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3 Death Saves
Wiki updated as of 0.3.0 (Sep 2026)

Events

A trigger’s General tab has two event fields: Events, for Foundry’s own Region events, and Additional Events, for everything else Glyph adds. A trigger can subscribe to more than one event, and each gets its own handler on the Program tab.

The event picker on a trigger's General tab

A hidden Region or a disabled trigger behavior never receives an event, no matter which one fires.

EventFires when
Region Boundary ChangedThe Region’s shape, elevation, levels, or restriction changes.
Region Animation State ChangedThe Region’s animation state changes.
Behavior ActivatedThis trigger behavior turns on: enabled, created enabled, or its Region becomes visible while enabled.
Behavior DeactivatedThis trigger behavior turns off: disabled, deleted, or its Region becomes hidden.
Behavior ViewedThis trigger behavior is active and its Region’s scene is the one the primary GM is viewing.
Behavior UnviewedThis trigger behavior goes inactive, or the primary GM stops viewing its scene.
Token EntersA token enters the Region, including one created inside it.
Token ExitsA token leaves the Region, including one deleted while inside it.
Token Moves InA token’s movement carries it into the Region.
Token Moves OutA token’s movement carries it out of the Region.
Token Moves WithinA token moves while already inside the Region.
Token Animates InA token’s movement animation enters the Region.
Token Animates OutA token’s movement animation leaves the Region.
Token Starts TurnA token inside the Region starts its combat turn.
Token Ends TurnA token inside the Region ends its combat turn.
Token Starts RoundA token inside the Region starts the combat round.
Token Ends RoundA token inside the Region ends the combat round.

Behavior Activated, Behavior Deactivated, Behavior Viewed, and Behavior Unviewed fire only for this trigger’s own behavior, not for other behaviors on the same Region. Token Animates In and Token Animates Out only fire on the scene the primary GM is viewing. Every other event in this table fires no matter which scene is active.

Additional Events cover pointer interaction, activity Glyph tracks directly, and hooks two other modules provide.

EventFires when
Pointer Hovers InThe pointer enters the Region.
Pointer Hovers OutThe pointer leaves the Region.
ClickedThe Region is clicked.
Right-ClickedThe Region is right-clicked.
Double-ClickedThe Region is double-clicked.
Double-Right-ClickedThe Region is double-right-clicked.

A pointer event runs for whichever user clicked or hovered, not only the GM. It only tests Regions on the scene that user currently has open. The cursor turns into a pointer while hovering a Region listening for hover or any click variant.

EventFires when
Token Created InsideA token is created inside the Region.
Token Rotates InsideA token already inside the Region changes its facing.

Both fire on every scene, not only the one currently viewed.

EventFires when
Combat StartsCombat begins on the Region’s scene.
Combat Round AdvancesThe round number changes.
Combat Turn StartsA combatant’s turn starts.
Combat Turn EndsA combatant’s turn ends.
Combat EndsThe encounter ends.

These follow the combat’s own scene, not necessarily the one a client is viewing.

EventFires when
Scene LoadsThe primary GM’s own canvas finishes loading a scene.
Canvas Lighting ChangesThe primary GM’s currently viewed scene’s rendered lighting changes.
Scene Darkness ChangesA scene’s Darkness Level changes.
World Time ChangesThe world clock advances or is set.

Scene Loads and Canvas Lighting Changes only fire for the scene the primary GM has open. Scene Darkness Changes and World Time Changes fire across every scene.

EventFires when
Nearby Door OpensA nearby door’s state changes to open.
Nearby Door ClosesA nearby door’s state changes to closed.
Nearby Door LocksA nearby door’s state changes to locked.
Nearby Door UnlocksA nearby door’s state changes from locked to closed.
Nearby Secret Door RevealedA nearby secret door’s type changes so it’s no longer secret.

“Nearby” means the Region’s shape contains the door wall’s midpoint, not that the whole door lies inside it. These fire on the door’s own scene, not only the one being viewed.

Requires the Calendaria module.

EventFires when
Season Changes (Calendaria)The calendar’s season changes.
Calendar Day Changes (Calendaria)The calendar day changes.
Moon Phase Changes (Calendaria)The moon’s phase changes.
Rest Day Begins (Calendaria)A calendar rest day begins.
Weather Changes (Calendaria)The calendar’s weather changes.
Calendar Event Fires (Calendaria)A scheduled calendar event triggers.

These fire across every scene.

Requires the Hero Mancer module.

Character Created (Hero Mancer) fires when Hero Mancer finishes creating a new character, across every scene.

An event can carry the token involved, a click’s point and modifier keys, the active combat, or a door’s wall. Program actions and conditions read these through placeholders; see Placeholders and Conditions for the field paths.