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Main Page: API:RPGMaster


General Database information

The RPGMaster APIs use a number of Character Sheets as databases to hold Ability Macros defining character classes, spells, powers and magic items and their effects. The API is distributed with many class, spell, power & magic item definitions, and checks for, creates and updates these Character Sheet databases on start-up. DMs can add their own character classes, spells, items, weapons, ammo and armour to additional databases, but the databases provided are totally rewritten when new updates are released so the DM must add their own database sheets. If these provided databases are accidentally deleted, they will be automatically recreated the next time the Campaign is opened. Additional databases should be named as follows:

Wizard Spells:additional databases: MU-Spells-DB-[added name] where [added name] can be replaced with anything you want.
Priest Spells:additional databases: PR-Spells-DB-[added name] where [added name] can be replaced with anything you want.
Powers:additional databases: Powers-DB-[added name] where [added name] can be replaced with anything you want.
Magic Items:additional databases: MI-DB-[added name] where [added name] can be replaced with anything you want.
Character Classes:additional databases: Class-DB-[added name] where [added name] can be replaced with anything you want.
Attack Calculations:additional databases: Attacks-DB-[added name] where [added name] can be replaced with anything you want.

However: the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. MI-DB v2.13 will be ignored. This is so that the DM can version control their databases, with only the current one (without a version number) being live.

There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.

Important Note: all Character Sheet databases must have their 'ControlledBy' value (found under the [Edit] button at the top right of each sheet) set to 'All Players'. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.

Each database has a similar structure, with:

  • Ability Macros named as the class, spell, power or magic item specified, and used to describe and provide effects for classes, spells, powers and magic items using the commands in the RPGMaster APIs;
  • Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the casting time and casting cost for spells & powers, and speed and MI type for magic items (not currently used for Class definitions);
  • An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (Spell Level of the spell defined, Powers tab, or various spell books for different Classes & Magic Items - see Class entry below).

Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining class, spell, power and magic item ability macros. When a Player or an NPC or Monster views or casts a spell, power or uses a magic item the Magic Master API runs the relevant Ability Macro from the databases as if it had been run by the Player from the chat window. All Roll20 functions for macros are available.

Replacing Classes, Spells & Items

If you want to replace any Ability Macro provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases with exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.

Character Class Database

Character Class databases are all character sheets that have names that start with Class-DB

Classes: Class-DB-[added name]

Those with version numbers of the form v#.# as part of the name will be ignored.

As previously stated, each class definition has 3 parts in the database (see Section 1): an Ability Macro with a name that is unique and matches the Class being defined, an Attribute with the name of the Ability Macro preceded by "ct-", and a listing in the database character sheet of the ability macro name separated by \'|\' along with others of the same base class: the base classes being "Warrior", "Wizard", "Priest", "Rogue", and "Psion". The quickest way to understand these entries is to examine existing entries. Do go to the root database and take a look (but be careful not to alter anything unless you know what you\'re doing!)

Note: The DM creating new classes does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields in the Ability Macros are correctly defined. Use the name of the particular database as a parameter to check and update just that database. Running the command --check-db with no parameters will check and update all databases.

Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

Standard / Simple Class definitions

The Ability Macro for a Class may look something like this:


/w "@{selected|character_name}" &{template:2Edefault}{{name=Thief}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[9]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Lawful}}Specs=[Thief,RogueClass,0H,Rogue]{{=**Powers**}}{{1st Level=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages* Also, Thieves can *Backstab*}}{{10th Level=Limited ability to use magical & priest scrolls, with 25% chance of backfire}}ClassData=[w:Thief, hd:1d6, align:ng|nn|n|ne|cg|cn|ce, npp:-3, weaps:club|shortblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, ac:padded|leather|studdedleather|elvenchain|magicitem|ring|cloak]{{desc=Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.<br> The profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous -- Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.}}

The ability specification for this Rogue class uses a Roll20 Roll Template, in this case defined by the Advanced D&D 2e Character Sheet by Peter B (see the documentation for the Character Sheet on Roll20 for specifications of this Roll Template), but any Roll Template you desire can be used. The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want. However, the important elements for the RoundMaster APIs are those highlighted. Each of the elements important to the database are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run. Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant. Each element is described below:

Specs = [Character Class, Macro Type, Handedness, Base Class]

The Specs section describes what Character Class and Base Class this is (and tells the APIs that this is a macro of type "Class"). These fields must be in this order. This format is identical for all database items, whether in these databases or others used by the RPGMaster series of APIs. Where there are multiple answers for a field, separate each by '|'. Note:Only A-Z, a-z, 0-9, hyphen/minus(-), plus(+), equals(=) point(.) and vertical bar(|) are allowed. Replace any forward slash with hyphen.

