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Turning off Health Aura/Tint for Player Characters.

Love this script for giving the players an idea of how the monsters are doing. The players, however, are slightly annoyed with the clutter on their tokens. It appears that the author intended to give us to option to turn the effect off for players. But nothing seems to happen when I do so. What am I missing? 
1480607866
Kirsty
Pro
Sheet Author
Once you've turned the aura option off for PCs, you have to remove the auras from the tokens by deleting whatever number (probably 0.7) is in the aura size box for auras 1 and 2. Don't change it to 0 or you'll still see a bit of halo, make sure it's actually deleted. You'll probably have to re-save the token on the character sheet to make sure that the setting is remembered.
Thank you- thought I tried that but maybe I didn't save the tokens. 
Did that- and it seemed to work. Until the next time I logged into the game. For some reason the script seems to revert to default on. Anybody else have this issue? 
1480796305
Kirsty
Pro
Sheet Author
I've experienced the same issue when trying to turn the npc name plates on and off. The problem seems to be in the way that variables are stored to the game. I ended up editing out thone bits of code rather than try and mess with the stored variables.
1480798141
Kirsty
Pro
Sheet Author
I did a little digging though the forums and found&nbsp; this post by DarKDinDoN&nbsp;with a solution as to why the variables weren't saving. I also found a small error on line 59, which is why the PC auras weren't behaving correctly.&nbsp; Here's the script with the changes made. You'll still have to turn the PC auras off manually and save the tokens in that state, but they shouldn't come back: /* global log state on getObj _ findObjs playerIsGM sendChat ---CLOUD9 ERROR CLEARING--- */ // By: DXWarlock //Script: Aura/Tint HealthColor //Roll20 Thread: <a href="https://app.roll20.net/forum/post/2139713/script-aura-slash-tint-healthcolor#post-2139713" rel="nofollow">https://app.roll20.net/forum/post/2139713/script-aura-slash-tint-healthcolor#post-2139713</a> //Roll20 Contact: <a href="https://app.roll20.net/users/262130" rel="nofollow">https://app.roll20.net/users/262130</a> var HealthColors = HealthColors || (function() { &nbsp; &nbsp; 'use strict'; &nbsp; &nbsp; var version = '0.9.2', &nbsp; &nbsp; &nbsp; &nbsp; lastUpdate = 1444174668, &nbsp; &nbsp; &nbsp; &nbsp; schemaVersion = '0.9.2', &nbsp; &nbsp; &nbsp; &nbsp; /* &nbsp; &nbsp; &nbsp; &nbsp; TOKEN CHANGE &nbsp; &nbsp; &nbsp; &nbsp; */ &nbsp; &nbsp; &nbsp; &nbsp; handleToken = function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var bar = state.auraBar; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var tint = state.auraTint; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var onPerc = state.auraPerc; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var ColorOn = state.auraColorOn; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var dead = state.auraDead; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var markerColor = ""; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(obj.get("represents") !== "") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(ColorOn !== true) return; //Check Toggle &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //Check bars &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(obj.get(bar + "_max") === "" && obj.get(bar + "_value") === "") return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var maxValue = parseInt(obj.get(bar + "_max"), 10); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var curValue = parseInt(obj.get(bar + "_value"), 10); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(isNaN(maxValue) && isNaN(curValue)) return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //Calc percentage &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var percReal = Math.round((curValue / maxValue) * 100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var perc = Math.round((curValue / maxValue) * 120); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //Set dead &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(curValue &lt;= 0 && dead === true) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.set("status_dead", true); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(state.auraDeadFX !== "None") PlayDeath(state.auraDeadFX); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if(dead === true) obj.set("status_dead", false); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //Monster or Player &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var oCharacter = getObj('character', obj.get("_represents")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var type = (oCharacter.get("controlledby") === "" || oCharacter.get("controlledby") === "all") ? 'Monster' : 'Player'; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //SET PLAYER AURA------------ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(type == 'Player') { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(state.PCAura === false) return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(percReal &gt; onPerc) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SetAuraNone(obj); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; markerColor = newColor(perc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var cBy = oCharacter.get('controlledby'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(tint === true) obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'tint_color': markerColor, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if(cBy.split(',').length == 1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var player = getObj('player', cBy); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var pColor = player.get('color'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pcSet(obj, state.AuraSize, markerColor, pColor); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pcSet(obj, state.AuraSize, markerColor); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //SET