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Aura/Tint HealthColors API v2.0.0

1775768668

Edited 1778179898
MidNiteShadow7
Pro
API Scripter
A couple of DMs whose games I play in mentioned that they wish this API had its bugs fixed, especially the ones where the aura would not show, and the animations no longer had colour. As I am a developer, I thought I would go about fixing this API to help in the games I play, and I'm posting it here to hopefully help others here, as I've seen other threads and posts where the community have been asking about fixes, as the author has not been able to maintain it in the past several years. I've posted the new version to the Roll20 API Scripts GitHub repository, and I am awaiting its review and merge, hopefully to be brought into Roll20 properly as version 2.0.0. The pull request is here:&nbsp; <a href="https://github.com/Roll20/roll20-api-scripts/pull/2202" rel="nofollow">https://github.com/Roll20/roll20-api-scripts/pull/2202</a> If you'd like to manually install this API, you can download it from Dropbox here:&nbsp; <a href="https://www.dropbox.com/scl/fi/t4ymkhnz157g3u4s0pfuf/HealthColors_v2.0.0.zip?rlkey=6zxqrd6zn7lkuinnhhnn5dyr7&amp;dl=0" rel="nofollow">https://www.dropbox.com/scl/fi/t4ymkhnz157g3u4s0pfuf/HealthColors_v2.0.0.zip?rlkey=6zxqrd6zn7lkuinnhhnn5dyr7&amp;dl=0</a> As part of the update, I have added a README file and a changelog; the manual installation instructions are in the README. Regarding the changes version 2 brings to this API, it is a m ajor modernization and stability refactor of the entire script, consolidating performance improvements, critical bug fixes, and new user control features. This version represents a complete overhaul from the v1.6.x series. Added Respect Manual Overrides — the script now only updates visual properties (Aura 1) when a token's internal health bar actually changes. This allows for manual customization of colors, radii, and shapes via the token settings dialog without script interference during movement. Persistent Default Auras — tokens at 100% health now default to a clean Green Aura 1 (at the configured `AuraSize`) to indicate stability. JSDoc Documentation — every function is now fully documented with parameter types, return values, and behavioral descriptions to improve maintainability. Centralized Configuration — all default state values, FX definitions, and internal parameters are now managed via unified constants. FX Recovery Commands — added `!aura reset-fx` (rebuild default heal/hurt custom FX objects) and `!aura reset-all` (restore all settings to defaults + rebuild default FX + force update). Public Settings Snapshot — setting-changing `!aura` commands now post a read-only settings panel to game chat for table visibility. Aura Detail Commands — added `!aura a1shape`, `!aura a1tint`, `!aura a2size`, `!aura a2shape`, and `!aura a2tint` to adjust displayed Aura 1/Aura 2 detail values from chat. Settings Output Command — added `!aura settings` to post the current settings snapshot to game chat on demand. Changed `_` (Underscore) dependency — no longer required. `buttonColor` function — legacy function completely removed after verifying no external or internal dependencies; superseded by `nameBtn`. Tautological FX condition `(UseBlood !== "OFF" || UseBlood !== "NO")`. `!aura on/off` semantics — now explicitly sets global enabled state instead of toggling on `on`. Schema version — bumped to `1.1.0` to reflect incremental state/data migration changes in the v2.0.0 line. Fixed Consistent casing for `checkInstall` and `handleToken` throughout. Initialization of `OneOff` state key to prevent `undefined` collisions. Corrected logic in `playDeath` to ensure jukebox tracks are properly stopped before restarting. Page scale calculation and aura radius math standardized for better precision. Heal and hurt FX color assignment now resolves `startColour`/`startColor` and `endColour`/`endColor` consistently, preventing gray/white fallback artifacts. Default heal/hurt FX random color channels are explicitly neutralized during spawn preparation to preserve configured color fidelity. Added a fallback spawn path that updates and triggers default custom FX by id (`spawnFx`) when definition-based spawning renders colors inconsistently. Tuned default heal/hurt particle profile values for clearer saturation and reduced washed-out appearance in experimental sandboxes. `!aura bar` now validates `1|2|3`, whispers confirmation on change, and immediately runs a full sync to apply the new bar selection. Tokens with no `max` value on the configured bar now have aura/tint cleared, preventing stale health indicators. Configuration output now explicitly includes Aura 2 detail rows in both the GM menu and public settings snapshot. Prevented duplicate settings output: setting-changing commands now publish a single game-chat snapshot instead of both GM and public panels. Aura 2 output values are now sourced from state-backed defaults (`Aura2Size`, `Aura2Shape`, `Aura2Color`) instead of hardcoded labels. Added Aura 1 Shape/Tint rows to settings output and backed them with default state values (`Aura1Shape`, `Aura1Color`). Default heal/hurt custom FX definitions are now synchronized proactively on install/reset and when FX colors change, preventing delayed/stale visual updates after color edits or token lifecycle events. --- EDIT 1: Version 2.0.1 Release Notes . Version 2.0.1 Download . Forum Post . EDIT 2:&nbsp; Version 2.1.0 Release Notes .&nbsp; Version 2.1.0 Download . Forum Post . EDIT 3:&nbsp; Version 2.1.1 Release Notes .&nbsp; Version 2.1.1 Download . Forum Post .
