Chris R. said: Stephen L. said: 1) Is there a property to not move a character to the center when it activates? And the half: Is there some sort of list of commands/inputs that the JS knows, so I don't have to ask you guys and basically waste your time with my silly questions? ^^' 1) Change the "Stop At" property to "none". 1/2) You mean like a help menu? Not currently. I could put tooltips into the buttons if that would help. More just of like... A long command list in the forum here, or on the Github repo, or the likes. Example: "Attack" : "Value" --- This has X effect "message" : "Text" --- Displays a message for the players Or even without the extra comments added, just a list of command names would be great :) I can also try to read through the code, I guess, and get them from there, though, first thought of this now, haha ^^' Anyway, thank you for the swift replies, and the amazing scripts and helping the community! All of the command names are in the chat menu for the script. The when script first installs, it creates a macro called "ItsATrap_trapCreationWizard" which displays the menu for the script in the chat. For reference though, here are what all the core properties do: Name: The name of the trap's token API Command: An API chat command that is executed when the trap activates. Disabled: Prevents the trap from activating, but still can be spotted. Effect Distance: The range at which the trap hits characters when it is activated. Effect Shape: Whether the trap's effect is a circle or square area. Flying: Whether the trap can affect flying creatures (one's with the wing status) Special FX: Spawns FX when the trap is activated. GM Only: When the trap is activated, the GM is notified, but there is no other output for the players. Message: A message displayed for the trap when it is activated. Notes: Secret GM notes whispered to the GM when it activates. Reveal When Activated: Whether the trap is moved to the objects or map layer when activated. Reveal When Spotted: Whether the trap is moved to the objects or map layer when spotted with passive searching. Passive Search Distance: The maximum distance a character can be to passively search for the trap. Sound: A sound from your jukebox that is played when the trap is activated. StopAt: Whether the character is pulled into the center, stopped at the edge, or not moved at all when the trap is activated. Triggers: A comma-separated list of names for other traps that are activated when this one is activated. D20 system themes also have these additional properties: Attack: The trap's attack bonus vs AC. Damage: How much damage the trap does. Hide Save Result: Whether the saving throw result is hidden from the players. Miss - Half Damage: Whether characters take only half damage on a successful save. Saving Throw: The type of saving throw involved. Saving Throw DC: The DC for the saving throw. Spot DC: The DC to passively spot the trap using your passive perception.