Sync to v7.2.0
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20
reference_scripts/1jQq9v8fXK8zuEBU.js
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20
reference_scripts/1jQq9v8fXK8zuEBU.js
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let damage = this.effect.sourceActor.hasCondition("fatigued") ? 6 : 10;
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let loc = "body"
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let APatLoc = this.actor.system.status.armour[loc];
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let metalAP = APatLoc.layers.reduce((metal, layer) => metal += ((layer.metal && !layer.magical) ? layer.value : 0), 0)
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let APused = Math.max(0, APatLoc.value - metalAP); // remove metal AP at location;
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damage -= (APused + this.actor.system.characteristics.t.bonus)
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let msg = await this.actor.applyBasicDamage(damage, {suppressMsg : true, damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL});
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msg += ` (ignored ${metalAP} metal AP on ${game.wfrp4e.config.locations[loc]})`
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this.script.scriptMessage(msg)
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let test = await this.actor.setupSkill("Endurance", {fields : {difficulty : "difficult"}, appendTitle : ` - ${this.effect.name}`});
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await test.roll();
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if (test.failed)
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this.actor.addCondition("stunned");
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