Ooh exciting. I’ve had a manually adjusted version for a longtime that I’ve never bothered to really go through or take a deeper look at, so thank you for this! I’ll let you know if I discover any issues. :)
1775775054
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hey MidNiteShadow7! Thanks! This script has needed this for a long, long time. Have you looked into the settings that are really outside the mission of the script? IIRC, it can enforce nameplate display behavior, etc. A lot of times, issues that folks have reported have been due to this script setting unexpected behavior.
keithcurtis said: Hey MidNiteShadow7! Thanks! This script has needed this for a long, long time. Have you looked into the settings that are really outside the mission of the script? IIRC, it can enforce nameplate display behavior, etc. A lot of times, issues that folks have reported have been due to this script setting unexpected behavior. I haven't. I'm very new to D&amp;D and Roll20, and I have never been a GM - I worked out how to create a game and got a subscription just to test this API. But if you can tell me how to reproduce the issue, I can look into making future updates to fix it.
Initial limited testing looks good!&nbsp; I'm very much looking forward to using it in my game in a couple of days.&nbsp; Very nicely done MidNiteShadow7.&nbsp; Thank you for taking that task on!
1775794491
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
MidNiteShadow7 said: keithcurtis said: Hey MidNiteShadow7! Thanks! This script has needed this for a long, long time. Have you looked into the settings that are really outside the mission of the script? IIRC, it can enforce nameplate display behavior, etc. A lot of times, issues that folks have reported have been due to this script setting unexpected behavior. I haven't. I'm very new to D&amp;D and Roll20, and I have never been a GM - I worked out how to create a game and got a subscription just to test this API. But if you can tell me how to reproduce the issue, I can look into making future updates to fix it. It's not so much a bug or an issue as it is the script acting out of scope. The original author, DX Warlock IIRC, did a great job, but it was their first script, and they packed a little too much into it of other things they wanted to automate. The original intent was a script that gives the user an indication to the health status of tokens on the VTT. Then they started adding in things like enforcing vision and nameplate settings. Such a thing is fine, if that's what the user wants, but it's not what is written on the tin. Over the eyars I have fieldded a large number of user issues where they believed something was wrong with their default token settings because they could not keep nameplates displaying the way they set them. The solution up until now has been to tell them to diving into the config of this script and turn those options off (or just uninstall). It sounds like you have addressed one of the issues (that it hijacks the use of the auras for its exclusive use). I'd suggest looking into the config options for anything not directly related to the purpose, and pruning it. My 2¢, anyway.
