if (this.item.flags.runeOfIron) return const runesOfIron = this.item.effects.contents.filter(e => e.name == this.effect.name) const ironWounds = parseInt(runesOfIron.length * 2) const currentWounds = this.actor.system.status.wounds.value if (args.equipped) { this.item.flags.runeOfIron = true this.actor.modifyWounds(ironWounds) } else { this.item.flags.runeOfIron = true this.actor.modifyWounds(-ironWounds) if (ironWounds > currentWounds) { this.script.message(`You have removed ${ironWounds} Wounds by unequipping Runic Armoour, but you only had ${currentWounds} Wounds remaining. This may trigger a critical injury.`) } }