let damage = this.effect.sourceTest.result.damage; let loc = "head" let APatLoc = this.actor.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 + this.actor.system.characteristics.t.bonus) let msg = await this.actor.applyBasicDamage(damage, {suppressMsg : true, damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL}); msg += ` (ignored ${metalAP} metal AP on ${game.wfrp4e.config.locations[loc]})` this.script.scriptMessage(msg)