In masses it has been observed that the players damage counter can
increment after the last hitsplat has been applied, which causes
the final damage summary message to be incorrect
As is the case with other graphics-based timers, the imbued heart timer
will not fire if other graphics animations are triggered (such as those
created when fighting the Dagannoth Kings). To add this timer more
reliably, this commit will add the timer when a Magic stat boost occurs
of the appropriate amount after recently clicking on an imbued heart.
Because the magic level boost, combined with an imbued heart click
check, is a reliable way to detect usage of an imbued heart, the
graphics check is removed.
If you did a getConfiguration while the config was being loaded from
the client you could get a value from the new config or the old config.
Since some plugins would check profile values from the ConfigChange
events being posted it could cause the ConfigManager to observe an unset
rsprofile.loginSalt, which would make it generate a new one, overwriting
the one the server had, causing all profiles to be lost.
If a var changes after the marked objects are loaded, causing the object's name
to match a marked object, it would not be identified due to it not firing spawn
events
I can't figure out why this was originally added, but this shouldn't
care about the chatbox focus state since the script event is in the
script which builds the chatbox input widget. This is currently causing
an issue where the input rebuild script runs immediately before the
chatbox input keylistener is reapplied when closing input dialogs.
The replaced message has no rl-format tags, and using the rl-format message causes it to lose color whenever the message node is refreshed due to not containing any rl-format tags
Without a shadow, these emojis were nearly unreadable on the fixed chat
background. These hand-drawn replacements are detailed enough to be
clearly understood against all kinds of backgrounds.
Commit 36bb7c8401 improved the clue scroll
plugin by resetting the active clue step when a beginner or master clue
item was displayed in the chat dialog when receiving a new step. This
commit caused a new bug, however, in that it became possible to click on
a new clue step while the new step dialog was open such that the new
step dialog persisted through a GameTick due to client-server delay,
causing the saved clue item ID to be lost. This commit fixes that issue
by resetting only the active clue object, but not the recorded clue item
ID, as beginner and master clues only use a single item ID.