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Trap automation module for Foundry.

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Module description:
This module allows the GM to press a hotkey and select several premade traps and loot caches to instantly create on the map. The trap is instantly surrounded by four “Hints” that can only be seen with the prerequisite passive perception for each. The exact same hint actors appear around loot caches that can also be created, forcing players to investigate and determine whether they have encountered a blessing or a curse. Ideally hints will be setup in a way vague enough that multiple hints in tandem are required to make this distinction. Most importantly, the module allows the users to create and edit their own list of traps and caches; setting up multiple hint sets for each that will be chosen randomly decreasing the likelihood of players memorizing hints. All hints and traps can be manually adjusted after creation for further customization.

Dependencies:
This utilizes “Monks Active Tile Triggers” and the “Stealthy” modules.

Recommended:
“Item Piles” to set up caches. I have another support module that enables actors to roll stealth upon creation and enables a minimum viewing distance, beyond which actors will not be able to be seen by players.

Trap saves and damage

Automatic Trap Damage and Private DCs is enabled by default in module settings. Existing generated trap actions use it after updating and reloading; traps do not need to be redrawn or their old macros re-imported.

The triggering player still receives the system's saving-throw dialog, including advantage, disadvantage, and bonus options. After the save, the module rolls the configured damage automatically on a failure, or on a success when half damage is enabled. Half damage rounds down. The chat card shows the save, outcome, dice, and damage amount. HP is not changed automatically.

The DC appears in a separate message authored by the GM and whispered only to GMs. It is omitted from the player's chat card and public save-roll target options. A GM must be connected for the GM-only DC message.

The module creates a small Trap Automator - Automatic Rolls macro when it needs to route the save prompt to another player through Monk's Active Tiles. Existing tiles and macros are not rewritten. To use a custom resolution macro instead, turn off Automatic Trap Damage and Private DCs; the selected macro then controls its own rolls and visibility.

Tile sizes and hint placement

Version 1.0.8 corrects Foundry v14 tile-anchor coordinates in Trap Automator's hints and active-tile trigger geometry. Small, large, rectangular, rotated, and custom-anchor trap tiles use their actual footprint.

Existing traps do not need to be redrawn. Update the module and reload the world on connected clients. The correction applies at runtime to tiles marked as traps by this module. It preserves their positions, sizes, trigger settings, selected macros, and actions. Other active tiles and Foundry v13 retain their existing trigger handling.

New hints are arranged around the tile's actual center, accounting for rotation and each hint token's size. Previously created hint tokens are not repositioned, since they may have been placed manually.

Use the existing manifest URL to install or update:

https://raw.githubusercontent.com/ryanw341/trap-automator/main/module.json

Development

Run npm test with Node 22 or newer. Tests cover tile geometry, movement crossings, existing-trap compatibility, and the hint creation workflow. GitHub Actions runs the same suite on pushes and pull requests.

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Trap automation module for Foundry.

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