@Jay, assuming you're using the macro you shared in the other thread, !modbattr --sel --class_resource|+1 --fb-from @{selected|character_name} --fb-header Exhaustion --fb-content Your exhaustion level is now **_CUR0_**.
&{template:default} {{name=Exhaustion Levels}} {{Lvl. 1=Disadvantage on ability and skill checks}} {{Lvl. 2=Speed halved}} {{Lvl. 3=Disadvantage on attack rolls and saving throws}} {{Lvl. 4=HP maximum halved}} {{Lvl. 5=Speed reduced to 0}} {{Lvl. 6=Death}} try these steps: If you don't have substitution strings already defined, go to CM setup—>Macro & API—>Add Substitution—>CharID, call it 'charidentifier' Make this a macro on it's own &{template:default} {{name=Exhaustion Levels}} {{Lvl. 1=Disadvantage on ability and skill checks}} {{Lvl. 2=Speed halved}} {{Lvl. 3=Disadvantage on attack rolls and saving throws}} {{Lvl. 4=HP maximum halved}} {{Lvl. 5=Speed reduced to 0}} {{Lvl. 6=Death}} Go to the condition's config menu and click Add API Add the previous macro's name in the Macro section (just the name, don't do #name) For the API section, paste this in {{!modbattr {{--charid charidentifier}} {{--class_resource|+1}} {{--fb-from @{selected|character_name}}} {{--fb-header Exhaustion}} {{--fb-content Your exhaustion level is now **_CUR0_**.}}}}
If you're using separate conditions for each level of exhaustion, I suggest changing the command to !setattr and setting class_resource to a specific value instead of adding to it. Then in the Remove API config for the condition, have it call a command to set the attribute to 0 when it's removed. Then you might want to make a macro that invoke commands to first remove all exhaustion levels before setting the current one. That's what I'm doing in my game for conditions with multiple levels. Without this, you won't end up with multiple exhaustion markers on the token but when their turn announce come's up it would show all the exhaustion levels they've had, so I prefer to clear them all first. Here's an example of a macro I use for giving a character clumsy in PF2e: !cmaster --remove,condition=clumsy 1 ! !cmaster --remove,condition=clumsy 2 ! !cmaster --remove,condition=clumsy 3 ! !cmaster --remove,condition=clumsy 4 ! !cmaster --remove,condition=clumsy 5 ! !cmaster --add,condition=clumsy ?{Clumsy Value|1},duration=?{Rounds|1},direction=?{Indefinite|No,-1|Yes,0} ! EDIT: If your exhaustion conditions are all named Exhaustion 1, Exhaustion 2, etc. you can set up a macro like this and if it's higher than 1 it'll set the marker to show the matching number: !cmaster --remove,condition=exhaustion 1 ! !cmaster --remove,condition=exhaustion 2 ! !cmaster --remove,condition=exhaustion 3 ! !cmaster --remove,condition=exhaustion 4 ! !cmaster --remove,condition=exhaustion 5 ! !cmaster --remove,condition=exhaustion 6 ! !cmaster --add,condition=exhaustion ?{Exhaustion Level|1},duration=?{Exhaustion Level},direction=0 ! EDIT2: fixed macro syntax