I'm currently working on a set of Macros that allows for all players in a game to access mounted weapons on a vehicle and fire them, with accounting for weapons taking multiple actions to load. Currently the way I've got it working is with a simple macro that checks for a custom value, WeaponState, and compares that with the WeaponStatMax. If the WeaponState is less than the WeaponStateMax, increase the WeaponState by 1. If the WeaponState = WeaponStateMax, print a sheetbutton for the Fire macro. As such, a Cannon that takes 2 actions to load would take 3 clicks of the Load Macro to give the button to prompt the Fire Macro (0,1,2). This works all well and good until I have multiple instances of the same weapon on the same Vehicle, as they would refer to the same WeaponState variable. So, you by loading any weapon you'd increase the WeaponState for all of them. Since the goal of this is to properly simulate the Action Economy, this isn't a viable solution. However, I do believe the idea is correct but I'm just implementing it wrong. Two ideas I had were: Treat Bar 2 as the WeaponState variable, so then each one would load independently of the other. Plus, this would give a visual indicator of how far along the load process the weapon is. Use a Status Marker, since you can add a number to each status which would also be independent for each Token. The problem with both is that I don't know how to access the value of either Bar 2 or the Status Marker Value. I know that each character does have a Bar value for each Bar, but that wouldn't be independent per Token. @{selected|bar_2} only pulls this Character-Side value and not the Token-Side one. I'm currently using Scriptcards for the logic side of things. Any ideas as to what I can do to fix this snag would be much appreciated, thanks!