keithcurtis said: It's not so much a bug or an issue as it is the script acting out of scope. The original author, DX Warlock IIRC, did a great job, but it was their first script, and they packed a little too much into it of other things they wanted to automate. The original intent was a script that gives the user an indication to the health status of tokens on the VTT. Then they started adding in things like enforcing vision and nameplate settings. Such a thing is fine, if that's what the user wants, but it's not what is written on the tin. Over the eyars I have fieldded a large number of user issues where they believed something was wrong with their default token settings because they could not keep nameplates displaying the way they set them. The solution up until now has been to tell them to diving into the config of this script and turn those options off (or just uninstall). It sounds like you have addressed one of the issues (that it hijacks the use of the auras for its exclusive use). I'd suggest looking into the config options for anything not directly related to the purpose, and pruning it. My 2¢, anyway. I've fixed anything I could identify as an issue based on feedback from old forum posts, but as I don't GM and have only been playing for the past several months, I am limited in my ability to identify other settings where the script might be overreaching in its functionality. But I'll keep an eye on the forums, Reddit, and Discord, and I'll look to fix, remove, or add functionality to improve its stability moving forward.
1775830561
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Thanks! This is a popular script,and it's needed attention for a long time.
Awesome! Is it also possible to turn off the aura. Sometimes situations comes up and I need to use both Auras for something else and I had no ways to disable it. A toggle feature would be great, so we can still maintain the sound and visual effect.&nbsp;
Novercalis said: Awesome! Is it also possible to turn off the aura. Sometimes situations comes up and I need to use both Auras for something else and I had no ways to disable it. A toggle feature would be great, so we can still maintain the sound and visual effect.&nbsp; Set the colour/tint to transparent (bottom right colour option in the picker), or set the radius to an empty value. That should get rid of an aura. To remove the health indicator, set the max value in the Aura1 values to 0. That should hopefully do what you need.
If anyone is interested, I made a video to introduce the new version and show some of the usage: <a href="https://youtu.be/07x_Md085YA" rel="nofollow">https://youtu.be/07x_Md085YA</a>
1775889307
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
MidNiteShadow7 said: If anyone is interested, I made a video to introduce the new version and show some of the usage: <a href="https://youtu.be/07x_Md085YA" rel="nofollow">https://youtu.be/07x_Md085YA</a> Holy cow! That was epic!
1775931107
vÍnce
Pro
Sheet Author
keithcurtis said: MidNiteShadow7 said: If anyone is interested, I made a video to introduce the new version and show some of the usage: <a href="https://youtu.be/07x_Md085YA" rel="nofollow">https://youtu.be/07x_Md085YA</a> Holy cow! That was epic! Agreed!&nbsp; I'm ready to wait in line in at 112° for the summer release... You better step up your YT vids game Keith. ;-P Thanks for updating this very popular mod MidNiteShadow7
1775934200
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
vÍnce said: You better step up your YT vids game Keith. ;-P No thanks, that bar is too high. :D
vÍnce said: keithcurtis said: MidNiteShadow7 said: If anyone is interested, I made a video to introduce the new version and show some of the usage: <a href="https://youtu.be/07x_Md085YA" rel="nofollow">https://youtu.be/07x_Md085YA</a> Holy cow! That was epic! Agreed!&nbsp; I'm ready to wait in line in at 112° for the summer release... You better step up your YT vids game Keith. ;-P Thanks for updating this very popular mod MidNiteShadow7 keithcurtis said: vÍnce said: You better step up your YT vids game Keith. ;-P No thanks, that bar is too high. :D LOL, I think Roll20 will need to allow YT embedding before others think about making videos
1776019188
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Yeah, I try to make a demo video of each of my major script releases, but they are extremely utilitarian. The only production value is editing out pauses and filler words.
I pay for Envato for my podcasting, so using templates of actual creatives makes it easier to make announcement videos for a bit of fun. Unfortunately, I don't have that much creativity to create them from scratch.
