The logic class bound to this data.
Serialized action definitions used to build the logic's actions map.
The logic of the owning actor — this actor's own logic when the data is
an actor's, the owning actor's logic when it is an item's, or null.
Type of damage: Blunt, Edged, Piercing, or Fire; null for non-injuries.
Rolled seconds between blood-loss advances; null until rolled.
Formula rolled to seed the blood-loss-advance interval.
Shortcode of the body location on the being's body where this
trauma occurred. null means the trauma is not tied to a specific
location (affects the whole body, or a descriptive condition).
Sub-category within a subtype — e.g. a fatigue trauma's category is a
FATIGUE_CATEGORY (windedness / weariness / weakness), a psychological
condition's is a TRAUMA_PSYCOND_CATEGORY, a physical condition's a
TRAUMA_PHYSCOND_CATEGORY. null for subtypes with no sub-category.
World-time (seconds) at which the injury was contracted.
Rolled seconds between course checks; null until rolled.
Formula rolled to seed the Extended Shock / Coma course-check interval.
Rich-text description shown on the item's sheet and chat cards.
Rolled seconds between healing checks; null until rolled.
Formula rolled to seed the healing-check interval.
Base rate of wound healing per time period; null until established.
The owning document's id.
Whether this injury is exposed to infection — set by the Treatment Test for a poorly-treated wound (#553). A Critical-Failure Injury Healing Test on an infectable wound contracts an infection (#557).
Whether the current user owns the document (edit permission).
The document kind (its actor or item type id).
OptionallastGeneric run record (issue #579) — a map of actionName → the world
time (seconds) that action last performed on this document, stamped at the
action chokepoint for actions flagged recordsLastRun. The past-tense
mirror of scheduledActions: "when did X last happen here?" for any
action, without a bespoke field, and it survives after a schedule ends. For
an event-driven trigger (no computable next fire) it is the only meaningful
temporal fact.
Severity on a graduated scale: M1, S2-S3, G4-G5. null for descriptive
conditions that carry no level.
The logic instance built from this data.
The owning document's name.
Rich-text GM/player notes for the item.
The Foundry document (actor or item) this data belongs to, or null.
Whether this injury is eligible for permanent impairment should it
heal slowly. Set by the Treatment Test (#553) from the wound's aspect,
severity, and resulting Healing Rate; the impairment magnitude itself is
applied by the Impairment system (#554). Always false for non-injury
traumas.
OptionalscheduledPersisted recurring/deferred schedules for this document (issue #588) —
each entry defers actionName to anchor + interval. The generic store
that replaces the retired bespoke last*Date anchors; a recurring effect's
finalize() re-arms these into the event queue on every preparation. Only
documents whose data model extends the base SohlDataModel (actors, items,
combatants) carry it — hence optional here. See
https://kb.heroiclands.org/dev/reference/event-queue/.
Short identity code for this document.
The trauma's nature — an injury, or a mind/spirit/body condition (fear, morale, pall, psychological-condition, aural-shock, fatigue, infection, shock, coma).
World-time (seconds) at which medical treatment was applied, or null
if untreated. isTreated is derived from this on the logic.
Treatment modifier for the trauma; null (or 0) means no modifier.
The owning document's type (its actor or item kind).
The owning document's globally-unique id, treated as an opaque
identity token: pass it through (e.g. into chat-card data) and resolve it
back to logic via fvttLogicFromUuid / fvttLogicFromUuidSync — never fromUuid
it to a Foundry document inside the logic layer.
Persisted data model for a Trauma item.
Remarks
The shape of
systemon atraumaitem — i.e.item.system(equivalentlyitem.logic.data) whenitem.type === "trauma". The backing DataModel implements this interface.