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It's a Trap question about Summon Monster Traps

1604264382

Edited 1604277467
Is there a way to make it not have a "miss" pop up in traps that don't have attacks and saving throws?  Like with the Summon Monster Traps, they just summon a monster, they don't try to attack the player directly.  Also, I have a script to summon monsters with !summon [name of monster] but I can't get the trap to trigger it as I need to have the trap selected to fire that script.  So having the token auto appear isn't really working as I'd like.  Any advice? Edit: turns out this is true for anything that doesn't do damage.  I can't get a pool of fear to fire correctly, since it only displays the message, it doesn't roll a will save even if I tell it the trap is a will save.  And I also can't figure out how to have it make two attack rolls with an acid spitting trap.  The thing throws two globs of acid at everything that enters the 5 feet around it, on a 12 second delay.  But that's 12 real seconds and not 12 seconds in TTRPG searching/exploring mode, where "ok, where exactly are you standing? Everyone move their tokens where they should be" like that.  How do I get it to manage the "rounds" that is?  Or is this script only for damaging traps?
1604350003
Pat
Pro
API Scripter
Can you tell us which game system you're using?  I've used the trap system to summon a monster by having the trap token also as the monster just being the token itself, so it has some of the selected token markers present, but that didn't matter so much. 
Pathfinder 1e.  Sorry for the delay replying.