Release v1.1.0 — Game Master Screen
Game Master Screen v1.1.0
New: Macro/Scripting API
GMS can now be triggered from outside its own toolbar — perfect for Monk's Active Tile Triggers, macros, or other modules. Available at game.modules.get("game-master-screen").api:
const api = game.modules.get("game-master-screen").api;
await api.trigger(); // fire with the current global default
await api.triggerPreset("Ambush!"); // fire a saved preset, by name or id
await api.close(); // close it early
api.isActive(); // true/false — is GMS showing right now?This is what makes things like a door tile automatically triggering a GMS reveal the moment it swings open possible — no more relying on a manual toolbar click for environmental triggers. trigger(), triggerPreset(), and close() require a GM account; if called by a non-GM client (which can happen with some MATT trigger configurations) they log a console warning and return false rather than failing silently or throwing a confusing permissions error. isActive() has no such restriction, so it's safe to use as a condition check from anywhere.
New: Active preset/scene name in the GM header
The GM's popout window now shows what's playing, not just that something is:
Game Master Screen — Video — active
This picks up the preset's name (or the scene's name, for a per-scene override) automatically — nothing to configure. Firing via the plain global-default trigger keeps the original unlabeled header, since there's no name to show there.
Under the hood
- No new settings, no migration needed — this is a drop-in update.
- Full technical writeup in CHANGELOG.md.
What's Changed
- Add public macro/scripting API and preset name in GM header by @esterlinej in #2
Full Changelog: v1.0.0...v1.1.0