Character Classthe Character Class name, often the same as the ability macro name.
Macro Typethe type of the data in this Ability Macro, one of WarriorClass, WizardClass, PriestClass, RogueClass, or PsionClass.
Handedness#H, where # is the number of hands needed to be a character of this class (not currently used).
Base Classthe base class that this class belongs to, one of Warrior, Wizard, Priest, Rogue, or Psion.
ClassData=[w:Thief, hd:1d6, align:ng|nn|n|ne|cg|cn|ce, weaps:club|shortblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, ac:padded|leather|studdedleather|elvenchain|magicitem|ring|cloak]

The ClassData section specifies the data relating to the class. These fields can be in any order.

w:<text>the name of the class
align:<lg|ln|le|ng|nn|n|ne|cg|cn|ce> or <any>the valid alignments for characters of this class, separated by '|' (not currently restricted)
race:<list of races> or <any>the races that can take this class, separated by '|' (not currently restricted)
hd:<dice roll spec>the dice roll specification for hit points at each level (not currently used, for future expansion)
npp:<[-/+]#>optional field to set a bespoke non-proficient weapon penalty for the character class. If not provided defaults to that for the Base Class.
weaps:<list of weapons & weapon types> or <any>a vertical bar '|' separated list of weapons and weapon types that are valid for the class
ac:<list of armour types> or <any>a vertical bar '|' separated list of armour and armour types that are valid for the class

The list of weapons and weapon types listed after the "weaps:" tag are checked by the system when a character tries to take a weapon in-hand using the "Change Weapons" dialogue or AttackMaster --weapon command, as determined by the API configuration setting, accessed via the MagicMaster or AttackMaster --config command. This configuration can be to restrict weapons to those listed ("Strict" mode), to give unlisted weapons a penalty of double the non-proficient weapon penalty for the base class ("Lax" mode), or to ignore this list and allow any weapon to be proficient or to just get the standard non-proficient weapon penalty ("Allowed" mode).

In exactly the same way as for weapons, armour and armour types listed after the "ac:" tag are checked when calculating the Armour Class of the character using the "Check AC" dialogue or AttackMaster --checkac command, or automatically by the APIs at various points when AC might change, again according to the API configuration settings accessed via the --config command. This configuration can restrict a class to the armours and armour types listed for the class ("Rules" mode), or not restrict usage at all ("Allowed" mode).

Three additional field tags are optionally available to allow the default weapon attacks per round progression to be overridden with a bespoke progression. Any one, two or all three can be specified: if just the progression level sequence is given, these levels will override the default levels, and similarly for the melee and ranged weapon mods, and defaults will be used for those not overridden. This only works for classes that are types of Warrior. The defaults are those specified for the Warrior class in the Player's Handbook.

attkl:<0|#|#|...>a vertical bar '|' separated list of levels (the first must be 0) at which the next higher number of attacks per round is achieved.
attkm:<#|#|#|...>a vertical bar '|' separated list of modifications to the standard number of attacks per round for any melee weapon used. Each can be an integer, a decimal float (# . #) or a fraction (# / #)
attkr:<#|#|#|...>a vertical bar '|' separated list of modifications to the standard number of attacks per round for any ranged weapon used. Each can be an integer, a decimal float (# . #) or a fraction (# / #)

Changing the Default Saving Throws

The default Saving Throw table from the Player's Handbook can be overridden for any class definition. A new set of base saving throws by experience level can be defined.

Dwarven Defender

/w "@{selected|character_name}" &{template:2Edefault}{{name=Dwarven Defender}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Con:[[15]]}}{{Race=Dwarf only}}{{Alignment=Any}}Specs=[Dwarven Defender,WarriorHRClass,0H,Warrior]{{Hit Dice=1d12}}{{=**Powers**}}{{1st Level=*Defensive Stance* (1/4 levels per day}}ClassData=[w:Fighter, align:any, hd:1d12, race:dwarf, weaps:axe|club|flail|longblade|fencingblade|mediumblade|shortblade|polearm, ac:any, svl0:16|18|17|20|19, svl1:12|17|15|16|15, svl3:11|16|14|15|14, svl5:10|14|12|12|12, svl7:9|13|11|11|11, svl10:7|11|9|8|9, svl13:4|9|6|5|7, svl16:2|7|4|3|4, ns:1][cl:PW, w:Defensive-Stance, lv:1, pd:1l4]{{desc=The Dwarven defender is a formidable warrior. They are trained in the art of defence from a young age and make a defensive line nearly unbreakable.
The class is limited to Dwarves.
They can wear any armour but tend to go with the heaviest and toughest they can afford. They always use a shield, whenever possible a special Dwarven Tower shields (+1 in melee but +3 vs missiles when braced and in position). To use a Tower Shield requires a weapon proficiency slot. The dwarven Tower Shield has to be acquired in the campaign, it isn’t just granted to the character on creation (it’s a bit like a Paladins Warhorse). It may take many levels before they get a quest to acquire one.
They can only become proficient, specialise and double specialise in axes (not great axes) or hammers. They can never use missile weapons like a bow or crossbow but can throw hammers or axes.
They get bonus non weapon proficiency slots in Armourer, Blacksmithing and Mining.}}

