Tools for Guild Wars players
See the codeIf you are here to check toolbox features or for a download link, go to https://gwtoolbox.com. Stay here and keep reading for information on how to download and build from source.
Open Visual Studio Developer PowerShell. Use all the following commands:
Clone the repository:
git clone https://github.com/gwdevhub/GWToolboxpp.git
Navigate to the GWToolboxpp folder:
cd GWToolboxpp
Build: cmake --preset=vcpkg
Open: cmake --open build
Build the solution. cmake --build build --config RelWithDebInfo
Run.
clang targets i686-pc-windows-msvc directly, linking with lld-link, against MSVC CRT
and Windows SDK headers/libs fetched by xwin from
Microsoft's official installer manifests. Nothing Microsoft-built ever executes, so no Wine
is involved and builds run at full -j. The twelve SM3 shaders are compiled by
vkd3d-shader in place of fxc.exe, since fxc is
the only Microsoft compiler still emitting shader model 1-3 and dxc dropped everything
below SM6.
With Docker - the only requirement is Docker:
./scripts/build-xwin.sh
The first run builds the image (downloads the SDK headers/libs and builds vkd3d, expect it to
take a while), then configures and builds GWToolboxdll into bin/GWToolboxdll.dll. Later
runs reuse the cached image and only rebuild changed files.
Options (see ./scripts/build-xwin.sh --help):
--target <name> - build a different CMake target (default: GWToolboxdll; use all for everything)--config <Debug|RelWithDebInfo|Release> - CMake config to build (default: RelWithDebInfo)--jobs <n> - parallel build jobs (default: all cores)--shell - drop into a shell in the build container instead of building--rebuild-image - force a clean rebuild of the Docker imageThe container runs as root; the script hands ownership of anything it writes back to your
user once done. Build output lives in build-xwin/ (gitignored) - delete it for a fully
clean reconfigure, e.g. after switching --config or branches.
On a Windows host, scripts\build-xwin.ps1 drives the same container through Docker Desktop
(-Config, -Target, -Jobs, -Shell, -RebuildImage). Use it to reproduce a CI result or
to check a change builds clean under clang - for ordinary Windows development build with
Visual Studio or build-clang.bat instead.
Directly on the host - needs clang 19 or newer (the MSVC STL rejects older ones
outright with error STL1000; note Ubuntu 24.04 still ships 18), lld, llvm (for
llvm-rc/llvm-lib/llvm-mt), cmake >= 3.29, ninja, python3, and a bootstrapped
vcpkg in $VCPKG_ROOT. Some distros do not ship a clang-cl; it is the same binary as
clang selected by name, so ln -s $(command -v clang) /usr/local/bin/clang-cl is enough.
./scripts/xwin/setup-toolchain.sh # one-off: SDK (~800MB) + vkd3d-compiler
export XWIN_SDK="$PWD/.xwin-toolchain/xwin-sdk"
export VKD3D_COMPILER="$PWD/.xwin-toolchain/vkd3d-1.19/vkd3d-compiler"
cmake --preset xwin -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build-xwin -j"$(nproc)"
Caveats: vkd3d-shader has no SM1-3 optimiser, so the shader bytecode is longer than fxc's
(register allocation is unaffected). Releases are still cut on Windows with MSVC - validate
rendering changes in-game before shipping a clang-built DLL.
GWToolboxdll.dll) and EXE (GWToolbox.exe). The exe lets you select a Guild Wars Client and injects the dll, but you can also use other dll injectors of your choice.GWToolbox.exe) will run the GWToolboxdll.dll in the same folder, if there is none, it will inject the one in your installation folder.GWToolbox.exe or AutoItLauncher/inject.au3.Quick code overview: There are three main kinds of Toolbox components: Modules, Widgets and Windows. Any new code is most likely an additional one of those, or some change in one.
Both Widgets and Windows can also have a panel in Settings, and share common code in ToolboxUIElement, which handles saving of position, visibility, etc. If you wish to create a new window/widget, please take a look at how similar ones have already been implemented.
Important: The destruction chain is as follows: SignalTerminate -> Terminate -> Destructor. Make sure to handle all destruction logic that uses other modules or interfaces with GWCA in SignalTerminate, Terminate to revert any changes to the game and only use the destructor for class scope clean up.
Toolbox supports plugins, meaning you can extend Toolbox functionality. Please take note that plugins are currently a beta feature - plugins compiled for one version of toolbox should continue working, but may have to be recompiled
For users: put the plugin into GWToolboxpp/<Computername>/plugins If you use plugins that aren't compatible with your Toolbox version, you might experience crashes.
For developers: there are a few things you should take note of:
Everyone who proposed a PR
and everyone suggesting ideas!
All images in resources/icons are from www.flaticon.com
55 followers · starred Dec 2025
44 followers · starred Jul 2020
117 followers · starred Jun 2018
174 followers · starred Aug 2026
Tools for Guild Wars players
See the codeIf you are here to check toolbox features or for a download link, go to https://gwtoolbox.com. Stay here and keep reading for information on how to download and build from source.
