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.
StaticgetInternalAdd default artwork.
OptionalactorData: objectActor data to guide creation if any
Returns first active owner, favoring players and uses active GM as fallback.
Whether current user can see through this actor.
Deletes expired temporary active effects and disables linked expired buffs.
Optionaloptions: {Additional options
Optionalcombat?: anyCombat to expire data in, if relevant
Optionalevent?: "combat" | "time" | "turnStart" | "turnEnd"Expiration event
Optionalinitiative?: numberInitiative based expiration marker
OptionaltimeOffset?: numberTime offset from world time
OptionalworldTime?: numberWorld time
Optionalcontext: any = {}Document update context
Get related combatants.
Optionalcombat: any = game.combatCombat instance
Related combatants.
ExperimentalCondition immunities
AbstractgetRetrieve source details regarding a change target.
Change target path
Abstract_Retrieve valid skill change targets for this actor.
Internal ExperimentalGet source details from items.
Protected_Protected InternalGet item sources for a trait
InternalHandle condition track toggling post active effect creation if there's still some issues.
Updated active effect documents
InternalProtected_ProtectedPrepare boolean and dictionary flags.
InternalAbstract_InternalCalled just before the first change is applied, and after every change is applied. Sets additional variables (such as spellbook range)
AbstractgetExperimentalPer-actor type initiative options
Static_InternalCategorize classes
Class items. Must be already sorted as needed.
Actor's current race item.
Apply damage or healing to actor.
Does not handle ER/DR or anything else special.
Value to adjust health by. Positive values deal damage, negative values heal.
Optionaloptions: ApplyDamageOptions = {}Additional options. This object will be transformed in-place as the damage application is processed.
ActorPF.applyDamage - For more general use.
Get item by its identifier tag.
Desired tag.
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
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.
StaticapplyApply damage to the token or tokens which are currently controlled.
If Shift is held, will prompt for adjustments based on damage reduction and energy resistances.
The amount of damage to deal. Negative values heal instead.
Optionaloptions: TargetedApplyDamageOptions = {}Object containing default settings for overriding
Actor Document
Provides baseline support for system datamodels and module added subtypes.