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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-0.1.16

File nameGuildArmory-0.1.16.zip
Uploader
infected420infected420
Uploaded
Sep 27, 2026
Downloads
13
Size
544.7 KB
Flavors
Forever
File ID
8994200
Type
R
Release
Supported game versions
  • 1.60.1

What's new

Changelog

0.1.16

The characters page as a family tree, the achievements as a trophy hall, and map pins that bundle up when a crowd stands on one spot.

Map pins bundle up

Four or more guild members standing on top of each other were four crests on top of each other, none readable. Now, when pins would overlap — centres closer than a pin is wide — and there are more than three of them, one gold pin with the count stands there instead; hovering it lists everybody, name in class colour and level, sorted by name. Three or fewer stay separate, as asked.

The bundling is deterministic: a pin joins the first group whose first pin is within reach, so the same crowd bundles the same way on every redraw — twice a second, a group whose centre wandered would flicker.

Characters: the family tree

Two directions were drawn; the guild picked the tree. The page is a grid of cards now, one per player: the role as a coloured edge on top (gold for administrators, amber for the loot master, jade for the council), the main with crest, name in class colour, class, level and item level, a role chip and, where the roster history saw it, when they joined. Under the main the alts hang on a line — and the line itself says how the link came to be: solid jade for proven (same account, a fact), dashed grey for set (somebody assigned it), dotted amber for claimed. The legend stands in the toolbar. Filters: all, council and up, with alts, claimed only.

The right column keeps every tool the old page had: the unassigned characters with "Assign" to the selected player and "New player", and under that the selected player's panel — the four role buttons, nickname and note, and their characters with "Set main" and "Unlink" (still refused for a proven character: that link is a fact, not an entry).

Achievements: the trophy hall

Every achievement is a card with a rarity edge, grey to gold in the order of item quality so nobody learns a second colour system. Unlocked cards carry their colour; open ones are dimmed; ones the client cannot measure yet are dimmed further and say so. On each card: the icon, the name, category and points, the description, the bar with "20 / 30" — and an evidence chip: measured, observed, entered, or not measurable yet. That chip is what tells this window apart from the game's.

Across the top the three figures as tiles with their footing — points and how many of them were entered by hand, unlocked of the catalogue and how many are measurable, guild firsts and how many are contested — with search and the three views at the right. Under it the categories as chips with their own count; one pressed shows only that category, open. "All" shows the thirteen groups with a header each, folded by default as before, because 272 cards nobody reads and thirteen standings everybody does.

The Hall of Fame stands as a column beside your achievements with the latest guild firsts, holder, date and state — and as its own view with all of them as cards. The leaderboard stays a table, with a new column HAND: the points somebody entered count in the total, and they also stand beside it.

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