An object containing links to other items.
An array containing all action types from this item's actions.
The item's material addons.
The item's alignment attributes, or null if the item has no alignment attributes
Consumes or adds charges by default.
Base material
Is this item usable at base level, disregarding per-action details.
Remaining charges
Linked ammunition item if any.
AbstracteffectReturns true if any of this item's actions have an attack, see Action#hasAttack.
Returns true if any of this item's actions have a damage roll, see Action#hasDamage.
Finite charges
Is the item is fully functional.
This returns composite result of if the item is equipped, has quantity, is not disabled, is not out of charges, etc. and is not representative if the item can be set active or not via setActive.
Whether or not this is a physical item.
This queries system.isPhysical for actual truth.
AbstractisThe item's actual material.
Should the item show unidentified data
Use pf1.models.item.abstract.PhysicalItemModel.showIdentified instead.
Use pf1.models.item.SpellModel#slotCost instead.
The item's subtype, or null if the item has no subtype
StatichasStatichasStaticisProtected_ProtectedFinalize data after actor and items are guaranteed to be ready.
Other items may not have yet run _finalizeData() however.
InternalPrepare data dependent on other items
This should be run in Item.prepareDerivedData() if no actor is present, or in actor's prepareDerivedData after document preparation is done.
InternalTransform given data so it becomes valid update data within parent item.
This can, for example, be used to generate batched update to the real item.
Update data
Optionaloptions: { recursive?: boolean } = {}Additional options
Optionalrecursive?: booleanCreate data recursively, meant for the real item document.
Protected_Protected InternalUpdates protections and weaknesses with processed formulas.
Called in ()
InternalDuration of the buff in seconds.
Optionaloptions: { interactive?: boolean; rollData?: object }Additional options
Optionalinteractive?: booleanDirectly triggered from user interaction
OptionalrollData?: objectRoll data
Duration in seconds or null if if it has no duration.
Determines the starting data for an ActiveEffect based off this item.
Additional options
Roll data
Returns labels for this item
Optionaloptions: { actionId?: string; isolated?: boolean; rollData?: object } = {}Additional options
OptionalactionId?: stringID of one of this item's actions to get labels for; defaults to first action
Optionalisolated?: booleanIs this isolated use? If true, more data is included.
OptionalrollData?: objectRoll data to use.
This item's labels
Item name
OptionalasPlayer: boolean = falseIf true, return value players see.
AbstractgetRecharges item's uses, if any.
Options
Optionalcommit?: booleanCommit update directly. If false, returns the update data instead.
Optionalcontext?: objectUpdate context
Optionalexact?: booleanUse exact time period. Otherwise "week" for example will also recharge items with "day" period.
Optionalmaximize?: booleanRecharge to full regardless of recharge formula.
Optionalperiod?: "round" | "minute" | "hour" | "day" | "week" | "combat" | "any"Recharge period. Use "any" to ignore item's configuration.
OptionalrollData?: objectRoll data instance to use for formulas.
Optionalvalue?: numberRecharge to specific value, respecting maximum and minimum bounds.
Set item's active state.
Active state
Optionalcontext: objectOptional update context
Static_
Item Document
Provides baseline support for system datamodels and module added subtypes.