Pathfinder 1e for Foundry VTT
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    Class Material

    A single material type entry in the Materials registry.

    Hierarchy (View Summary)

    Index

    Constructors

    • Parameters

      • ...args: ConstructorArgs<any, null, any>

      Returns Material

    Properties

    _id: string
    addon: boolean

    Is add-on material

    allowed: {
        buckler: boolean;
        heavyArmor: boolean;
        heavyShield: boolean;
        lightArmor: boolean;
        lightBlade: boolean;
        lightShield: boolean;
        mediumArmor: boolean;
        oneHandBlade: boolean;
        rangedWeapon: boolean;
        towerShield: boolean;
        twoHandBlade: boolean;
    }

    What type of gear is this material allowed on?

    armor: { acp: number; asf: number; maxDex: number }

    Armor modifiers

    baseMaterial: Set<string>

    Materials this can be added on top of

    dr: boolean

    Is this valid for DR choices?

    flags?: object
    hardness: number
    hardnessMultiplier: number
    healthBonus: number
    healthMultiplier: number
    healthPerInch: number
    incompatible: Set<string>

    Explicit incompatible materials when not otherwise determinable

    intrinsic: boolean

    Is always available as base material

    Such as wood.

    masterwork: boolean

    Is this material always masterworked?

    false

    name: string
    namespace: string
    price: {
        ammunition: number;
        enhancement: { weapon: number };
        heavyArmor: number;
        lightArmor: number;
        lightWeapon: number;
        mediumArmor: number;
        multiplier: number;
        oneHandWeapon: number;
        perPound: number;
        rangedOneHandWeapon: number;
        rangedTwoHandWeapon: number;
        shield: number;
        twoHandWeapon: number;
    }

    Price modifiers

    primitive: boolean

    Is primitive material

    For example: bone, wood, or stone.

    shield: { acp: number; asf: number; maxDex: number }

    Shield modifiers

    shortName?: string

    Simpler name when such is known.

    For example, "alchemical silver" is more commonly referred to simply as "silver"

    treatedAs: string

    Behaves for DR/ER exactly the same as another material.

    For example, mithral counts as silver in all regards, there is nothing that has DR penetrated by mithral specifically.

    weight: { bonusPerPound: number; multiplier: number }

    Weight modifiers

    Accessors

    • get basic(): boolean

      Is this a basic material that items without special materials are made of?

      Returns boolean

    • get id(): string

      The unique key of the value.

      Returns string

    Methods

    • Check if a given material is okay to be added to our materials list

      Parameters

      • source: ItemPF | ItemAction

        Whether we're checking weapons, equipment, or actions

      • altBaseMaterial: string = null

        An alternative base material to check against

      • altNormalMaterial: string = null

        An alternative normal material to check against

      Returns boolean

      • Whether the material is allowed for the given item or action
    • Check if a given addon material is valid for the chosen material

      Parameters

      • material: string | Material

        Material or material ID for which to test if this addon is valid.

      Returns null | boolean

      • Null if the provided parameter is invalid, boolean otherwise.
    • Protected

      Localize fields

      Returns void

    • Protected

      Prepares the data of the registry entry.

      Returns void