1776732365

Edited 1776732409
MidNiteShadow7
Pro
API Scripter
Version 2.0.1 has been released I've updated the Aura mod to handle situations where negative health values prevented the death counter from working correctly. Fixed Corrected behavior for tokens with health below zero to ensure the "dead" marker is applied consistently. Clamped negative health values to zero for accurate color mapping and consistent visual feedback. Refactored applyAuraAndDead to separate dead-marker logic from aura updates, ensuring proper handling of edge cases. Changed Updated percentToHex to normalize input values, preventing invalid color calculations. Improved code readability and maintainability by restructuring health percentage calculations. I've posted the new version to the Roll20 API Scripts GitHub repository, and I am awaiting its review and merge to bring it into Roll20 properly as version 2.0.1. The pull request is here:&nbsp; <a href="https://github.com/Roll20/roll20-api-scripts/pull/2205" rel="nofollow">https://github.com/Roll20/roll20-api-scripts/pull/2205</a> If you'd like to manually install this API, you can download it from Dropbox here: <a href="https://www.dropbox.com/scl/fi/zjypjwy63bvi1qy5w0n4q/HealthColors_v2.0.1.zip?rlkey=0lthvun0m89iscfx21kgpvanc&amp;dl=0" rel="nofollow">https://www.dropbox.com/scl/fi/zjypjwy63bvi1qy5w0n4q/HealthColors_v2.0.1.zip?rlkey=0lthvun0m89iscfx21kgpvanc&amp;dl=0</a>
1777704698

Edited 1778034936
MidNiteShadow7
Pro
API Scripter
HealthColors on the Roll20 API Script GitHub repository has been updated to include versions v2.0.0 and v2.0.1. Hopefully, they will appear in the One-Click installer in the next week or two. Soon after, there will be a v2.1.0 release. Here are the updates for that release: Added Added a palette system for health colors with `default` and `colorblind` options. Added `!aura palette ?{Palette|default|colorblind}` command and matching menu control (palette switching forces existing tokens to refresh immediately). Changed Switched health color mapping from a fixed red/green calculation to palette-based low/mid/high interpolation. Added an explicit `dead` color stop to each palette and mapped exactly 0% HP to black (`#000000`). Updated default `AuraSize` from `0.7` to `0.35` and aligned docs/menu wording to describe radius in feet from token edge. Updated menu/settings output to include the active palette. Fixed Fixed dead-state visuals at 0 HP so dead color behavior remains consistent. Fixed missed updates when tokens are resized by treating width/height changes as a visual refresh trigger. If you want to try v2.1.0 before its release, you can download it via my Dropbox or get the code from the GitHub pull request . EDIT : This update is now in the One-Click installer.
1777945735

Edited 1777947078
Stik
Pro
This looks good and I like the improvements.&nbsp; Thanks for the hard work. However, I've run into a minor issue.&nbsp; When I run !AURA to bring up the settings menu and then make any changes to the settings, the image that reflects the change that appears in chat has non-functional buttons.&nbsp; When you hover over the button the cursor changes to a text section cursor.&nbsp; Running !AURA brings back an active menu &nbsp;Also, a question.&nbsp; In the 1.6.x versions the heal/hurt FX for could be easily changed to different FX listed in the in-game Effects menu.&nbsp; ( In my case, I used glow-holy for heal and explode-blood for hurt.)&nbsp; Is there an easy way to set the FX to the ones I prefer? Edit:&nbsp; I was mistaken about using the 1.6.x version of this script.&nbsp; &nbsp;I just remembered the I got the idea and the way to change the FX from this thread:&nbsp;&nbsp; <a href="https://app.roll20.net/forum/post/12202503/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/12202503/slug%7D</a> In that thread, Surok posted a 1.7.1 version that included a button that find the FX unique ID to use in the script.&nbsp; This the version I was using previously that allowed me to change the FX easily.
Hi Stik,&nbsp; Regarding the non-functional buttons, can you provide a step-by-step way to reproduce the issue you are seeing? For the 1.7 functionality, give me some time to look into what was changed in that version and how to ensure it's included in v2 in the next update. Stik said: This looks good and I like the improvements.&nbsp; Thanks for the hard work. However, I've run into a minor issue.&nbsp; When I run !AURA to bring up the settings menu and then make any changes to the settings, the image that reflects the change that appears in chat has non-functional buttons.&nbsp; When you hover over the button the cursor changes to a text section cursor.&nbsp; Running !AURA brings back an active menu &nbsp;Also, a question.&nbsp; In the 1.6.x versions the heal/hurt FX for could be easily changed to different FX listed in the in-game Effects menu.&nbsp; ( In my case, I used glow-holy for heal and explode-blood for hurt.)&nbsp; Is there an easy way to set the FX to the ones I prefer? Edit:&nbsp; I was mistaken about using the 1.6.x version of this script.&nbsp; &nbsp;I just remembered the I got the idea and the way to change the FX from this thread:&nbsp;&nbsp; <a href="https://app.roll20.net/forum/post/12202503/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/12202503/slug%7D</a> In that thread, Surok posted a 1.7.1 version that included a button that find the FX unique ID to use in the script.&nbsp; This the version I was using previously that allowed me to change the FX easily.
