Initial data from which to construct the Actor
Optionalcontext: 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
InternalHandle condition track toggling post active effect creation if there's still some issues.
Updated active effect documents
InternalParent document
Collection name
Created documents
Creation data for the documents
Create context options
Triggering user's ID
InternalParent document
Collection name
Document array
Document ID array
Delete context
User ID
Abstract_Prepare combat maneuvers derived data.
Protected_ProtectedPrepare boolean and dictionary flags.
Protected Abstract_Protected InternalAdd actor type specific changes.
Array of changes
InternalDeletes expired temporary active effects and disables linked expired buffs.
Optionaloptions: {Additional options
Optionalcombat?: Combat<"base" | ModuleSubType>Combat to expire data in, if relevant
Optionalevent?: stringExpiration event
Optionalinitiative?: numberInitiative based expiration marker
OptionaltimeOffset?: numberTime offset from world time
OptionalworldTime?: numberWorld time
Optionalcontext: any = {}Document update context
Get related combatants.
Optionalcombat: Combat<"base" | ModuleSubType> = game.combatCombat instance
Related combatants.
InternalCondition immunities
AbstractgetGet Defenses
Calls this.system.getDefenses() if not overridden by the document.
AbstractgetPer-actor type initiative options
Get item by its identifier tag.
Desired tag.
AbstractgetRetrieve 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.
AbstractrefreshInternalCalled 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.
Optionalcontext: 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 ()
Optionalcontext: 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.
OptionalaeData: objectExtra data to add to the AE if it's being enabled
Optionalcontext: objectAdditional context options to pass to ()
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
Optionaloptions: { active?: boolean; interaction?: boolean; overlay?: boolean } = {}Additional options
Optionalactive?: booleanForce active state
Optionalinteraction?: booleanNonstandard. Is this triggered by user interaction?
Optionaloverlay?: booleanOverlay effect
Synced with Foundry v13.342
StaticgetInternalAdd default artwork.
OptionalactorData: objectActor data to guide creation if any
Base actor class with minimal functionality.
Provides only caching of .itemTypes and nothing else.