GuildArmory-0.1.22
What's new
0.1.22
The Dungeonhub — runs with five role places for the next 24 hours, on its own tab — and map pins that choose crest or dot and a size.
Map pins, your way. Under Settings · On screen: the pin is the class crest on a dark rim, or a plain dot in the class colour; and a slider sets its size from 12 to 40 pixels. Both apply to the open map at once, and pins that overlap at the chosen size are bundled.
Dungeonhub
Its own tab in the row, beside the Questhub. A run is a dungeon, a day and time in the next 24 hours, a leader, a note, and exactly five places: tank, healer, three damage. Anyone in the guild posts one — the form sits on the right: the dungeon typed freely or picked from a list the client itself provides (its dungeon journal, with the classic instances behind it), today or tomorrow, HH:MM, note, your own role. The runs stand as cards in two columns, today and tomorrow: time, dungeon, leader, the five places as boxes with names in class colour or "open" in the role's colour, and underneath "Join as" with only the roles that still have a place, "You are in as …" with Leave, or for the leader Withdraw and Invite the group, which sends the game's invitations. Your last role is remembered.
Runs travel over the guild channel (DHUB, DJOIN, DMEMB, DHUBX, DREQ); the leader's client is the source of the line-up and answers every join with it, so late arrivals see the same five boxes. A run vanishes 24 hours after posting, an hour after its start, or when the leader withdraws it. A new run raises a notification ("Dungeon runs" under Notifications, on by default).
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