content: tell application id "com.figure53.QLab.4" to tell front workspace
  	repeat
  		if cue "ALL PARTY" is not running and cue "ALL NPCs" is not running then
  			display dialog "No active Tokens" with title "Target Token for Movement" with icon 2 buttons "OK" default button "OK" giving up after 5
  			return
  		else
  			set partyList to ((q number of cues of cue "PARTY" where running = true) & (q number of cues of cue "PARTY A" where running = true) & (q number of cues of cue "PARTY B" where running = true) & (q number of cues of cue "PARTY C" where running = true) & (q number of cues of cue "PARTY D" where running = true))
  			set beginning of partyList to "PARTY"
  			set npcList to ((q number of cues of cue "NPCs" where running = true) & (q number of cues of cue "NPC A" where running = true) & (q number of cues of cue "NPC B" where running = true) & (q number of cues of cue "NPC C" where running = true) & (q number of cues of cue "NPC D" where running = true))
  			set beginning of npcList to "NPCs"
  			set newTarg to (choose from list partyList & "——————————" & npcList with title "Set Creature Condition" with prompt "Select Token..." default items "None" OK button name {"Place"} cancel button name {"Cancel | End Loop"}) as string
  			if newTarg is "false" then return
  			if newTarg is not "false" then
  				set creatureCon to newTarg & " CON" as string
  				set currentCON to notes of cue creatureCon
  				set newConList to {"Normal", "Custom...", "Blinded", "Charmed", "Deafened", "Exhausted...", "Frightened", "Grappled", "Incapacitated", "Invisible", "Paralyzed", "Petrified", "Poisoned", "Prone", "Restrained", "Stunned", "Unconscious", "Dead"}
  				set newCon to (choose from list newConList with title "Set Creature Condition" with prompt "Select Condition..." default items currentCON OK button name {"Set"} cancel button name {"Cancel | End Loop"}) as string
  				if newCon is "false" then return
  				if newCon is "Blinded" then
  					set text of cue creatureCon to "BLIND"
  				end if
  				if newCon is "Normal" then
  					set text of cue creatureCon to " "
  				end if
  				if newCon is "Charmed" then
  					set text of cue creatureCon to "CHARM"
  				end if
  				if newCon is "Deafened" then
  					set text of cue creatureCon to "DEAF"
  				end if
  				if newCon is "Exhausted..." then
  					set exhaustList to {"Level I", "Level II", "Level III", "Level IV", "Level V", "Level VI"}
  					set newLevel to (choose from list exhaustList with title "Creature Condition" with prompt "Set Level of Exhaustion..." default items "None" OK button name {"Set"} cancel button name {"Cancel"}) as string
  					if newLevel is "Level I" then
  						set text of cue creatureCon to "EX 1"
  					end if
  					if newLevel is "Level II" then
  						set text of cue creatureCon to "EX 2"
  					end if
  					if newLevel is "Level III" then
  						set text of cue creatureCon to "EX 3"
  					end if
  					if newLevel is "Level IV" then
  						set text of cue creatureCon to "EX 4"
  					end if
  					if newLevel is "Level V" then
  						set text of cue creatureCon to "EX 5"
  					end if
  					if newLevel is "Level VI" then
  						set text of cue creatureCon to "EX 6 DEAD"
  					end if
  				end if
  				if newCon is "Frightened" then
  					set text of cue creatureCon to "FRIGHT"
  				end if
  				if newCon is "Grappled" then
  					set text of cue creatureCon to "GRAPP"
  				end if
  				if newCon is "Incapacitated" then
  					set text of cue creatureCon to "INCAP"
  				end if
  				if newCon is "Invisible" then
  					set text of cue creatureCon to "INVIS"
  				end if
  				if newCon is "Paralyzed" then
  					set text of cue creatureCon to "PARA"
  				end if
  				if newCon is "Petrified" then
  					set text of cue creatureCon to "PETRI"
  				end if
  				if newCon is "Poisoned" then
  					set text of cue creatureCon to "POISON"
  				end if
  				if newCon is "Prone" then
  					set text of cue creatureCon to "PRONE"
  				end if
  				if newCon is "Restrained" then
  					set text of cue creatureCon to "RESTR"
  				end if
  				if newCon is "Stunned" then
  					set text of cue creatureCon to "STUN"
  				end if
  				if newCon is "Unconscious" then
  					set text of cue creatureCon to "UNCON"
  				end if
  				if newCon is "Dead" then
  					set text of cue creatureCon to "DEAD"
  				end if
  				if newCon is "Custom..." then
  					set the customCon to the text returned of (display dialog "Custom Condition" default answer "")
  					set text of cue creatureCon to customCon
  				end if
  				set notes of cue creatureCon to newCon
  				
  			end if
  		end if
  	end repeat
  end tell