NPC AURA------------ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(type == 'Monster') { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(state.NPCAura === false) return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(percReal &gt; onPerc) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SetAuraNone(obj); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; markerColor = newColor(perc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(tint === true) obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'tint_color': markerColor, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; npcSet(obj, state.AuraSize, markerColor); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; /* &nbsp; &nbsp; &nbsp; &nbsp; CHAT MESSAGE &nbsp; &nbsp; &nbsp; &nbsp; */ &nbsp; &nbsp; &nbsp; &nbsp; handleInput = function(msg) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var msgFormula = msg.content.split(/\s+/); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var command = msgFormula[0].toUpperCase(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(msg.type == "api" && command.indexOf("!AURA") !== -1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(!playerIsGM(msg.playerid)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat('HealthColors', "/w " + msg.who + " you must be a GM to use this command!"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var option = msgFormula[1]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(option === undefined) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; switch(msgFormula[1].toUpperCase()) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "ON": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.auraColorOn = !state.auraColorOn; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "BAR": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.auraBar = "bar" + msgFormula[2]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "TINT": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.auraTint = !state.auraTint; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "PERC": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.auraPerc = parseInt(msgFormula[2], 10); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "PC": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.PCAura = !state.PCAura; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "NPC": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.NPCAura = !state.NPCAura; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "GMNPC": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.GM_NPCNames = !state.GM_NPCNames; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "GMPC": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.GM_PCNames = !state.GM_PCNames; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "PCNPC": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.NPCNames = !state.NPCNames; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "PCPC": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.PCNames = !state.PCNames; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "DEAD": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.auraDead = !state.auraDead; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "DEADFX": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.auraDeadFX = msgFormula[2]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "SIZE": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.AuraSize = parseFloat(msgFormula[2]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aurahelp(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; default: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; /* &nbsp; &nbsp; &nbsp; &nbsp; MY FUNCTIONS &nbsp; &nbsp; &nbsp; &nbsp; */ &nbsp; &nbsp; &nbsp; &nbsp; PlayDeath = function(trackname) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var track = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; type: 'jukeboxtrack', &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; title: trackname &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(track) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; track.set('playing', false); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; track.set('softstop', false); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; track.set('volume', 100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; track.set('playing', true); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log("No track found"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; pcSet = function(obj, sizeSet, markerColor, pColor) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura1_radius': sizeSet, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura2_radius': -0.1, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura1_color': markerColor, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura2_color': pColor, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'showplayers_aura1': true, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'showplayers_aura2': true, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'showname': state.GM_PCNames, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'showplayers_name': state.PCNames &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; npcSet = function(obj, sizeSet, markerColor) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura1_radius': sizeSet, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura2_radius': -0.1, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura1_color': markerColor, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura2_color': '#ffffff', &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'showplayers_aura1': true, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'showplayers_aura2': true, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'showname': state.GM_NPCNames, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'showplayers_name': state.NPCNames &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; aurahelp = function() { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var img = "<a href="http://worldcitizenfinancial.com/wp-content/uploads/2014/07/Light-Blue-Gradient-Texture-11-1024x576.jpg" rel="nofollow">http://worldcitizenfinancial.com/wp-content/uploads/2014/07/Light-Blue-Gradient-Texture-11-1024x576.jpg</a>"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var tshadow = "-1px -1px #000, 1px -1px #000, -1px 1px #000, 1px 1px #000 , 2px 2px #222;"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var style = 'style="text-align:center; width: 35px; border: 1px solid black; margin: 1px; background-color: #6FAEC7;border-radius: 4px; &nbsp;box-shadow: 1px 1px 1px #707070;'; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var off = "#A84D4D"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var FX = state.auraDeadFX.substring(0, 4); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat('HealthColors', "/w GM &lt;b&gt;&lt;br&gt;" + '&lt;div style="border-radius: 8px 8px 8px 8px; padding: 5px; text-shadow: ' + tshadow + '; box-shadow: 3px 3px 1px #707070; background-image: url(' + img + '); color:#FFF; border:2px solid black; text-align:right; vertical-align:middle;"&gt;' + '&lt;u&gt;Version: ' + state.HealthColors.version + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; '&lt;/u&gt;&lt;br&gt;Is On: &lt;a ' + style + 'background-color:' + (state.auraColorOn !== true ? off : "") + ';" href="!aura on"&gt;' + (state.auraColorOn !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'Bar: &lt;a ' + style + '" href="!aura bar ?{BarNumber?|1}"&gt;' + state.auraBar + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'Use Tint: &lt;a ' + style + 'background-color:' + (state.auraTint !== true ? off : "") + ';" href="!aura tint"&gt;' + (state.auraTint !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'Percentage: &lt;a ' + style + '" href="!aura perc ?{Percent?|100}"&gt;' + state.auraPerc + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'Show on PC: &lt;a ' + style + 'background-color:' + (state.PCAura !== true ? off : "") + ';" href="!aura pc"&gt;' + (state.PCAura !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'Show on NPC: &lt;a ' + style + 'background-color:' + (state.NPCAura !== true ? off : "") + ';" href="!aura npc"&gt;' + (state.NPCAura !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'Show Dead: &lt;a ' + style + 'background-color:' + (state.auraDead !== true ? off : "") + ';" href="!aura dead"&gt;' + (state.auraDead !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'DeathFX: &lt;a ' + style + '" href="!aura deadfx ?{Sound Name?|None}"&gt;' + FX + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; '&lt;hr&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'GM Sees NPC Names: &lt;a ' + style + 'background-color:' + (state.GM_NPCNames !== true ? off : "") + ';" href="!aura gmnpc"&gt;' + (state.GM_NPCNames !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'GM Sees PC Names: &lt;a ' + style + 'background-color:' + (state.GM_PCNames !== true ? off : "") + ';" href="!aura gmpc"&gt;' + (state.GM_PCNames !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; '&lt;hr&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'PC Sees NPC Names: &lt;a ' + style + 'background-color:' + (state.NPCNames !== true ? off : "") + ';" href="!aura pcnpc"&gt;' + (state.NPCNames !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'PC Sees PC Names: &lt;a ' + style + 'background-color:' + (state.PCNames !== true ? off : "") + ';" href="!aura pcpc"&gt;' + (state.PCNames !== true ? "No" : "Yes") + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; '&lt;hr&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'Aura Size: &lt;a ' + style + '" href="!aura size ?{Size?|0.7}"&gt;' + state.AuraSize + '&lt;/a&gt;&lt;br&gt;' + //-- &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; '&lt;/div&gt;'); &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; SetAuraNone = function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var tint = state.auraTint; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(tint === true) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'tint_color': "transparent", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura1_color': "", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 'aura2_color': "", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; newColor = function(ratio) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var color = hsl2rgb(ratio, 100, 50); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var hex = rgbToHex(color.r, color.g, color.b); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return(hex); &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; rgbToHex = function(r, g, b) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return "#" + ((1 &lt;&lt; 24) + (r &lt;&lt; 16) + (g &lt;&lt; 8) + b).toString(16).slice(1); &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; hsl2rgb = function(h, s, l) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var r, g, b, m, c, x; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(!isFinite(h)) h = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(!isFinite(s)) s = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(!isFinite(l)) l = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; h /= 60; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(h &lt; 0) h = 6 - (-h % 6); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; h %= 6; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; s = Math.max(0, Math.min(1, s / 100)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; l = Math.max(0, Math.min(1, l / 100)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; c = (1 - Math.abs((2 * l) - 1)) * s; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x = c * (1 - Math.abs((h % 2) - 