conditionTypes: {
    bleed: "PF1.Condition.bleed";
    blind: "PF1.Condition.blind";
    confuse: "PF1.Condition.confused";
    daze: "PF1.Condition.dazed";
    dazzle: "PF1.Condition.dazzled";
    deaf: "PF1.Condition.deaf";
    deathEffects: "PF1.Condition.deathEffects";
    disease: "PF1.Condition.disease";
    energyDrain: "PF1.Condition.energyDrain";
    exhausted: "PF1.Condition.exhausted";
    fatigue: "PF1.Condition.fatigued";
    fear: "PF1.Condition.fear";
    mindAffecting: "PF1.Condition.mindAffecting";
    moraleEffects: "PF1.Condition.moraleEffects";
    paralyze: "PF1.Condition.paralyzed";
    petrify: "PF1.Condition.petrified";
    poison: "PF1.Condition.poison";
    polymorph: "PF1.Condition.polymorph";
    sicken: "PF1.Condition.sickened";
    sleep: "PF1.Condition.sleep";
    stun: "PF1.Condition.stunned";
} = ...

Condition types for condition immunities and resistances selection