Skip to content

Release v1.1.0 — Game Master Screen

Choose a tag to compare

@esterlinej esterlinej released this 22 Jul 03:06
fefae5e

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