In addition to the elements described previously, the ClassData section specifies new elements regarding saving throws (ignore the ns: and everything beyond for now):

ClassData=[w:Fighter, align:any, hd:1d12, race:dwarf, weaps:axe|club|flail|longblade|fencingblade|mediumblade|shortblade|polearm, ac:any, svl0:16|18|17|20|19, svl1:12|17|15|16|15, svl3:11|16|14|15|14, svl5:10|14|12|12|12, svl7:9|13|11|11|11, svl10:7|11|9|8|9, svl13:4|9|6|5|7, sv16:2|7|4|3|4, ns:1]

Each svl# element specifies the base saves at and above experience level "#", for the five standard base save types, Paralysation, Poison & Death | Rod, Staff & Wand | Petrification & Polymorph | Breath Weapon | Spells. The highest specification element applies to all higher experience levels.

Magic Items, Race definitions, and other database elements that affect a character can specify modifications to the base Saving Throws (whether using the defaults or custom Class specifications) by using the data element svXXX:[+-=]#,, where "XXX" is one of par, poi, dea, rod, sta, wan, pet, pol, bre, spe or all, followed by a colon, then a plus (+), a minus (-), an equals (=), and a number, or just a number with nothing before it. Each of the three-letter qualifiers refers to the relevant save, except "all" which applies the modifier to all saves. Preceeding the modifier amount by plus (+) or nothing improves the save by the modifier, preceeding by minus (-) worsens the save by the modifier, and by equals (=) overrides any other modifier being applied and applies only the modifier preceeded by the equals. Obviously, racial mods apply at all times (unless overridden by a magic item using the "=" modifier), and magic item mods only apply if the character has the magic item in their held items.

Restricting the Schools and Spheres of Spells available

While standard Wizards and Priests are very similar to the standard specification above, the definitions of specialist spellcaster classes is slightly more complex.


/w "@{selected|character_name}" &{template:2Edefault}{{name=Conjurer}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Con:[[15]]}}{{Alignment=Any}}{{Race=Human & Half Elf}}{{Hit Dice=1d4}}Specs=[Conjurer,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Conjuration / Summoning}}{{Banned=Greater Divination & Invocation}}ClassData=[w:Conjurer, hd:1d4, race:human|halfelf, sps:conjuration|summoning|conjurationsummoning, spb:greaterdivination|invocation, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=This school includes two different types of magic, though both involve bringing in matter from another place. Conjuration spells produce various forms of nonliving matter. Summoning spells entice or compel creatures to come to the caster, as well as allowing the caster to channel forces from other planes. Since the casting techniques and ability requirements are the same for both types of magic, conjuration and summoning are considered two parts of the same school.}}

ClassData=[w:Conjurer, hd:1d4, race:human|halfelf, sps:conjuration|summoning|conjurationsummoning, spb:greaterdivination|invocation, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]

The ClassData for specialist casters includes additional tags to specify the schools/spheres of magic that the caster can and cannot use (and for priests major and minor access to spheres).

sps:<text|text|...> or <any>a list of specialist schools or major spheres separated by vertical bars ('|')
spb:<text|text|...>a list of banned schools/spheres that this class is not allowed to use separated by vertical bars ('|')
spm:<text|text|...>a list of minor spheres (only relevant to Priest classes) separated by vertical bars ('|')

The spellcaster will be restricted to memorising only spells from the schools/spheres listed depending on the API configuration using the --config command. The configuration can be to restrict to the specified schools/spheres ("Strict" mode) or allow all at any level ("Allowed" mode). The DM will also have a single button to add all valid spells at all levels to a Priest character sheet using the [Token-setup] macro or the !cmd --abilities command, and then using the [Add to Spellbook] / [Priest] dialogue.

