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Guild Armory

One window that remembers everything your guild forgets: who wears what, who joined when, who already got that drop, who has a spare blue, who can put an anvil on your campfire ++ plus council, soft reserve, roll and DKP loot in one history.
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GuildArmory-0.1.5

File nameGuildArmory-0.1.5.zip
Uploader
infected420infected420
Uploaded
Sep 24, 2026
Downloads
5
Size
434.0 KB
Flavors
Forever
File ID
8962477
Type
R
Release
Supported game versions
  • 1.60.1

What's new

Changelog

0.1.5

One question the guild asks constantly — who can make this? — and one the addon had started asking back: where did I put that page again?

Who can make this

Alt-click a pattern and somebody has it. Ask in guild chat and two people answer who cannot, and the one who can is offline. A new Professions page answers it directly: type an item name, paste a link, or drop an ID, and you get everybody in the guild who can craft it, with their profession, their skill, and how old that information is.

The same line appears in the item tooltip, so most of the time you never open the page at all. Each row has an Ask button that whispers the crafter the item link — once per minute per item and person.

Recipes can only be read while a profession window is open. That is a property of the game, not of the addon: C_TradeSkillUI describes the window that is open, not your professions. So open each of yours once, /ga craft sync asks the guild for theirs, and /ga craft says exactly that instead of pretending you have not learned anything.

Opening a profession window now reports one line — "Alchemy read: 7 recipes, skill 31" — and only when something actually changed. The window announces itself more than once while it loads; reporting every time would print the same line twice, then again on your next look.

What it costs to store and send

A maxed profession has around three hundred recipes. As a Lua table in the saved variables that is tens of thousands of entries for a guild; as plain text over a line that carries 240 characters per message, it is dozens of pieces.

Both are solved the same way: sort ascending, store the differences, write them in base 36. Three hundred six-digit numbers become about five hundred characters. Storage and transport use the identical format, so there is one encoder, one decoder, and what arrives can be filed without conversion.

Enchanting recipes produce no item. They are kept in a second list, because anything that only collects item IDs loses that profession completely.

An empty scan never overwrites a filled one. A window that has not answered yet looks exactly like a profession with no recipes. Read that wrong once and every character you have ever seen loses their recipes at the next login.

Only the sender decides whose recipes these are. The message carries no character ID at all — the sender name comes from the server and cannot be forged, and a second, weaker source for the same fact would only raise the question of which to believe.

Five tabs instead of eleven

The row along the bottom had reached the width of the window, and worse, it was lying. It put things side by side that do not belong side by side: two of them were settings, two asked the same question, four were one raid evening.

Sections now sit along the bottom, and the views inside them along the top of the content — the arrangement the game uses in its own profession window:

  • Overview
  • Guild — equipment, characters, achievements
  • Loot — session, history, wishlist, rules
  • Professions
  • Analytics

Settings moved to a gear in the toolbar. They were never a working view; they stood in the tab row because there was room.

Where a section holds a single view, the second row stays away and the content moves up. A tab that offers no choice only costs space.

Every slash shortcut still works. /ga history selects the Loot section and the history within it. That was the condition for doing this at all — five tabs that take away half the navigation would be a poor trade.

Fixes

  • craft and camp were never registered as debug channels, and unknown channels are deliberately silent. Every diagnostic line both modules produced had been going nowhere since they were written — including with debug switched on.

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