Improved safety of pvp drops, improved threat of deep wildy, add kill feed announcement

What have you done in this MR?

  • Added a behind the scenes threat system to the deep wildy that builds up as you kill NPCs and get drops, decreases over time.
  • When threat reaches certain thresholds, there is an increasing chance of spawning an obstacle to stop you from infinitely camping deep wildy NPCs.
  • Improved the safety checks on items dropped in pvp.
  • Untradeable items dropped in pvp will now yield an amount of coins proportional to the item's alch value, and delete the item. This amount is halved if the killer doesn't have the level for high alchemy, and an additional 250 gp is deducted (after halving, if applicable) from all items to account for the hypothetical cost of a nature rune.

Testers:

  • Use ::potato to kill hordes of enemies in the wilderness in short time (extra -> kill all nearby npcs), the wolves are a good testing spot. Make sure you get warning messages.
  • After receiving a message involving wrath, there should now be a very high chance a "guardian" will spawn and attack you.
  • Try dying with untradeable items with real alch value (like spiked rune shield partially degraded) and make sure the above parameters are followed.

Are there any tricky things testers should keep an eye out for?

  • No

  • Yes, as follows:

  • I have tested these changes thoroughly.

  • This requires extra testing due to changes to architecture or other similarly risky changes.

  • I used the Thanos Tool for any JSON edits where possible, and have attached screenshots of any changes.

  • I acknowledge that this contribution will be released under the AGPL license.

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