"Conditionals" in the sense of logical If/Then constructions. The Metascript Toolbox offers a set of scripts that work like "add on" tools for other scripts (or just for you to get information out of the game). This video explains more about how the metascripts work with normal scripts, if you have time to give it a watch. One of those included metascripts is called APILogic , and it gives you the ability for in-line If/Then/Else constructions using syntax tokens like: {& if ... } {& elseif ... } {& else} {& end} You can see those in use in the above command line. Another metascript in the Toolbox is Fetch , which lets you get information from the game. Now that I look again at what you're doing, I see a way to use Fetch to remove even the need for you to answer a query. In a situation like this, where there are only two options for the token/character, you can just create a toggle by testing the "represents" property of the token before you even begin. You can retrieve the "represents" property like this: @(selected.represents) (you can reference the token in a number of ways, but since your TokenMod command appears to implicitly assume the token is selected, that's what I went with) So, if you use that in the IF syntax, you can basically create a single command that will toggle/flip the token assignment every time: !token-mod {{ --set {&if @(selected.represents) = @{The GentleMan|character_id} } represents#@{Findulir Oredigger|character_id} name#"Findulir" currentside#2 {&else} represents#@{The GentleMan|character_id} name#"The Gentleman" currentside#1 {&end} bar1_link#hp bar2_link#ac bar3_link#passive_wisdom }} So, in the IF line, we basically test to see if the token is CURRENTLY set to represent The GentleMan. If so, we point it to Findulir. If it is NOT (that is, if it is set as representing Findulir) we point it to The GentleMan.