Inputs to the injury-resolution pipeline. The hit location is resolved upstream — by Zone-Number + Zone-Die aiming (BodyStructure.aimZone) or a manual pick — and handed in as location; with none, an unaimed weighted location is drawn here as a fallback.

interface InjuryInput {
    armorReduction?: number;
    armorValue?: number;
    aspect: ImpactAspect;
    bleedImpactPenalty?: number;
    body: sohl.entity.body.BodyStructure;
    extraBleedRisk?: boolean;
    impact: number;
    location?: sohl.entity.body.BodyLocation;
}

Properties

armorReduction?: number

Manual reduction applied to the armor value (assisted dialog), e.g. for armor-defeating effects. Defaults to 0.

armorValue?: number

Override the total protection at the location. When omitted, the value is derived from the location's natural protection plus worn armor for the aspect.

aspect: ImpactAspect

Weapon damage aspect — selects which armor value applies.

bleedImpactPenalty?: number

Extra impact added to the post-armor effective impact for bleeding determination only (never for the injury level). A barbed, envenomed, or otherwise bleed-prone strike can bleed at a higher effective severity than its injury level implies. Defaults to 0, in which case the bleed severity equals the injury severity. See the Resolve Injury flow.

The target's anatomy, used to resolve the hit location.

extraBleedRisk?: boolean

Force the wound to bleed regardless of the bleeding table.

impact: number

Raw impact total delivered by the blow (post-roll, pre-armor).

The struck hit location (from zone-die aiming or a manual pick). When omitted, an unaimed weighted location is drawn from body.