Major New Version 2.1.0 due before end of July Released to live 26th July 2023 The next major update of the RPGMaster suite of APIs is nearly ready for release, and it includes the following enhancements. Please read through these and let me know in this forum if you have any questions or points you would like to raise, especially if you think the release will impact anything you are doing in your campaign. RPGMaster Release Notes v2.100 RPGMaster Release Notes for version 2.1.0 More multi-threading to improve performance Made many more functions asynchronous to multi-thread, meaning that multi-player operation feels smoother, especially on rolling Initiative which is the function that has most players interacting with the APIs concurrently, especially if doing Group or Individual initiative. Support for AD&D2e Character Sheet v4.18.0 Added support for the changes to the Rogue tab on AD&D2e Character Sheet v4.18, by ensuring the armour type gets copied to the correct data field. Added support for all spell tables, linking active spell database entries to Character Sheet memorised spell entries. Drag & Drop Creatures gain Character Sheet Bios Creatures created using the Drag & Drop RPGMaster API method now get their full description inserted into the Bio tab of the Character Sheet, giving the controlling Players (usually only the GM) easy access to the same information they would find in the Monster Manual. Remember, the Drag & Drop method is to add an empty new Character Sheet to the journal (giving it only a meaningful name and icon), and then drag it onto the map to drop a token: when the dialog pops up in the chat window, ensure the token just dropped is selected and use the [Creature] drop-down list to choose the type of creature this token/character sheet represents. Extended Attribute Checks menu Added checks for Open Doors, Bend Bars, System Shock Survival, Resurrection Survival, Learning Spell Percentage, and Spell Failure to Attribute checks. Extended the syntax of Class & Race definitions in the databases so that Attribute & these other checks can be influenced (+/-) by race & class. Multi-token Initiative for GM Added ability for GM to select multiple tokens to specify Initiative actions for when using Group or Individual initiative. Initiative is done for each token in turn without the GM having to reselect each one. Each token can be given its own individual action. Standard initiative still works to roll a single die initiative for each of party and foes without having to select actions. Automatic Turn Order start & display When initiative is done for any token, the Turn Order will now automatically be opened and started without the GM needing to do this manually. The Turn Order window can, of course, still also be opened manually from the Roll20 Toolbar, and the RoundMaster API management of the Turn Order started using the [Start/Pause] button on the Maintenance window accessed by the !init --maint command or GM's macro bar [Maint-Menu] button, if the GM needs to do this for any other reason. Hiding Durations of Time-limited Statuses Some spells and effects (such as Fly) do not have an exact duration - the Character does not know precicely how long they will last - except that the Turn Announcement for the Character used to show the duration and count-down to expiry. From v2.1 status notifications on Turn Announcements have been changed so that if the "direction" value is less than -1 (a typical value is to use -10 and a duration x 10, but -2 and duration x 2 will show last 5 counts, -3 & x3 last 3 counts, -5 & x5 last 2...). This technique hides remaining durations from players if durations can be uncertain. The duration and direction values are still displayed on GM announcements for GM controlled creatures. New touch: and cmd: Tags for Weapons & Spells Added the touch:[0|1] data tag to weapons and weaponised spells - if touch:1 is added to the ToHitData specification the weapon is sheathed/spell expires on the first attack with it, if touch:1 is in DmgData or AmmoData the weapon is sheathed/spell expires when a successful hit is made. Added the cmd:cmd-string data tag to weapons and weaponised spells - if in the ToHitData the cmd-string executes on every subsequent attack, if in the DmgData or AmmoData the cmd-string only executes when damage is done/a successful hit. Note that only simple, single line commands can be executed this way: if more complex actions are required, use of statuses and effects will be required (see RoundMaster API Help handout). New rules: Options for AC & Saving Throw rules Added ACData rule rules:+inhand which, if included in the rules: string in an ACdata specification, means the item must be in-hand to have an effect on armour class (e.g. Defender Sword). Extended rules: data tag to work for saves as well as AC, so that data-driven rules for when saving throw effects of items apply or not can be included in the ACdata specification of the item definition. Extra Spell-storing Magic Item Support In previous versions, only the GM could add new spells to a spell-storing magic item, using the Add-Item dialog. v2.1 extends the --mem-spell command with -ADD and -ANY command qualifiers that give players the ability to add additional spells to a spell storing MI, and/or change the existing spells. This allows support for items like the vibrant-purple ioun stone . Multiple Bug Fixes Fixed incorrect mapping of token bar values if none of the token bars are linked to any character sheet fields, causing miscalculation of attacks by creature mobs. Fixed issue of trying to display abilities with non-hyphenated names from a character sheet, which was causing display issues. Fixed an issue with spell and item definitions not being available for the GM to display when used by a Player Character. Fixed issue with ru:3 reusable ammo-changing items (e.g. a net), which was not updating the Ammo table correctly on use. Spell-storing MIs now restrict the "Change Weapon" lists to only include weaponised spells when casting from an in-hand spell-storing MI alongside other melee and ranged weapons. Fixed a bug which was setting non-MU and non-PR spell-casters (such as Bards and Paladins) to incorrectly have their spell-casting level set as for Wizard or Priest level (which is probably incorrect) rather than the spell level appropriate for their experience level as their own class. Fixed preserving the rotate-tracker status between game sessions. Fixed an issue preventing character classes from being able to have custom spell casting capabilities that included both Wizard & Priest spells. Database and Handout updates Added more miscellaneous Magic Items to the Magic Items Databases: All types of Horns of Valhalla, Horseshoes of Speed, Horseshoes of the Zephyr, Incense of Meditation, Incense of Obsession, Ioun Stones of all types, Iron Bands of Bilarro, and Iron Flask. Slowly working through adding all Magic Items from the DMG. Added creatures to the drag & drop Creatures database to support the Iron Flask magic item: Djinni, Invisible Stalker, Rakshasa, Salamander, & Wind Walker (from AD&D1e Monster Manual 1). All other necessary creatures are already in the Drag & Drop Creature database Added the last few 7th level Priest spells which for some reason had not been programmed in the original release: Regenerate, Wither (reverse Regenerate), Reincarnation, Destruction (reverse Reincarnation), Restoration, Energy-Drain (reverse Restoration), Succor, Reverse-Succor, Sunray, Symbol, Transmute Metal to Wood, Wind Walk Updated help handouts to reflect latest functionality.