Joshua N. said: Ok so once you have ScriptCards installed and running and you've made a character named ScriptCards_Triggers, you might need to restart your sandbox to pick up the trigger character. It should look something like this in the Mod Console: where it says "ScriptCards Triggers Active. Trigger Character ID is -SOMETHING Then on your ScriptCards_Trigger character on the attributes and abilities tab, make an ability named change:graphic and copy the following code: !script {{
--/|CONFIGURATION VARIABLES
--&HPBar|1
--&BloodiedSide|2
--&HealthySide|1
--/|TRIGGER_REPLACEMENTS
--#hidecard|1
--/|If the hp bar original value matches the new value, then hp did not change and jump to the end
--?"[&GraphicOldbar[&HPBar]_value]" -eq "[&GraphicNewbar[&HPBar]_value]"|Done
--/|If the current hp is 0 or lower, then do not apply bloodied
--?"[&GraphicNewbar[&HPBar]_value]" -le 0|Done
--=HPPercentage|[&GraphicNewbar[&HPBar]_value] / [&GraphicNewbar[&HPBar]_max]
--?[$HPPercentage.Total] -lt 0.5|>ChangeSide;[&BloodiedSide]|>ChangeSide;[&HealthySide]
--:Done|
--X|
--:ChangeSide|NumberOfSide
--!t:[&GraphicNew_id]|currentSide:[%1%]
--<|
}} Should look something like this depending on the character sheet in your game: And change the configuration variables at the start. In my test game, the HP bar is bar 1 but change that if you use a different bar in your games. --&HPBar|1
--&BloodiedSide|2
--&HealthySide|1 And in Roll20 the sides start at 0. So 0 is the first side and goes up by 1. So in the above example the bloodied side is actually side 3 and the healthy side is side 2. Change that to match the sides. So the above will trigger every time a graphic is changed so we first check if the HPBar value is changed. If the HP didn't change, it skips to the end of the ScriptCard. If the HP changed but the HP is 0 or less, then skip to the end without changing the pic. So now we know if we are after that, that the HP changed and is above 0, so we calculate the percentage and change the pic accordingly to healthy if it's 50% or more, or bloodied side if lower than 50%. Let me know if you have any questions. This works PERFECTLY! I would assume that all you have to do is add a third variable for --&DownedSide|3, then adjust it so if percentage is 0, it would apply downed side? Like: !script {{
--/|CONFIGURATION VARIABLES
--&HPBar|1
--&BloodiedSide|2
--&HealthySide|1 --&DownedSide|3
--/|TRIGGER_REPLACEMENTS
--#hidecard|1
--/|If the hp bar original value matches the new value, then hp did not change and jump to the end
--?"[&GraphicOldbar[&HPBar]_value]" -eq "[&GraphicNewbar[&HPBar]_value]"|Done
--/|If the current hp is 0 or lower, then do not apply bloodied
--?"[&GraphicNewbar[&HPBar]_value]" -le 0|Done
--=HPPercentage|[&GraphicNewbar[&HPBar]_value] / [&GraphicNewbar[&HPBar]_max]
--?[$HPPercentage.Total] -lt 0.5|>ChangeSide;[&BloodiedSide]|>ChangeSide;[&HealthySide] --?[$HPPercentage.Total] -lt 0|>ChangeSide;[&DownedSide]|>ChangeSide;[&HealthySide]
--:Done|
--X|
--:ChangeSide|NumberOfSide
--!t:[&GraphicNew_id]|currentSide:[%1%]
--<|
}} Or is it not that simple, hah