Pathfinder 1e for Foundry VTT
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    Class ActionDialog

    Action Dialog

    Hierarchy

    • HandlebarsApplication<this> & ApplicationV2<
          RenderContext,
          Configuration,
          RenderOptions,
          this,
      >
      • ActionDialog
    Index

    Properties

    ammoUsage: Record<string, AttackAmmoUsage>
    attributes: {
        "attack-bonus": string;
        "cl-offset": string;
        d20: string;
        "damage-ability-multiplier": number | null;
        "damage-bonus": string;
        held?: "2h" | "oh" | "1h";
        "measure-template-count": number;
        rangeIncrement: number;
        rangeIncrementPenalty?: number;
        rangePenalty?: number;
        rollMode: string;
        skipAttacks: number;
        "sl-offset": string;
    }
    base: { cl: number; sl: number }
    conditionals: {
        [key: string]: { conditional: ItemConditional; enabled: boolean };
    }
    flags: Flags | undefined
    LABELS: { "haste-attack": any; manyshot: any; "rapid-shot": any } = ...
    rollData: object & {
        action?: { held?: "2h" | "oh" | "1h" };
        cl?: number;
        item?: { held?: "2h" | "oh" | "1h" };
        sl?: number;
    }
    useOptions:
        | {
            abilityMult?: number;
            ammo?: string;
            clCheck?: boolean;
            enhancement?: number;
            haste: boolean;
            held?: "normal"
            | "2h"
            | "twohanded"
            | "oh"
            | "offhand";
            manyshot: boolean;
            measureTemplate?: boolean;
            pointBlankShot: boolean;
            powerAttack?: boolean;
            primaryAttack?: boolean;
            rangeIncrement?: number;
            rangeIncrementPenalty?: number;
            rapidShot: boolean;
            useTargets?: boolean;
        }
        | undefined

    Type Declaration

    • {
          abilityMult?: number;
          ammo?: string;
          clCheck?: boolean;
          enhancement?: number;
          haste: boolean;
          held?: "normal" | "2h" | "twohanded" | "oh" | "offhand";
          manyshot: boolean;
          measureTemplate?: boolean;
          pointBlankShot: boolean;
          powerAttack?: boolean;
          primaryAttack?: boolean;
          rangeIncrement?: number;
          rangeIncrementPenalty?: number;
          rapidShot: boolean;
          useTargets?: boolean;
      }
      • OptionalabilityMult?: number

        Ability score damage multiplier

      • Optionalammo?: string

        Ammo item ID to use.

      • OptionalclCheck?: boolean

        Set caster level check state

      • Optionalenhancement?: number

        Override Enhancement Bonus

      • haste: boolean

        Enable Haste

      • Optionalheld?: "normal" | "2h" | "twohanded" | "oh" | "offhand"

        Set held option

      • manyshot: boolean

        Enable Manyshot

      • OptionalmeasureTemplate?: boolean

        Set measure template state

      • pointBlankShot: boolean

        Enable Point-Blank Shoot

      • OptionalpowerAttack?: boolean

        Set power attack state

      • OptionalprimaryAttack?: boolean

        Set primary attack state

      • OptionalrangeIncrement?: number

        Range increment

        Defaults to first increment where you get no penalties.

        1

      • OptionalrangeIncrementPenalty?: number

        Penalty per increment exceeding the first.

        2

      • rapidShot: boolean

        Enable Rapid Shot

      • OptionaluseTargets?: boolean

        Declare if targets should be shown on the chat card.

    • undefined
    DEFAULT_FULL_ATTACK: boolean = true

    Accessors

    • get action(): Action

      Returns Action

    • get actionUse(): ActionUse

      Returns ActionUse

    • get actor(): ActorPF

      Returns ActorPF

    • get damageMult(): number | null

      Returns number | null

    • get item(): ItemPF | undefined

      Returns ItemPF | undefined

    • get noPenaltyIncrements(): number
      Experimental

      Number of Increments with No Penalty

      Returns number

    • get object(): Action

      Returns Action

    • get promise(): Promise<any>

      Returns Promise<any>

    Methods

    • Change Attribute

      Parameters

      • event: PointerEvent
      • target: HTMLElement

      Returns void

      Relabel

    • Toggle Conditional

      Parameters

      • event: PointerEvent
      • target: HTMLElement

      Returns void

    • Toggle Flag

      Parameters

      • event: PointerEvent
      • target: HTMLElement
      • render: boolean = false

        Re-render after

      Returns void

    • Handle Popover (Ammo Menu) Toggling

      Parameters

      • event: ToggleEvent

      Returns void

    • Reset Extra Attacks Visualization

      Undim extra attacks when single attack button hover ends

      Returns void

    • Parameters

      • type: any
      • enabled: boolean = true

      Returns void

    • Unfocus Elements

      This is called by every click to ensure ammo selection is closed.

      Parameters

      • event: PointerEvent

      Returns void

    • Visualize Extra Attacks State

      Dim extra attacks when hovering single attack button

      Returns void

    • Experimental

      Get Current Range Penalty

      Returns number

      • Penalty, 0 or higher
    • Returns void

    • Returns void

    • Internal

      Set ammo type attack at index

      Parameters

      • attackIndex: number
      • ammoId: string = null

      Returns void

    • Returns Promise<any>

      • Attack configuration object or null if rejected
    • Initialize application and wait for its result.

      This simply initializes the application with provided options, renders it and returns app.promise

      Parameters

      • actionUse: ActionUse

        Action Use instance

      • Optionaloptions: object = {}

        Application options

      Returns Promise<void | object>

      • Resolved configuration, or void if cancelled.