Initial data from which to construct the Actor
Optional
context: ConstructionContextConstruction context options
Change flags
Overrides applied by changes
All changes from carried items and virtual ones.
Item dictionary and boolean flags
Source info
Partial duplicate of changes and manual adjustments.
Abstract
_Retrieve valid skill change targets for this actor.
Returns first active owner, favoring players and GM as fallback.
All items on this actor, including those in containers.
Cached override
Whether current user can see through this actor.
Configure actor before data preparation.
Document options
Internal
Handle condition track toggling post active effect creation if there's still some issues.
Updated active effect documents
Internal
Parent document
Collection name
Created documents
Creation data for the documents
Create context options
Triggering user's ID
Internal
Parent document
Collection name
Document array
Document ID array
Delete context
User ID
Abstract
_Prepare combat maneuvers derived data.
Protected
_Protected
Prepare boolean and dictionary flags.
Protected
Abstract
_Protected
Internal
Add actor type specific changes.
Array of changes
Internal
Deletes expired temporary active effects and disables linked expired buffs.
Optional
options: {Additional options
Optional
combat?: Combat<"base" | ModuleSubType>Combat to expire data in, if relevant
Optional
event?: stringExpiration event
Optional
initiative?: numberInitiative based expiration marker
Optional
timeOffset?: numberTime offset from world time
Optional
worldTime?: numberWorld time
Optional
context: any = {}Document update context
Get related combatants.
Optional
combat: Combat<"base" | ModuleSubType> = game.combatCombat instance
Related combatants.
Internal
Condition immunities
Abstract
getGet Defenses
Calls this.system.getDefenses()
if not overridden by the document.
Abstract
getPer-actor type initiative options
Get item by its identifier tag.
Desired tag.
Abstract
getRetrieve source details regarding a change target.
Change target path
Easy way to determine whether this actor has a condition.
A direct condition key, as per pf1.registry.conditions, such as shaken
or dazed
.
Condition state
Prepare data related to this Document itself, before any embedded Documents or derived data is computed.
Abstract
refreshInternal
Called just before the first change is applied, and after every change is applied. Sets additional variables (such as spellbook range)
Easy way to set a condition.
A direct condition key, as per pf1.registry.conditions, such as shaken
or dazed
.
Whether to enable (true) the condition, or disable (false) it. Or object for merging into the active effect as part of enabling.
Optional
context: objectUpdate context
Condition ID to boolean mapping of actual updates.
Set state of multiple conditions. Also handles condition tracks to minimize number of updates.
Condition ID to boolean (or update data) mapping of new condition states. See ()
Optional
context: object = {}Update context
Condition ID to boolean mapping of actual updates.
Easy way to toggle a condition.
A direct condition key, as per pf1.registry.conditions, such as shaken
or dazed
.
Optional
aeData: objectExtra data to add to the AE if it's being enabled
Condition ID to boolean mapping of actual updates.
Override to support toggling buffs and operating the system's condition tracks
Called by TokenHUD
Status/condition ID
Optional
options: { active?: boolean; interaction?: boolean; overlay?: boolean } = {}Additional options
Optional
active?: booleanForce active state
Optional
interaction?: booleanNonstandard. Is this triggered by user interaction?
Optional
overlay?: booleanOverlay effect
Synced with Foundry v13.342
Static
getInternal
Add default artwork.
Optional
actorData: objectActor data to guide creation if any
Base actor class with minimal functionality.
Provides only caching of .itemTypes and nothing else.