Version 2.1 is now in the One-Click installer.
Congratz that added it!
1778075845
Ralph
Pro
Marketplace Creator
I always used this setting in the past and it didn't show the auras unless the HP were reduced. In the new version this doesn't work anymore (the tokens still have auras).
1778075942
Ralph
Pro
Marketplace Creator
I can confirm this. It looks like any chance sends text to the chat (visible to all) that can't be clicked. You have to either go back to the original hidden output, or enter !aura again. MidNiteShadow7 said: Hi Stik,&nbsp; Regarding the non-functional buttons, can you provide a step-by-step way to reproduce the issue you are seeing? For the 1.7 functionality, give me some time to look into what was changed in that version and how to ensure it's included in v2 in the next update. Stik said: This looks good and I like the improvements.&nbsp; Thanks for the hard work. However, I've run into a minor issue.&nbsp; When I run !AURA to bring up the settings menu and then make any changes to the settings, the image that reflects the change that appears in chat has non-functional buttons.&nbsp; When you hover over the button the cursor changes to a text section cursor.&nbsp; Running !AURA brings back an active menu &nbsp;Also, a question.&nbsp; In the 1.6.x versions the heal/hurt FX for could be easily changed to different FX listed in the in-game Effects menu.&nbsp; ( In my case, I used glow-holy for heal and explode-blood for hurt.)&nbsp; Is there an easy way to set the FX to the ones I prefer? Edit:&nbsp; I was mistaken about using the 1.6.x version of this script.&nbsp; &nbsp;I just remembered the I got the idea and the way to change the FX from this thread:&nbsp;&nbsp; <a href="https://app.roll20.net/forum/post/12202503/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/12202503/slug%7D</a> In that thread, Surok posted a 1.7.1 version that included a button that find the FX unique ID to use in the script.&nbsp; This the version I was using previously that allowed me to change the FX easily.
Hi Ralph, I wonder if introducing the palettes might have accidentally broken the percentage. I will take a look later tonight, and should be able to get that fixed for you soon. Ralph said: I always used this setting in the past and it didn't show the auras unless the HP were reduced. In the new version this doesn't work anymore (the tokens still have auras).
Thanks for the great update. But like Ralph the only bug I am having is with the percentages.&nbsp;
I have encountered this a few times now. This happed soon as I loaded my game but I have had it say "No FX with name" before when players were lowering their hp. It does not happen every time. I have removed -DefaultHurt and -DefaultHeal and did !aura reset-fx, just to make sure they were correct, and still have had this happen. I know one person hits the minus Heart on his sheet like 7x vs putting in 7 and hitting the minus once. So it could be that the call for the fx is happening too fast before the last ended. Idk if that helps just my guess.
To track bugs, I have created an issue tracker for the HealthColors mod in GitHub. All issues can be seen here: <a href="https://github.com/users/steverobertsuk/projects/2" rel="nofollow">https://github.com/users/steverobertsuk/projects/2</a>
Here is a list of the tracked issues created from current feedback: Percentage(PC/NPC) not working No FX with Name Non-functional menu buttons Different FX
1778128094

Edited 1778129188
Stik
Pro
Thanks for your quick response, MidNiteShadow7. MidNiteShadow7 said: Hi Stik,&nbsp; Regarding the non-functional buttons, can you provide a step-by-step way to reproduce the issue you are seeing? All I'm doing is entering !AURA to open the settings and clicking on one of the buttons in the chat, making the change in the dialog that opens and clicking Submit.&nbsp; A new image of the settings buttons appears in chat but it is just an image - the buttons no longer function.&nbsp; The original instance of the settings buttons in the chat are still active if you scroll up to them.&nbsp; One other thing.&nbsp; The settings image that opens when you make changes using the settings buttons is visible to players, whereas the original instance of the settings buttons in the chat is whispered to the GM.&nbsp; I've attached an image of what I'm seeing.&nbsp; Note that "Healthcolors" above the second set of setting buttons is not in parentheses, whereas "(From Healthcolors)" above the first instance is.&nbsp;&nbsp; I hope this helps.&nbsp; Edit: Just looked at your issue tracker on GitHub and it looks like you were already aware of the broadcasting to players issue from a Discord report. I didn't see it on your last post and didn't look at the link to GitHub issue tracker until after I had posted this.&nbsp; Looks like you have the correction ready to roll on your next update.&nbsp; Thanks again.
