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})