if (args.totalWoundLoss > 0)
{
    let apply = await foundry.applications.api.DialogV2.confirm({window : {title : this.effect.name}, content : `<p>Appliquer les dégats de ${this.effect.name} ? L'attaquant doit avoir utilisé ses mains nues ou une arme de mêlée en métal.`})
    if (apply)
    {

        let damage = 5 + this.actor.characteristics.wp.bonus;

        let loc = args.opposedTest.attackerTest.weapon?.system.usesHands[0] || "rArm";

        let APatLoc = args.opposedTest.attacker.system.status.armour[loc];

        let metalAP = APatLoc.layers.reduce((metal, layer) => metal += (layer.metal ? layer.value : 0), 0)

        let APused = Math.max(0, APatLoc.value - metalAP); // remove metal AP at location;

        damage -= (APused + args.opposedTest.attacker.system.characteristics.t.bonus)

        let msg = await args.opposedTest.attacker.applyBasicDamage(damage, {suppressMsg : true, damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL});
        msg += ` (Ignore ${metalAP} PA de métal sur ${game.wfrp4e.config.locations[loc]})`
        this.script.message(msg)
    }
}