RPGM Release Notes v5.000 RPGMaster Release Notes for version 5.0.0 v5.0.0 Release Notes This is a major release, with considerable changes to add major new functionality, and a large number of new database items. It has been 6 months in the making! If you find errors, please be patient and send me information about it so I can fix it for everyone. Money, Trading and Commerce For many years, almost since version 1, there has been a rudimentary trading system in RPGMaster. If the GM manually added a value to an item in a character's inventory then searching the character for items and picking up the item with a value would trigger a charging sequence. However, that system was highly manual and difficult to use, with no way for Player Characters to sell items in their inventory to get money to buy other items. So that system has been totally replaced and massively upgraded. All items in all the item databases supplied with the system have now been valued, using the rules in the PHB, DMG and the Dungeon Master Option (High Level Campaigns) manual. New data tags have been created for NPCs which trigger them being traders, able to both sell and, critically, buy items to and from Player Characters (or other NPCs). Money is stored in each character's inventory as coins, which themselves are storable items (e.g. to use as bribes) or can be pick-pocketed. Traders defined in the Race-DB-Services database are enabled for Drag & Drop so that Inns, General Stores, Blacksmiths in their Forge, and Wizard's Emporiums can just be dropped, fully populated with full inventories (with random quantities of items or even totally randomised inventories), onto the playing surface. Services, such as weapon proficiency training in many different weapons and to many different skill levels, which can be bought at a cost, have also been added. Fighting style training is included, and Weapon-Proficiency slot management has been added (with an RPGM configuration item to ignore it if so desired). Training services for characters to level-up in their desired class have also been added, again at a cost, and Drag & Drop training schools (such as the Sword Master School, Archery School, Wizard's University, and even the Thieve's Guild) added to the Drag & Drop system under the new [Services] list on the Drag & Drop dialog. These schools are just another form of Trader but often will only sell training: purchasable training items are stocked in their inventories which automatically perform the appropriate changes required to the character sheet when purchased. All of this is a considerable change to the APIs, affecting every single one in the suite (even RoundMaster which has new effects and event triggers to support some purchaseable services). If you find any issues, please be patient and report them to me using a DM or in the RPGMaster Forum. Thanks for your support for this. See the updated Class Database Help, Race & Creature Database Help, CoomandMaster Help and MagicMaster Help handouts for more information. Advantage & Disadvantage The D&D5e conditions of Advantage and Disadvantage have been implemented as extensions to the !attk --set-mods command. Made possible for melee and ranged weapon attacks, damage rolls, saving throws, attribute checks and rogue skill checks, each condition prompts two dice to be rolled instead of one, with the most beneficial being taken for Advantage and the least beneficial for Disadvantage. These conditions can be useful for aiding gameplay and have been added as an example to the alchoholic drinks in the MI-DB-Custom database - drinking (i.e. using) these "potions" will apply Disadvantage to attacks and skill checks for many rounds to the PC / NPC drinking them to simulate inebriation. See the AttackMaster Help handout for more information. Fighting Style Restrictions by Class To date, GMs have been able to allocate fighting styles to proficiency slots on any character sheet for any character class, which strictly speaking is not correct according to The Complete Fighter's Handbook . GMs can still do this. However, now that Training Services can be bought by player characters (and NPCs), a new class data tag "styles:" has been added which limits which fighting styles each character class can train in, in line with the rules in the Handbook. Of course, the GM can always use their [Token Setup] > [Add Proficiencies] dialog (or !cmd --add-profs command) to set whatever proficiencies they wish. Player Proficiencies Table Display To further support weapon proficiency and fighting style training, an option to display a character's current proficiencies has been added to the [Other Actions] menu. It can also be accessed by the !cmd --add-profs command which, when used by a player, will display the proficiencies table (the GM can use it to add to or change existing proficiencies). The players can seek training to buy to gain proficiency improvements, using the new trading and services capabilities. Character Inventory Grouping The character's inventory of items that they own can grow and grow, especially now equipment and treasure have been added to pickable items. Viewing the inventory can be confusing and items the player wants to use difficult to find. Recently, Peter B. added multiple new item tables to his excellent character sheet, so I have made changes to the internal table management system of RPGMaster to make use of this, and split inventory items across these multiple tables. This allows the items displayed in inventory lists to be split by item class, making each section shorter and easier to find specific items in. The split is into: Potions; Scrolls & Books; Rings Rods Staves & Wands; Weapons Armour & other Gear; Miscellaneous magic items; Treasure items, and Coins. Making this split requires a conversion of the character sheet - don't worry, the system does this automatically for you.. but only when each individual character does a long rest: this ensures that the APIs don't slow down everybody's systems too much. The APIs work fine on character sheets that have not yet been converted: the item inventory views just won't yet be split by item class. The conversion uses some functionality that