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?