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Wall Builder
The Wall Builder creates destructible walls made of specific materials. Each material has defined properties: how many squares of forced movement it costs to break through, how much collision damage it deals, and what sight/sound/light restrictions it imposes. Walls can be broken, fixed, converted from existing wall segments, and inspected in-play.
Visual coming soon: gif showing creating a wall block, a token colliding with it, and the wall breaking
Click the Wall Builder button in the scene controls sidebar (GM only). The Wall Builder panel opens, showing the current mode and options.
The Wall Builder has seven modes, selected by the tabs at the top of the panel.
Place new wall squares on the canvas.
- Select a Material from the dropdown (Glass, Wood, Stone, Metal, or any custom materials you have configured).
- Optionally set Height Bottom and Height Top if the Wall Height module is active.
- Check Stable if the wall cannot be broken by collision damage.
- Check Invisible if the wall tiles should be hidden from players (walls still block movement and sight).
- Click grid squares on the canvas to toggle them on (green highlight) or off.
- Press Enter or click Confirm to build. Press Escape or right-click to cancel.
Completely remove wall squares, including tiles and all wall segments.
- Click the squares you want to destroy.
- Squares with walls highlight in red. An empty square shows a "No Wall At Square" warning.
- Press Enter or Confirm to delete.
Damage a wall square so it is no longer restrictive but still exists visually.
- Click squares to mark them as broken (they turn red; intact squares show in orange).
- Press Enter or Confirm to apply. Broken walls remain on the canvas as cosmetic rubble.
- Clicking a square that is already broken shows "Already Broken."
- Multiple break operations can be undone as a group.
Repair broken wall squares back to their original intact state.
- Click broken squares (shown in blue) to mark them for repair.
- Intact squares appear dimmed and cannot be selected.
- Press Enter or Confirm to restore. Height information and restrictions are fully restored.
Change a wall square's material without moving or rebuilding it.
- Select the target Material in the dropdown.
- Click squares to mark them for transmutation.
- Press Enter or Confirm. Wall tiles, graphics, and all restriction properties update to match the new material.
View-only mode for examining existing walls without changing anything.
- Hover over any wall square to see a popup showing:
- Material type
- Height range (bottom to top)
- Status: Intact, Broken, or Partially Broken
- Stable/Unstable
- All walls show as a blue overlay; broken walls show in red.
- Press Escape or right-click to exit.
Transform walls that were drawn with Foundry's normal wall tools into Wall Builder walls (tiles + material-based restrictions).
- Select the target Material and any height/flag options.
- Check Retain Restrictions to save the original wall restriction settings before overwriting them.
- Click Execute Convert. A progress bar shows as conversion runs.
- After conversion, collinear wall segments are merged automatically.
Use Convert to bring existing hand-drawn maps into the breakable-wall system.
Open the Material Settings menu (gear icon in the panel) to configure each material:
- Cost: How many squares of forced movement distance it costs a token to break through this wall.
- Damage: Collision damage dealt to a token that hits this wall.
- Opacity: Tile opacity for visual weight.
- Restrictions: Which of move / sight / light / sound this material blocks while intact.
- Icon: The tile graphic used for this material.
The four base materials (Glass, Wood, Stone, Metal) are always present. Click Add Material to create custom materials. Click Reset Settings to restore all defaults.
A separate tool in the Wall Builder toolset lets you select all wall segments that are touching a starting segment:
- Control-click a wall segment on the canvas to select it.
- Click Select Connected Walls in the panel.
- All adjacent wall segments are added to the selection automatically.
Use this for batch operations on connected wall structures (convert, fix, transmute, or delete a whole section at once).
- The Wall Builder button is GM-only by default and cannot be shown to players.
- Walls placed with the Wall Builder appear as tiles on the Tiles layer. They will be exported with the scene.
- The Wall Height module is required for height-based wall features (Height Bottom / Height Top fields are hidden when the module is not active).
Getting Started
Forced Movement
- Overview & Panel
- Push, Pull, and Slide
- Vertical Movement & Falls
- Collision Rules
- Undo System
- Wall Builder
Conditions
Death Tracker
Squad Labels
Triggered Actions
Ability Automation
Reference