First modification was to change which status Bar is used (from bar1 to bar3) which works. What is not working is the following: StatusTracker.bloodiedMarker = "broken-skull"; //If you want a creature's token to get marked when below 1/2 hp (bar3_value), 'none' for none. StatusTracker.deadMarker = "skull"; //Marker to show if the token is dead (0 bar3_value) and then this part: on("change:graphic", function(obj, prev) { if(obj.get("bar3_max") == "") return; //If bar3_value did not change, exit if(obj.get("bar3_value") == prev["bar3_value"]) return; if(obj.get("bar3_value") <= 0) { obj.set({ tint_color: "transparent", bar3_value: 0, }); StatusTracker.delMarker(obj.id, StatusTracker.bloodiedMarker); StatusTracker.addMarker(obj.id, StatusTracker.deadMarker); } else if(obj.get("bar3_value") <= obj.get("bar3_max") / 2) { obj.set({ tint_color: StatusTracker.bloodiedTintColor, }); StatusTracker.delMarker(obj.id, StatusTracker.deadMarker); StatusTracker.addMarker(obj.id, StatusTracker.bloodiedMarker); } else{ obj.set({ tint_color: "transparent", }); StatusTracker.delMarker(obj.id, StatusTracker.deadMarker); StatusTracker.delMarker(obj.id, StatusTracker.bloodiedMarker); } The tint gets applied when bloodied (<= 1/2 bar3_max) but no status marker is applied.then when bar3 <= 0 it clears the tint and does not apply the dead marker