Thanks, Stik, that is helpful information, and I've added the details to both bug issues. Stik said: Thanks for your quick response, MidNiteShadow7. MidNiteShadow7 said: Hi Stik,&nbsp; Regarding the non-functional buttons, can you provide a step-by-step way to reproduce the issue you are seeing? All I'm doing is entering !AURA to open the settings and clicking on one of the buttons in the chat, making the change in the dialog that opens and clicking Submit.&nbsp; A new image of the settings buttons appears in chat but it is just an image - the buttons no longer function.&nbsp; The original instance of the settings buttons in the chat are still active if you scroll up to them.&nbsp; One other thing.&nbsp; The settings image that opens when you make changes using the settings buttons is visible to players, whereas the original instance of the settings buttons in the chat is whispered to the GM.&nbsp; I've attached an image of what I'm seeing.&nbsp; Note that "Healthcolors" above the second set of setting buttons is not in parentheses, whereas "(From Healthcolors)" above the first instance is.&nbsp;&nbsp; I hope this helps.&nbsp; Edit: Just looked at your issue tracker on GitHub and it looks like you were already aware of the broadcasting to players issue from a Discord report. I didn't see it on your last post and didn't look at the link to GitHub issue tracker until after I had posted this.&nbsp; Looks like you have the correction ready to roll on your next update.&nbsp; Thanks again.
I am preparing a v2.1.1 release that will fix these tracked issues: Percentage(PC/NPC) not working Non-functional menu buttons Public chat messaging My hope is that I will have a release available for download via Dropbox later today, and hopefully available in the One-Click installer in the next couple of weeks.
I have submitted the pull request to approve a new 2.1.1 version containing the bug fixes. While it makes its way through the approval and import process into the One-Click installer, you can manually download it from here:&nbsp; <a href="https://github.com/steverobertsuk/roll20-api-scripts/releases/download/HealthColors-v2.1.1/HealthColors_v2.1.1.zip" rel="nofollow">https://github.com/steverobertsuk/roll20-api-scripts/releases/download/HealthColors-v2.1.1/HealthColors_v2.1.1.zip</a> Listed below are all the fixes. [2.1.1] – 2026-05-07 ·&nbsp; Milestone Added Added version 1.7.1 (sourced from the Roll20 forums, never previously submitted to the GitHub repository) so it appears as a selectable previous version in the Roll20 Mod Script Console. Fixed Fixed aura visibility threshold ( Percentage PC/NPC ): tokens at or above the configured HP threshold were incorrectly shown a green default aura instead of having the aura hidden. Changed comparison from&nbsp; &gt;= &nbsp;to&nbsp; &gt; &nbsp;and replaced&nbsp; applyDefaultAura() &nbsp;with&nbsp; clearAuras() &nbsp;in the above-threshold branch so the aura correctly disappears when a token's HP is not below the threshold. Also added a guard so a threshold of&nbsp; 0 &nbsp;clears the aura rather than treating it as "always show". ( #1 ) Fixed&nbsp; !aura &nbsp;settings menu after a change: clicking a button and submitting the dialog caused a non-interactive read-only panel (using&nbsp; &lt;span&gt; &nbsp;pills) to appear in public chat instead of re-displaying the interactive GM-whispered menu. Root cause was&nbsp; handleInput &nbsp;calling&nbsp; showSettingsInGameChat() &nbsp;on every setting change instead of&nbsp; showMenu() . The interactive GM menu is now always shown after a change; the read-only public snapshot remains available via the explicit&nbsp; !aura settings &nbsp;command. ( #3 ,&nbsp; #4 ) Fixed&nbsp; !aura perc &nbsp;not refreshing tokens already on the map: changing the HP threshold now immediately