Because itemManager#getItemPrice() canonicalizes the passed item ID, it
is no longer necessary to get noted items' base IDs or otherwise
canonicalize item IDs before interacting with the method.
Historically price lookup was done by sending a web request on price
lookups, which required calls to be done on an executor. As of
a1ae397e11, client prices are loaded periodically and cached, thus no
longer imposing any thread requirement on price lookup.
This fixes an issue where the tab would reactivate if you clicked the active tab while the withdraw-x dialog was open. This was caused by the handling for withdraw-x, which activates the tab again a tick after the withdraw-x dialog is closed.
Gives you the ability to put a screen marker around a widget that has a menu option attached to it
Co-authored-by: Jasper Ketelaar <Jasperketelaar@kpnmail.nl>
Co-authored-by: Tomas Slusny <slusnucky@gmail.com>
Instead of fixed color offsets for outer and inner border colors switch
to multiplicative offsets. This also makes overlay color alpha
recoloring work properly with background component border.
Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
In spite of being a hard coordinate clue, this clue step is an exception
to the rule that a Saradomin Wizard will spawn at all non-wilderness
locations. No enemy spawns at this spot.
I can't find any instances of npc indexes being reused in instances,
which just causes the respawn timers to incorrectly identify a random
npc later which happens to use the same id.
See 01f134795d
One master clue step requires the player to wear "any full barrows set."
Previously the emote clue logic for this step allowed only levels of
degradation from 0-100, but not the non-degraded item (whose item ID is
disjoint from the others).
Wrap those item range checks with an 'any' clause which also allows the
non-degraded item.
Add tests for degraded and non-degraded barrows sets.
This fixes npc tags for dynamic npcs sometimes erronously tagging the
wrong npc if the npc index gets reused. This happens regularly when
tagging bloat manually a few times, since the Verzik webs are all npcs
and there are many of them, thus a high chance of index collision.