI_PHASE_BOSS_IDS, MULTI_PHASE_FINAL_IDS, and DESPAWN_EXCLUSION_IDS sets. * Simplified kill logging to rely solely on interactions and hitsplats. * Deleted onNpcDespawned() handler, as despawn tracking is no longer necessary. * Refactored onActorDeath() to only log kills based on recent player interactions and hitsplats. * Update monster-monitor remove GSON dependency
plugin-hub 
This repository contains markers for RuneLite plugins that are not supported by the RuneLite Developers. The plugins are provided "as is"; we make no guarantees about any plugin in this repo.
Setting up the development environment
We recommend IntelliJ Idea Community Edition as well as Java 11. You can either have
IntelliJ install Java (select Eclipse Temurin) or download it from https://adoptium.net/temurin/releases/. You must also have a GitHub account.
Contribute to existing plugins
We recommend contributing to existing plugins if the author(s) are accepting contributions, and the feature you want to add fits well into the plugin, to avoid fragmentation of plugin ecosystem. Reducing plugin fragmentation helps users discover features more easily, and helps us review changes in a more timely manner.
You may contribute to existing plugins by selecting the plugin from https://runelite.net/plugin-hub, navigating to the plugin's GitHub repository by following the "Report an issue" link, and then following the "Create new plugins" section below from step 3.
Creating new plugins
-
Generate your own repository from the plugin template link (you must be signed into GitHub first). Alternatively, you may use the
create_new_plugin.pyscript provided in this repository to generate a new plugin project. -
Name your repository something appropriate, in my case I will name it
helmet-checkwith the descriptionYou should always wear a helmet.Make sure that your repository is set to public. -
In the top right, you will see a Clone or download-button. Click on it and copy the link.
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Open IntelliJ and choose Get from Version Control. Paste the link you just copied in the URL field and where you want to save it in the second field.
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In order to make sure everything works correctly, try to start the client with your external plugin enabled by running the provided test. If you don't have a run configuration yet for the test, attempt to run it by clicking
Run test. This will create a run configuration and fail to run due to asserts being disabled. Add-eato your VM options in the run configuration to enable assertions, which can be found underRun/Debug ConfigurationsunderModify options,Add VM options, and then adding-eainto the input field which appears.
The client should now launch with your plugin enabled. If you have a Jagex account, you will be unable to login without first following this guide.
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Use the refactor tool to rename the package to what you want your plugin to be. Rightclick the package in the sidebar and choose Refactor > Rename. I choose to rename it to
com.helmetcheck. -
Use the same tool, Refactor > Rename, to rename
ExamplePlugin,ExampleConfigandExamplePluginTesttoHelmetCheckPluginetc. -
Go to your plugin file and set its name in the
PluginDescriptor, this can have spaces. -
Open the
runelite-plugin.propertiesfile and add info to each row.
displayName=Helmet check
author=dekvall
description=Alerts you when you have nothing equipped in your head slot
tags=hint,gear,head
plugins=com.helmetcheck.HelmetCheckPlugin
tags will make it easier to find your plugin when searching for related words. If you want to add multiple plugin files, the plugins field allows for comma separated values, but this is not usually needed.
-
Optionally, you can add an icon to be displayed alongside with your plugin. Place a file with the name
icon.pngno larger than 48x72 px at the root of the repository. -
Write a nice README so your users can see the features of your plugin.
-
When you have your plugin working. Commit your changes and push them to your repository.
Licensing your repository
- Go to your repository on GitHub and select Add file (next to the green Code button), and choose Create new file from the drop-down.
- In the file name field type LICENSE and click the Choose a license template button that will appear.
- Select
BSD 2-Clause "Simplified" Licensefrom the list to the left. Fill in your details and press Review and submit. - Commit your changes by clicking Commit changes at the bottom of the page. Make sure you check the button to directly commit to the master branch.
Submitting a plugin
- Fork the plugin-hub repository.
- Create a new branch for your plugin.
- Create a new file in the
plugin-hub/pluginsdirectory with the fields:
repository=
commit=
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To get the repository url, click the Clone or download-button choose Use HTTPS. Paste the url in in the
repository=field. -
To get the commit hash, go to your plugin repository on GitHub and click on commits. Choose the latest one and copy the full 40-character hash. It can be seen in the top right after selecting a commit. Paste this into the
commit=field of the file. Your file should now look something like this:
repository=https://github.com/dekvall/helmet-check.git
commit=9db374fc205c5aae1f99bd5fd127266076f40ec8
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This is the only change you need to make, so commit your changes and push them to your fork. Then go back to the plugin-hub and click New pull request in the upper left. Choose Compare across forks and select your fork and branch as head and compare.
-
Write a short description of what your plugin does and then create your pull request.
-
Check the result of your PR's CI workflow, next to
.github/workflows/build.yml / build (pull_request)will be either a ✔️ or an ❌. With a ✔️ all is good, however if it has an ❌, clickDetailsto check the build log for details of the failure. Along with the build workflow there also may be an ❌ next toRuneLite Plugin Hub Checks, you will only need to worry about this if it saysView details for requested changes., in that case you should also read over those requested changes. Once you've read over the build error and requested changes, make the required changes, and push another commit to update the PR with the newcommit=hash.
Don't worry about how many times it takes you to resolve build errors; we prefer all changes be kept in a single pull request to avoid spamming notifications with further newly-opened PRs. -
Be patient and wait for your plugin to be reviewed and merged.
Updating a plugin
To update a plugin, simply update the manifest with the most recent commit hash.
Reviewing
We will review your plugin to ensure it isn't malicious, doesn't break Jagex's rules,
or isn't one of our previously Rejected/Rolledback features.
If it is difficult for us to ensure the plugin isn't against the rules we will not merge it.
Plugin resources
Resources may be included with plugins, which are non-code and are bundled and distributed with the plugin, such as images and sounds. You may do this by placing them in src/main/resources. Plugins on the pluginhub are distributed in .jar form and the jars placed into the classpath. The plugin is not unpacked on disk, and you can not assume that it is. This means that using https://docs.oracle.com/javase/8/docs/api/java/lang/Class.html#getResource-java.lang.String- will return a jar-URL when the plugin is deployed to the pluginhub, but in your IDE will be a file-URL. This almost certainly makes it behave differently from how you expect it to, and isn't what you want.
Instead, prefer using https://docs.oracle.com/javase/8/docs/api/java/lang/Class.html#getResourceAsStream-java.lang.String-.
Third party dependencies
We require any dependencies that are not a transitive dependency of runelite-client to
be have their cryptographic hash verified during the build to prevent supply chain attacks and ensure build reproducability.
To do this we rely on Gradle's dependency verification.
To add a new dependency, add it to the thirdParty configuration in package/verification-template/build.gradle,
then run ../gradlew --write-verification-metadata sha256 to update the metadata file. A maintainer must then verify
the dependencies manually before your pull request will be merged.
My client version is outdated
If your client version is outdated or your plugin suddenly stopped working after RuneLite has been updated, make sure that your runeLiteVersion is set to 'latest.release' in build.gradle. If this is set correctly, refresh the Gradle dependencies by doing the following:
- Open the Gradle tool window.
- Right-click on the project's name. This will contain the Gradle icon (elephant).
- Choose
Refresh Gradle Dependencies. If your issue is not resolved, try reloading all Gradle projects. This option is located in the toolbar in the Gradle tool window. Additionally, try invalidating caches.

