When I converted my game to Jumpgate I was experiencing crashes due Aura/Tint HealthColor. I found Deathtracker to work just as well and not crash the game. Just make sure you turn off the FX for that one as well. If you are looking for a alternative system I suggest using sound as an indicator in place of the blood FX. Keith made a bit of code while back. <a href="https://app.roll20.net/forum/post/11402142/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/11402142/slug%7D</a> That one works if you manually reduce hp, if you are using an API like Autobuttons to reduce hp that uses tokenmod here's the modified code for that. I suggest installing both. Note you will have to modify the names of the sounds to match what's in the code or change the code names to the sound in your jukebox. ie const sounds = ["ouch", "bam", "smash", "pow", "thud", "argh", "wilhelm_scream", "sword"]; on('ready', () => { let playSound = function (trackname, action) { let track = findObjs({ type: 'jukeboxtrack', title: trackname })[0]; if (track) { track.set('playing', false); track.set('softstop', false); if (action == 'play') { track.set('playing', true); } } else { sendChat('Damage Sound', '/w gm No Track Found...'); log("No track found " + trackname); } } const triggerSoundOnTokenMod = (msg) => { if (msg.type === 'api' && /^!token-mod --set bar1_value/.test(msg.content)) { const sounds = ["ouch", "bam", "smash", "pow", "thud", "argh", "wilhelm_scream", "sword"]; const random = Math.floor(Math.random() * sounds.length); playSound(sounds[random], 'play'); } }; on('chat:message', triggerSoundOnTokenMod); });