Default spells and spells per level

Using the classes called "Wizard" or "Priest" will always grant the standard Wizard and Priest spells per level respectively as per the Player's Handbook, thus the class specifications are no different from that above. Also, any class name placed in the Wizard class fields (the second class definition column of the Advanced 2e sheet) will get standard Wizard spell casting capabilities (unless otherwise specified as below), and those in the Priest class fields (the third class definition column of the Advanced 2e sheet) will get standard Priest spell casting capabilities (unless otherwise specified as below).

Non-standard spells per level

A non-standard spellcaster (such as a Ranger, Paladin or Bard, or any class you wish to specify of a similar nature) can have their spellcasting capabilities specified in the class definition:

Priest of Magic

/w "@{selected|character_name}" &{template:2Edefault}{{name=Priest of Magic}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]], Int:[[13]]}}{{Race=Human or Half Elf}}{{Hit Dice=1d8}}{{Reference=*House Rules v16*}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Any Neutral}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Divination, Protection, Healing, Elemental}}{{Minor Spheres=Sun}}Specs=[Priest of Magic,PriestClass,0H,Priest]{{Powers=None}}ClassData=[w:Priest of Magic, hd:1d8, race:human|halfelf, align:ng|nn|n|ne, weaps:dagger|staff|dart|knife|sling, ac:any, sps:any, slv:4|3|12|MU, spl1:1|2|2|3|3|3|4|4|4|4|5|5, spl2:0|0|1|1|2|2|3|3|3|4|4|4, spl3:0|0|0|0|1|1|2|2|3|3|3|3, spl4:0|0|0|0|0|0|1|1|1|2|2|3],[w:Priest of Magic, sps:all|divination|protection|healing|elemental, spm:sun, slv:7|1|100|PR, spl1:1|2|2|3|3|3|3|3|3|3|3|3|3|3|4|4|4|4|4, spl2:0|0|1|1|2|2|3|3|3|3|3|3|3|3|3|4|4|4|4, spl3:0|0|0|0|0|1|1|2|2|3|3|3|3|3|3|3|4|4|4, spl4:0|0|0|0|0|0|0|0|1|1|2|2|3|3|3|3|3|4|4, spl5:0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3|3|3|4, spl6:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3, spl7:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|2]{{desc=The Priest of Magic is an optional character class that can be used if your DM allows. It is a curious class in that it is a priest of the god of Magic, who then grants the priest the use of some limited Wizard spells as well as a slightly more restricted range of clerical spells.}}

The Priest of Magic (a "House Rules" class for my group) can cast some Wizard spells at the expense of loosing some Priest spellcasting capability. Its class definition has ClassData for both "MU" and "PR" spells, in two separate sections (enclosed in each comma-separated '[...]').

slv:<#|#|#|(MU|PR)>three numbers followed by either MU or PR (no brackets), separated by vertical bars ('|'). The first number is the highest level of spell that can be cast, the second the first class level at which spells can be cast, and the third the maximum casting level, followed by the class of spells being specified (MU=Wizard, PR=Priest)
spl#:<#|#|#|...>for spells of level spl#, starting at the class level at which spells can be cast, the numbers of spells that can be cast at that and subsequent levels

Classes with Specific Powers

A character class can also be granted powers, and these can be specified in the class definition both as text for the Player to read, and also coded so the APIs can read them.

Priest of Light

/w "@{selected|character_name}" &{template:2Edefault}{{name=Priest of Light}}{{subtitle=Priest Class}}{{ =**Alignment**}}{{Deity=Neutral Good}}{{Priests=Any Good}}{{Flock=Any Neutral or Good}}{{Hit Dice=1d8}}Specs=[Priest of Light,PriesthoodClass,0H,Priest]{{ =**Powers**}}{{1st Level=*Infravision, Turn Undead*}}{{3rd Level=*Laying on Hands*}}{{5th Level=*Charm/Fascination*}}{{9th Level=*Prophecy*}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Healing and Sun}}{{Minor Spheres=Animal, Creation, Necromantic and Plant}}ClassData=[w:Priest of Light, align:LG|NG|CG, hd:1d8, weaps:bow|crossbow|dagger|dirk|dart|javelin|knife|slings|spear, ac:leather|padded|hide|magicitem|ring|cloak, sps:all|charm|divination|healing|sun, spm:animal|creation|necromantic|plant, ns:5][cl:PW, w:Infravision, lv:1, pd:-1][cl:PW, w:Turn Undead, lv:1, pd:-1][cl:PW, w:Laying on Hands, lv:3, pd:1][cl:PW, w:Charm-Fascination, lv:5, pd:1][cl:PW, w:Prophecy, lv:9, pd:1]{{desc=The god of all forms of light: Sunlight, moonlight, firelight, etc. The god is a friend of life, a patron of magic, a proponent of logical thought, and an enemy of the undead.
The priesthood of the god is devoted to celebrating these aspects of the god and to promoting positive forces such as healing.
Lesser gods of this attribute would be gods of one aspect of light. One god might be the god of Reason, another the god of Inspiration, etc.
This deity is as likely to be male as female.
The priests of this god are on good terms with the priests of Arts, Crafts, Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Hunting, Literature/Poetry, Magic, Metalwork, Moon, Music/Dance, Oracles/Prophecy, and Sun.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}