Open Visual Studio Developer PowerShell. Use all the following commands:
Clone the repository:
git clone https://github.com/gwdevhub/GWToolboxpp.git
Navigate to the GWToolboxpp folder:
cd GWToolboxpp
Build: cmake --preset=vcpkg
Open: cmake --open build
Build the solution. cmake --build build --config RelWithDebInfo
Run.
clang targets i686-pc-windows-msvc directly, linking with lld-link, against MSVC CRT
and Windows SDK headers/libs fetched by xwin from
Microsoft's official installer manifests. Nothing Microsoft-built ever executes, so no Wine
is involved and builds run at full -j. The twelve SM3 shaders are compiled by
vkd3d-shader in place of fxc.exe, since fxc is
the only Microsoft compiler still emitting shader model 1-3 and dxc dropped everything
below SM6.
With Docker - the only requirement is Docker:
./scripts/build-xwin.sh
The first run builds the image (downloads the SDK headers/libs and builds vkd3d, expect it to
take a while), then configures and builds GWToolboxdll into bin/GWToolboxdll.dll. Later
runs reuse the cached image and only rebuild changed files.
Options (see ./scripts/build-xwin.sh --help):
--target <name> - build a different CMake target (default: GWToolboxdll; use all for everything)--config <Debug|RelWithDebInfo|Release> - CMake config to build (default: RelWithDebInfo)--jobs <n> - parallel build jobs (default: all cores)--shell - drop into a shell in the build container instead of building--rebuild-image - force a clean rebuild of the Docker imageThe container runs as root; the script hands ownership of anything it writes back to your
user once done. Build output lives in build-xwin/ (gitignored) - delete it for a fully
clean reconfigure, e.g. after switching --config or branches.
On a Windows host, scripts\build-xwin.ps1 drives the same container through Docker Desktop
(-Config, -Target, -Jobs, -Shell, -RebuildImage). Use it to reproduce a CI result or
to check a change builds clean under clang - for ordinary Windows development build with
Visual Studio or build-clang.bat instead.
Directly on the host - needs clang 19 or newer (the MSVC STL rejects older ones
outright with error STL1000; note Ubuntu 24.04 still ships 18), lld, llvm (for
llvm-rc/llvm-lib/llvm-mt), cmake >= 3.29, ninja, python3, and a bootstrapped
vcpkg in $VCPKG_ROOT. Some distros do not ship a clang-cl; it is the same binary as
clang selected by name, so ln -s $(command -v clang) /usr/local/bin/clang-cl is enough.
./scripts/xwin/setup-toolchain.sh # one-off: SDK (~800MB) + vkd3d-compiler
export XWIN_SDK="$PWD/.xwin-toolchain/xwin-sdk"
export VKD3D_COMPILER="$PWD/.xwin-toolchain/vkd3d-1.19/vkd3d-compiler"
cmake --preset xwin -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build-xwin -j"$(nproc)"
Caveats: vkd3d-shader has no SM1-3 optimiser, so the shader bytecode is longer than fxc's
(register allocation is unaffected). Releases are still cut on Windows with MSVC - validate
rendering changes in-game before shipping a clang-built DLL.
GWToolboxdll.dll) and EXE (GWToolbox.exe). The exe lets you select a Guild Wars Client and injects the dll, but you can also use other dll injectors of your choice.GWToolbox.exe) will run the GWToolboxdll.dll in the same folder, if there is none, it will inject the one in your installation folder.GWToolbox.exe or AutoItLauncher/inject.au3.Quick code overview: There are three main kinds of Toolbox components: Modules, Widgets and Windows. Any new code is most likely an additional one of those, or some change in one.
Both Widgets and Windows can also have a panel in Settings, and share common code in ToolboxUIElement, which handles saving of position, visibility, etc. If you wish to create a new window/widget, please take a look at how similar ones have already been implemented.
Important: The destruction chain is as follows: SignalTerminate -> Terminate -> Destructor. Make sure to handle all destruction logic that uses other modules or interfaces with GWCA in SignalTerminate, Terminate to revert any changes to the game and only use the destructor for class scope clean up.
Toolbox supports plugins, meaning you can extend Toolbox functionality. Please take note that plugins are currently a beta feature - plugins compiled for one version of toolbox should continue working, but may have to be recompiled
For users: put the plugin into GWToolboxpp/<Computername>/plugins If you use plugins that aren't compatible with your Toolbox version, you might experience crashes.
For developers: there are a few things you should take note of:
Everyone who proposed a PR
and everyone suggesting ideas!
All images in resources/icons are from www.flaticon.com
55 followers · starred Dec 2025
44 followers · starred Jul 2020
117 followers · starred Jun 2018
174 followers · starred Aug 2026