1)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(h &lt; 1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r = c; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g = x; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; b = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if(h &lt; 2) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r = x; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g = c; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; b = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if(h &lt; 3) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g = c; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; b = x; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if(h &lt; 4) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g = x; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; b = c; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if(h &lt; 5) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r = x; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; b = c; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r = c; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; b = x; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; m = l - c / 2; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r = Math.round((r + m) * 255); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g = Math.round((g + m) * 255); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; b = Math.round((b + m) * 255); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r: r, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g: g, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; b: b &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }; &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; checkInstall = function() { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log('&lt;HealthColors v' + version + ' Ready&gt; [' + (new Date(lastUpdate * 1000)) + ']'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(!_.has(state, 'HealthColors') || state.HealthColors.version !== schemaVersion) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(' &nbsp;&gt; Updating Schema to v' + schemaVersion + ' &lt;'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.HealthColors = { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; version: schemaVersion &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.auraColorOn)) state.auraColorOn = true; //global on or off &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.auraBar)) state.auraBar = "bar1"; //bar to use &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.PCAura)) state.PCAura = true; //show players Health? &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.NPCAura)) state.NPCAura = true; //show NPC Health? &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.auraTint)) state.auraTint = false; //use tint instead? &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.auraPerc)) state.auraPerc = 100; //precent to start showing &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.auraDead)) state.auraDead = true; //show dead X status &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.auraDeadFX)) state.auraDeadFX = 'None'; //Sound FX Name &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.GM_NPCNames)) state.GM_NPCNames = true; //show GM NPC names? &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.NPCNames)) state.NPCNames = true; //show players NPC Names? &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.GM_PCNames)) state.GM_PCNames = true; //show GM PC names? &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.PCNames)) state.PCNames = true; //show players PC Names? &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(_.isUndefined(state.AuraSize)) state.AuraSize = 0.7; //set aura size? &nbsp; &nbsp; &nbsp; &nbsp; }, &nbsp; &nbsp; &nbsp; &nbsp; registerEventHandlers = function() { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; on('chat:message', handleInput); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; on("change:token", handleToken); &nbsp; &nbsp; &nbsp; &nbsp; }; &nbsp; &nbsp; /*------------- &nbsp; &nbsp; &nbsp; &nbsp; RETURN OUTSIDE FUNCTIONS &nbsp; &nbsp; &nbsp; &nbsp; -----------*/ &nbsp; &nbsp; return { &nbsp; &nbsp; &nbsp; &nbsp; CheckInstall: checkInstall, &nbsp; &nbsp; &nbsp; &nbsp; RegisterEventHandlers: registerEventHandlers &nbsp; &nbsp; }; }()); //On Ready on('ready', function() { &nbsp; &nbsp; 'use strict'; &nbsp; &nbsp; HealthColors.CheckInstall(); &nbsp; &nbsp; HealthColors.RegisterEventHandlers(); });
Thanks!&nbsp;
Getting a strange error- Your scripts are currently disabled due to an error that was detected. Please make appropriate changes to your scripts and click the "Save Script" button and we'll attempt to start running them again. More info... For reference, the error message generated was: Error: Firebase.update failed: First argument contains undefined in property 'aura2_color' Error: Firebase.update failed: First argument contains undefined in property 'aura2_color' at Error (native) at Ba (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:9:49) at Ba (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:10:207) at Aa (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:8:462) at Ea (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:10:403) at H.J.update (/home/node/d20-api-server/node_modules/firebase/lib/firebase-node.js:146:318) at TrackedObj._doSave (/home/node/d20-api-server/api.js:753:27) at later [as _onTimeout] (/home/node/d20-api-server/node_modules/underscore/underscore.js:828:25) at Timer.listOnTimeout (timers.js:92:15)
1480802969
Kirsty
Pro
Sheet Author
That's strange, it's working for me. Try changing line 176 It is currently:&nbsp;'aura2_color': pColor, Change it to:&nbsp;'aura2_color': '#ffffff', If that doesn't work, let me know and I'll keep fiddling!
That seems to work great- thank you for your help
1480804806
Kirsty
Pro
Sheet Author
Glad it worked! You're welcome !