The ClassData specification now has a tag of ns: which specifies a following number of sections enclosed in square brackets ('[...]'), each of which defines a single power granted to characters of this class. These sections include the following fields:

cl:<PW>specifies the type of granted capability - for Class definitions, this is always PW (standing for Power)
w:<text>the name of the power granted (which should match a definition in the Powers database Powers-DB)
lv:<#>the character level at which they will gain this power
pd:<-1 / # / #L#>the number of times per day the power can be used. A number, or -1 (meaning "at will", or #L# which is first number per second number levels per day (e.g. 1L4 means once per day for L1 to L4, twice L5 to L8, etc)

This allows the DM to use a single button to add all the specified powers to the Powers list of a specific character sheet using the [Token-Setup] macro or the !cmd --abilities command, and then using the [Add to Spellbook] / [Powers] dialogue. The Player will then only be able to memorise the appropriate powers for the character's level.

Specs & Data field values

Below are lists of the current possible values for the item database Ability macro sections.

Specs sections

Specs=[Class Type, Macro Class, Handedness, Class Group-Type]

The Specs section is identical in structure to those in other databases. There are no default settings for any of the Specs data fields. All must be explicitly specified, and must appear in this order.

Class Types

There is an infinite list of class types: generally the type is the class name.

Macro Class

One of "WarriorClass", "WizardClass", "PriestClass", "RogueClass", "PsionClass", relating to the base class of the character. This field is used to add the Class name to the right base class list for selection by the Players.

Class Handedness

0H A Class that can only be taken by characters and creatures that do not have hands (e.g. a fish-type creature)
1H A Class that can only be taken by characters or creatures with only one hand (e.g. a snake NPC that can use its prehensile tail to hold weapons)
2H A Class that has two hands - the normal for humanoid PCs and NPCs
3H A Class that can only be taken by characters or creatures with three or more hands
4H Etc
... ...

(Handedness for Classes are not currently restricted or used by the system. In future, the number of hands specified on the "Change Weapon" dialogue may be related to the Character Class)

Base Classes

The Base Class can currently be one of "Warrior", "Wizard", "Priest", "Rogue" or "Psion". If a character class is allowed to be of more than one base class, separate each with a vertical bar character '|'. This determines the valid Character Sheet fields that this Class Type can appear in.

Data Sections

Below are the definitions for each of the possible ClassData fields.

Note: Always refer to the database specification definitions in other sections above for detailed information on the use of these Field specifiers. Not all specifiers have an obvious use.

Field Format Default Value Description
w:< text >'Fighter'Name of the Class
hd:Dice Roll spec0Hit dice roll per level
align:[ lg / ng / cg / ln / nn / n / cn / le / ne / ce / any ]anyAllowed alignments
race:< text | text | ... > or anyanyAllowed races
weaps:< text | text | ... > or anyanyAllowed weapons and weapon types
ac:< text | text | ... > or anyanyAllowed armour types
attkl:< 0 | # | # | ... >' 'Class level progression for "attacks per round" modifiers
attkm:< # | # | # | ... >' 'Melee weapon "attacks per round" modifiers by class level progression
attkr:< # | # | # | ... >' 'Ranged weapon "attacks per round" modifiers by class level progression
ns:#0Number of granted spells/powers defined for item
cl:< MU / PR / PW >' 'Type of granted spell/power (always PW=Power)
w:< text >'-'Name of granted spell/power
lv:#1The character level at which the Power is granted
pd:[ -1 / # / #L# ]1No. of times per day power can be used. -1 is "at will", and #L# is first number per second number levels per day
sps:< text | text | ... > or anyanyAllowed spell schools or major spheres
spm:< text | text | ... >' 'Allowed minor spheres
spb:< text | text | ... >' 'Banned spell schools
slv:< # | # | # | <MU / PR> >' 'Non-standard spellcaster level/type specification
spl#< # | # | # | ... >' 'No. of spells of level spl# at each character level

Character Sheet data fields

The Character Sheet field mapping to the API script can be altered using the definition of the fields object, the definition for which can be found at the top of each API. You can find the complete mapping for all APIs in the RPGMaster series, with an explanation of each, in a separate document - ask the Author for a copy.