re-evaluates all existing tokens via&nbsp; menuForceUpdate() , so tokens that were visible under the old threshold are correctly cleared (or revealed) without requiring a token move. Fixed "No FX with name" GM whisper appearing repeatedly when a character's&nbsp; USEBLOOD &nbsp;attribute is set to a custom custfx name that no longer exists in the campaign (e.g. after a campaign reset or character import). The error message now identifies the character by name so the GM knows which&nbsp; USEBLOOD &nbsp;attribute to correct. The script also falls back to&nbsp; -DefaultHurt &nbsp;so a visual effect still plays instead of silently doing nothing. ( #2 ) Changed Removed orphaned&nbsp; applyDefaultAura &nbsp;function — it was superseded by&nbsp; clearAuras() &nbsp;in the threshold fix but never deleted. Removed unused&nbsp; changedSetting &nbsp;variable from&nbsp; handleInput &nbsp;— it was assigned in ~20 places but never read, as&nbsp; showMenu() &nbsp;was always called unconditionally at the end of the function. Token refresh progress messages updated: sender changed from a hardcoded string to&nbsp; SCRIPT_NAME ; text changed from&nbsp; "Fixing N Tokens" &nbsp;/&nbsp; "Finished Fixing Tokens" &nbsp;to&nbsp; "Refreshing N Tokens" &nbsp;/&nbsp; "Finished Refreshing Tokens" . handleInput &nbsp;command dispatch refactored — 27 switch cases reduced to 5 dispatch-table lookups ( TOGGLES ,&nbsp; STRINGS ,&nbsp; FLOATS ,&nbsp; SHAPES ,&nbsp; HEXES ) plus a 13-case switch for commands with unique behaviour, removing ~100 lines of repetitive boilerplate. showSettingsInGameChat &nbsp;refactored to reduce cognitive complexity: extracted&nbsp; boolPill &nbsp;and&nbsp; namePill &nbsp;module-level helpers (read-only counterparts to the existing&nbsp; toggleBtn / nameBtn ), replacing 8 repeated inline ternary expressions and an inline&nbsp; pickNameStyle &nbsp;closure. JSDoc corrections: removed stale&nbsp; @param [update] &nbsp;from&nbsp; applyAuraAndDead &nbsp;(parameter was removed in an earlier refactor); corrected&nbsp; spawnDefaultFxById &nbsp;description which falsely claimed to tighten particle profile settings; corrected&nbsp; boolPill &nbsp;description (background colour, not text colour); corrected&nbsp; registerEventHandlers &nbsp;listing&nbsp; change:token &nbsp;instead of&nbsp; change:graphic ; documented the missing British/American colour-key variants on&nbsp; FX_PARAM_DEFAULTS ; removed stale&nbsp; pColor &nbsp;return-type entry from&nbsp; resolveTypeConfig .
1778555307

Edited 1778555414
JmanX
Elite
@MidNiteShadow7, thanks for the 2.1.1 fix, the percentage thing was a big issue, so glad to see it's fixed (and thanks for the hard work on this API, the colorblind option is a big deal for some of my players). However, one of the weird things that persists even with the 2.1.1 version applied, is that the API applies a "0 ft" range Aura 1, with a transparent color to all tokens, even with the "Use Tint" selected, and trying to change the Aura radius to nothing/null, it still overrides the Roll20 Game Room Settings (which should not have a value for radius and color set to a green tint for my room) to apply the "0 ft" range to Aura 1 with a transparent color.&nbsp; Hope you can fix this as well please (or offer guidance on how to prevent this).&nbsp; Thank you!
I'm guessing most of my problems are still because i'm using the drop down option. The aura is always on, which doesn't help when the bloodied/staggered conditions begins at 50% Also when trying to change the aura size to make it bigger (sight problems mean a bigger aura is very useful), it doesn't seem to do anything. If I can find the updated version on Github, I'll try and download the code from there, but I'm not exactly code savvy, I can pick from a drop down menu but that is about it.