Extend the base Actor class to implement additional game system logic.

Hierarchy

Constructors

Properties

Accessors

Methods

_applyArmorPenalties _calculateCoinWeight _cleanItemLinksTo _computeEncumbrance _conditionToggleNotify _generateSpellbookCache _getInherentTotalsKeys _handleConditionTracks _onCreateDescendantDocuments _onDeleteDescendantDocuments _onUpdate _preCreate _preUpdate _prepareArmorData _prepareCR _prepareChanges _prepareClassSkills _prepareContainerItems _prepareItemFlags _prepareNaturalReach _prepareOverlandSpeeds _resetInherentTotals _restingHeal _setSourceDetails _syncProtoTokenSize _updateSpellBook _updateTokenSize addTempHP applyActiveEffects applyDamage convertCurrency createSpellbook displayDefenseCard expireActiveEffects formatContextNotes getCR getCRExp getCarriedWeight getCarryCapacity getCombatants getContextNotes getContextNotesParsed getCurrency getDefenseHeaders getFeatCount getInitiativeContextNotes getItemByTag getLabels getLevelExp getQuickActions getRollData getSkillInfo getTotalCurrency getWoundThresholdData getWoundThresholdMultiplier hasArmorProficiency hasCondition hasItemBooleanFlag hasWeaponProficiency importFromJSON modifyTokenAttribute parseResistances performRest preCreateData prepareBaseData prepareCMB prepareConditions prepareDerivedData prepareHealth prepareItemLinks prepareProficiencies prepareSpecificDerivedData rechargeItems refreshAbilityModifiers refreshDerivedData resetSpellbookUsage rollAbilityTest rollAttack rollBAB rollCL rollConcentration rollInitiative rollSavingThrow rollSkill setCondition setConditions toggleCondition toggleStatusEffect updateItemResources updateSpellbookInfo updateWoundThreshold _getSourceLabel _onChatCardButtonAction applyDamage chatListeners getDefaultArtwork getReach getReducedMovementSpeed getSpellSlotIncrease

Constructors

Properties

_initialized: undefined | boolean
_itemTypes: ItemTypesMap

Cached result of .itemTypes

_rollData: any

Cached roll data for this item.

changeFlags: undefined | {}

Type declaration

    changeItems: ItemPF[]

    A list of all the active items with changes.

    changes: Collection<ItemChange>

    Stores all ItemChanges from carried items.

    classes: undefined | {}

    Type declaration

      containerItems: ItemPF[]

      All items this actor is holding in containers.

      equipment: undefined | {
          armor: {
              id: undefined;
              type: number;
          };
          shield: {
              id: undefined;
              type: number;
          };
      }

      Type declaration

      • armor: {
            id: undefined;
            type: number;
        }
        • id: undefined
        • type: number
      • shield: {
            id: undefined;
            type: number;
        }
        • id: undefined
        • type: number
      itemFlags: {
          boolean: {};
          dictionary: {};
      }

      Init item flags.

      Type declaration

      • boolean: {}
        • dictionary: {}
          sourceDetails: undefined | {
              system.attributes.bab.total: any[];
          }

          Type declaration

          • system.attributes.bab.total: any[]
          sourceInfo: undefined | {}

          Type declaration

            Accessors

            • get _skillTargets(): string[]
            • Internal

              Retrieve valid skill change targets for this actor.

              Returns string[]

            • get activeOwner(): null | User
            • Returns first active owner, favoring players and GM as fallback.

              Returns null | User

            Methods

            • Internal

              Returns {
                  abilities.cha.checkMod: number;
                  abilities.cha.total: number;
                  abilities.con.checkMod: number;
                  abilities.con.total: number;
                  abilities.dex.checkMod: number;
                  abilities.dex.total: number;
                  abilities.int.checkMod: number;
                  abilities.int.total: number;
                  abilities.str.checkMod: number;
                  abilities.str.total: number;
                  abilities.wis.checkMod: number;
                  abilities.wis.total: number;
                  ac.natural.base: number;
                  ac.natural.enh: number;
                  ac.natural.misc: number;
                  ac.natural.total: number;
                  ac.normal.base: number;
                  ac.normal.enh: number;
                  ac.normal.misc: number;
                  ac.normal.total: number;
                  ac.shield.base: number;
                  ac.shield.enh: number;
                  ac.shield.misc: number;
                  ac.shield.total: number;
                  attributes.ac.flatFooted.total: number;
                  attributes.ac.normal.total: number;
                  attributes.ac.touch.total: number;
                  attributes.acp.armorBonus: number;
                  attributes.acp.attackPenalty: number;
                  attributes.acp.encumbrance: number;
                  attributes.acp.gear: number;
                  attributes.acp.shieldBonus: number;
                  attributes.acp.skill: number;
                  attributes.acp.total: number;
                  attributes.attack.critConfirm: number;
                  attributes.attack.general: number;
                  attributes.attack.melee: number;
                  attributes.attack.natural: number;
                  attributes.attack.ranged: number;
                  attributes.attack.shared: number;
                  attributes.attack.thrown: number;
                  attributes.bab.total: number;
                  attributes.cmb.bonus: number;
                  attributes.cmb.total: number;
                  attributes.cmb.value: number;
                  attributes.cmd.flatFootedTotal: number;
                  attributes.cmd.total: number;
                  attributes.damage.general: number;
                  attributes.damage.melee: number;
                  attributes.damage.meleeAll: number;
                  attributes.damage.natural: number;
                  attributes.damage.ranged: number;
                  attributes.damage.rangedAll: number;
                  attributes.damage.shared: number;
                  attributes.damage.spell: number;
                  attributes.damage.thrown: number;
                  attributes.damage.weapon: number;
                  attributes.hp.max: any;
                  attributes.init.bonus: number;
                  attributes.init.total: any;
                  attributes.mDex: {
                      armorBonus: number;
                      shieldBonus: number;
                  };
                  attributes.maxDexBonus: null;
                  attributes.savingThrows.fort.total: any;
                  attributes.savingThrows.ref.total: any;
                  attributes.savingThrows.will.total: any;
                  attributes.speed.burrow.add: number;
                  attributes.speed.climb.add: number;
                  attributes.speed.fly.add: number;
                  attributes.speed.land.add: number;
                  attributes.speed.swim.add: number;
                  attributes.spells.spellbooks.primary.cl.total: number;
                  attributes.spells.spellbooks.primary.concentration.total: number;
                  attributes.spells.spellbooks.secondary.cl.total: number;
                  attributes.spells.spellbooks.secondary.concentration.total: number;
                  attributes.spells.spellbooks.spelllike.cl.total: number;
                  attributes.spells.spellbooks.spelllike.concentration.total: number;
                  attributes.spells.spellbooks.tertiary.cl.total: number;
                  attributes.spells.spellbooks.tertiary.concentration.total: number;
                  attributes.sr.total: number;
                  attributes.vigor.max: any;
                  attributes.woundThresholds.level: number;
                  attributes.woundThresholds.mod: number;
                  attributes.woundThresholds.penalty: number;
                  attributes.woundThresholds.penaltyBase: number;
                  attributes.wounds.max: any;
                  attributes.wounds.threshold: number;
                  details.carryCapacity.bonus.total: number;
                  details.carryCapacity.multiplier.total: number;
                  details.feats.bonus: number;
                  details.skills.bonus: number;
              }