has been around in the APIs for a while: as a result if there are items in the inventory that do not appear in your currently loaded databases the conversion will also give the GM the opportunity to match the items to existing database items. New databases As mentioned above when discussing Traders, there are a couple of new databases to take a look at: MI-DB-Services and Race-DB-Services. MI-DB-Services holds definitions of purchaseable services, such as weapon proficiency training, fighting style training, character levelling-up, and more esoteric services such as mooring fees and ships crew pay! These services use existing functionality to trigger action on being bought (or otherwise picked up), which immediately consumes the service which disappears from the character's inventory, and simultaneously updates the character sheet of the purchaser in line with the service provided - e.g. levelling-up will increase the character's level by 1 in the purchased class and all associated changes, such as saving throws, level-related powers, attacks per round, etc. etc. will be updated. Race-DB-Services holds definitions for Drag & Drop service providers and trading locations. A new [Services] button on the dialog that appears when you drop a blank character sheet onto the playing surface (the Drag & Drop dialog, which can also be acessed via the GM's [Token Setup] macro button > [Choose Race/Class] , or the !cmd --abilities command). Selecting this button reveals a Roll Queery with a list of service providers and trading locations like the Warrior School, Wizard's University, an Inn, the Forge and many others. Selecting any of these will set up the dropped token and associated character sheet as the selected service provider or trader, with an inventory of saleable items. The trader definition might optionally ask the GM to choose a trading profit margin for the trader to set prices to achieve. Added more Drag & Drop Creatures The list of Creatures that can be Dragged & Dropped onto the playing surface fully created continues to expand. The latest additions are: Assassin vine Chuul Giant Coral Snake Green Slime Harpy Common Mimic Peryton Sea Hag Additional Magical and Treasure Items A more thorough analysis of the DMG lists of magic item descriptions revealed a number of items that had not been defined in the item databases. These have now been defined and added, so that all items described in the DMG are now present (at least that is the current view...). It is also the case that some weapons (especially polearms) were defined as standard weapons, but without magial versions that are plus to attack or are magically cursed. These have now been added. Also, gems and other treasure items described in the DMG have now been added to the MI-DB-Treasure database, and can be added to creatures, NPCs, chests and other containers, and traded using the new commerce and trading system. RPGM Maths Can Use Sheet Values The RPGMaster Maths system was created so that API database items can contain calculated values as it does not have access under all circumstances to the Roll20 chat or macro maths functions. The system has now been extended so that it can use values from the character sheet in formula submitted for evaluation. The format is ^^field-name^^ - the field-name is the name of the field shown in the tool-tip revealed by hovering the mouse over the field. The name of the character sheet is not definable, and is worked out contextually by the APIs. Thus a formula such as ^(0;^^level-class1^^d4-5) can be used which bases the dice roll on the warrior level of the sheet: if level 2, it would evaluate to Math.max(0,2d4-5). See section 1.3 of any RPGMaster API help handout or more information. New RPGM Configuration Options To give the GM control of how the AD&D2e rules are applied in their campaign world, RPGMaster allows a number of rules to be turned on or off. This is done with the GM's [RPGM-config] macro bar button, or the !magic --config or !attk --config commands. Two new rule configuration options have been added: auto-calculate weapon proficiency slots, or allow the number of slots to be manually changed on the sheet. allow weapon specialisation in more than one weapon or not (not counting fighting style specialisation). Effects Triggered by Long or Short Rests Some spells, services, and other activities have effects over more than a day. Previously, such effects have had to be remembered to be acting by the GM and players, and ended manually. It is now possible to create effects that are triggered by short or long rests: the syntax for the effect name is "status-name -short " and "status-name -long ". The best use for these is to create a status with a duration in days but a direction of zero (i.e. the duration does not change each round), and an associated status effect that reduces the duration of the status by one on each long rest, by using !rounds --addtargetstatus ^^tid^^|status-name|-1|0|message|token-marker. It then just requires the character with the status marker to perform long rests each day for the effects to count down the days and the status marker to be automatically removed when the status ends. Fixes While I am sure everything worked when first coded, subsequent changes have had unexpected consequences and players have also done things I didn't expect (is that not the story for all GMs?). Hence fix lists continue... Fixed table tidying capabilities Fixed race queries associated with pick lists that are not alphabetised Fixes to Spells: Comprehend Languages, Confuse-Languages, Identify Fixes to thief skills system, and added tags for items to magically affect thief skill scores Fixed [Return] buttons working in dialogs with Show more / Show less hyperlinks Fixed corruptions to the Fighting Styles database, with auto-cleaning Fixed several bugs with temporary mods Fixed the sentience of Drag & Drop creatures to support trading and pick-pocketing Fixed an issue with evelAttr() for unbracketed alculations Fixed a Firebase crash for items in Drag & Drop container specs without a specified quantity Fixed multiple errors in calculating attacks per round by race, class, weapon type and proficiency