This trigger runs when an Actor applies damage (via opposed test) to another Actor. The arguments provided allow us to modify how this is handled. This is very similar to Pre-Take Damage, but this trigger runs on the Actor doing damage.

Key

preApplyDamage

Arguments

args.actor - The Actor taking damage

args.attacker - The Actor doing damage

args.opposedTest - The Opposed Test that was used to calculate damage

args.damageType - Whether to ignore AP, TB, or both. This argument is obsolete and has already been derived into applyAP and applyTB

args.weaponProperties - What properties (qualities and flaws) the weapon has. This can be modified to add properties to the calculation. (e.g. args.weaponProperties.qualities.damaging or args.weaponProperties.flaws.unbalanced)

args.applyAP - Whether to apply armour to reduce the incoming damage

args.applyTB - Whether to apply Toughness bonus to reduce the incoming damage

args.totalWoundLoss - This will eventually be the actual amount of wounds deducted from the Actor. At this point in the process, it is the raw damage value from the test.

args.AP - The data of the location taking damage. See Armour Calculation to see the object structure.

args.modifiers - Modifiers for armour, toughness, and damage. See Compute Apply Damage Modifiers to see the object structure (modifiers generally should be changed in that trigger, not this one).

args.extraMessages - Array of strings that can be added to for displaying in chat.

args.ward - Ward value of the Actor (If ward is some number, a roll is made and if that roll is greater or eual to the ward value, the damage is ignored)

args.wardRoll - The Ward roll is determined at the beginning of damage application, but only checked if needed.

args.abort - Set this to a string value to abort the process (with the string being the message shown in chat)

Examples

Ignore AP

Usage: Ignore AP when applying this damage.

args.applyAP = false;

Notes: This is what the vast majority of preApplyDamage scripts do, changing applyAP or applyTB is ideal here as neither has been used at this point in the process to reduce the damage applied.


Add Impale

Usage: Add Impale if the location struck has no AP.

if (args.AP.value == 0)
{
    args.weaponProperties.impale = true;
    args.extraMessages.push(`<strong>${this.item.name}</strong>: Impale Added`)
}

Notes: Changing weaponProperties is ideal in preApplyDamage as it has not been used to modify damage at this stage.


Add Damage conditionally

Usage: Add 5 Damage if the target is a spellcaster (has Spell items)

if (args.actor.itemTypes.spell.length > 0)
{
	args.modifiers.other.push({label : this.effect.name, value : 5, details : "Target is a Spellcaster"});
}

Notes: args.modifiers.other is for adding any sort of arbitrary generic damage. Can also be done in Compute Apply Damage Modifiers