This trigger runs after Armour has been computed into layers on the various hit locations. You can use this script to add more layers.
Note that the scripts below don’t actually manipulate args
directly, but call a helper function to handle adding armour layers.
Key
APCalc
Arguments
args.AP = {
head: {
value: 0,
layers: [],
label: game.i18n.localize("Head"),
show: true,
},
body: {
value: 0,
layers: [],
label: game.i18n.localize("Body"),
show: true
},
rArm: {
value: 0,
layers: [],
label: game.i18n.localize("Right Arm"),
show: true
},
lArm: {
value: 0,
layers: [],
label: game.i18n.localize("Left Arm"),
show: true
},
rLeg: {
value: 0,
layers: [],
label: game.i18n.localize("Right Leg"),
show: true
},
lLeg: {
value: 0,
layers: [],
label: game.i18n.localize("Left Leg"),
show: true
},
shield: 0,
shieldDamage: 0
}
Examples
Add AP to all locations
Usage: Adds 2 to all AP locations.
this.actor.system.status.addArmour(2, {source: this.effect})
Notes: You can add the locations
property to the second argument, i.e. locations: ["head", "lArm", "body"]
, as well as magical: true
Add AP to the Head location
Usage: Adds 1 magical AP to the head location.
this.actor.system.status.addArmour(1, {locations : "head", source : this.effect, magical : true})