Vayne said: The short concentration script I snipped above does not use any commands. The "Goblin 8 is now concentrating" message is coming from a different script. (note that that message text is nowhere in the code.) I have highlighted the instruction that implied this script may give unexpected results if used with other scripts that do similar things. The small script on this page does one thing. It looks for a change on bar 1 of the selected token. If that change is a reduction, and the token has the indicated concentration marker, then it posts a message that a concentration check is required. I have a more advanced copy here that actually gives a chat button for the check. That version also includes a button to toggle the concentration token marker, but for the button to function, requires token-mod to be installed as well. It does not inform you that a given token is concentrating, set the concentration marker to begin with or monitor spells cast and automatically apply concentration. It is a very short and simple script. Thank you for replying. I disabled another script so maybe its coming form another API mod. When I installed the script you posted I got an error. I removed everything and reinstalled this API Script and it loaded. Next stupid question, Im totally lost with trying to set up the token mod stuff you suggested. What do I need to do to use the Script in game? First off, I use a variation of the script, Nover was the one who posted it in its entirety. Here is my version in its entirety: var TOKEN_CONCENTRATING_STATUS_MARKER = "status_" + "Concentrating::35390" ; on("change:graphic:bar1_value", function(obj, prev) { if (obj.get(TOKEN_CONCENTRATING_STATUS_MARKER)) { var playerPage = Campaign().get("playerpageid"); var tokenPage = obj.get("_pageid"); if (prev["bar1_value"] > obj.get("bar1_value")) { var final_conc_DC = 10; var calc_conc_DC = (prev["bar1_value"] - obj.get("bar1_value")) / 2; if (calc_conc_DC > final_conc_DC) { final_conc_DC = Math.floor(calc_conc_DC); } sendChat("TokenDamage", "/w gm &{template:npcaction} {{rname=Concentration Check @{selected|character_name}}} {{name=@{selected|character_name}}} {{description=[DC " +final_conc_DC + " Constitution](~selected|constitution_save)"+ "
" +"*[Toggle Concentration Marker](!token-mod --sel --set statusmarkers|! Concentrating )*}}"); } } }); To use this requires installing a couple of other scripts, since it makes calls to them. Install: Token-mod libTokenMarkers They are both available in the One Click. (not sure if the second is needed in this case, but once you have everything working, try toggling it off to see if it is). Two lines need changing to adapt it to your campaign. I have bolded the parts above, but will reference them below. If using regular token markers, you should use the Roll20 choices made by the original script writer: var TOKEN_CONCENTRATING_STATUS_MARKER = "status_" + " overdrive "; sendChat("TokenDamage", "/w gm &{template:npcaction} {{rname=Concentration Check @{selected|character_name}}} {{name=@{selected|character_name}}} {{description=[DC " +final_conc_DC + " Constitution](~selected|constitution_save)"+ "
" +"*[Toggle Concentration Marker](!token-mod --sel --set statusmarkers|! overdrive )*}}"); } If you are using custom token markers, you will need to get their names and ID. This is where token-mod first comes in. In your game open the token mod help handout (the script creates one). Scroll until you find the visual list of token markers in your game, with their names and ids. for the first line of the script, you will need both name and id. It's a simple snippet, and doesn't reference the libTokenMarker library, so it needs both, in the format of "name:######" For the second reference, you will only need the name. That's just constructing a button to call token-mod to toggle the marker, and token-mod is a much, much smarter program. TL;DR: Tokenmod is needed to find the name and id of the marker you want to use, and to toggle the value in line 12.