              • abilities.cha.checkMod: number
              • abilities.cha.total: number
              • abilities.con.checkMod: number
              • abilities.con.total: number
              • abilities.dex.checkMod: number
              • abilities.dex.total: number
              • abilities.int.checkMod: number
              • abilities.int.total: number
              • abilities.str.checkMod: number
              • abilities.str.total: number
              • abilities.wis.checkMod: number
              • abilities.wis.total: number
              • ac.natural.base: number
              • ac.natural.enh: number
              • ac.natural.misc: number
              • ac.natural.total: number
              • ac.normal.base: number
              • ac.normal.enh: number
              • ac.normal.misc: number
              • ac.normal.total: number
              • ac.shield.base: number
              • ac.shield.enh: number
              • ac.shield.misc: number
              • ac.shield.total: number
              • attributes.ac.flatFooted.total: number
              • attributes.ac.normal.total: number
              • attributes.ac.touch.total: number
              • attributes.acp.armorBonus: number
              • attributes.acp.attackPenalty: number
              • attributes.acp.encumbrance: number
              • attributes.acp.gear: number
              • attributes.acp.shieldBonus: number
              • attributes.acp.skill: number
              • attributes.acp.total: number
              • attributes.attack.critConfirm: number
              • attributes.attack.general: number
              • attributes.attack.melee: number
              • attributes.attack.natural: number
              • attributes.attack.ranged: number
              • attributes.attack.shared: number
              • attributes.attack.thrown: number
              • attributes.bab.total: number
              • attributes.cmb.bonus: number
              • attributes.cmb.total: number
              • attributes.cmb.value: number
              • attributes.cmd.flatFootedTotal: number
              • attributes.cmd.total: number
              • attributes.damage.general: number
              • attributes.damage.melee: number
              • attributes.damage.meleeAll: number
              • attributes.damage.natural: number
              • attributes.damage.ranged: number
              • attributes.damage.rangedAll: number
              • attributes.damage.shared: number
              • attributes.damage.spell: number
              • attributes.damage.thrown: number
              • attributes.damage.weapon: number
              • attributes.hp.max: any
              • attributes.init.bonus: number
              • attributes.init.total: any
              • attributes.mDex: {
                    armorBonus: number;
                    shieldBonus: number;
                }
                • armorBonus: number
                • shieldBonus: number
              • attributes.maxDexBonus: null
              • attributes.savingThrows.fort.total: any
              • attributes.savingThrows.ref.total: any
              • attributes.savingThrows.will.total: any
              • attributes.speed.burrow.add: number
              • attributes.speed.climb.add: number
              • attributes.speed.fly.add: number
              • attributes.speed.land.add: number
              • attributes.speed.swim.add: number
              • attributes.spells.spellbooks.primary.cl.total: number
              • attributes.spells.spellbooks.primary.concentration.total: number
              • attributes.spells.spellbooks.secondary.cl.total: number
              • attributes.spells.spellbooks.secondary.concentration.total: number
              • attributes.spells.spellbooks.spelllike.cl.total: number
              • attributes.spells.spellbooks.spelllike.concentration.total: number
              • attributes.spells.spellbooks.tertiary.cl.total: number
              • attributes.spells.spellbooks.tertiary.concentration.total: number
              • attributes.sr.total: number
              • attributes.vigor.max: any
              • attributes.woundThresholds.level: number
              • attributes.woundThresholds.mod: number
              • attributes.woundThresholds.penalty: number
              • attributes.woundThresholds.penaltyBase: number
              • attributes.wounds.max: any
              • attributes.wounds.threshold: number
              • details.carryCapacity.bonus.total: number
              • details.carryCapacity.multiplier.total: number
              • details.feats.bonus: number
              • details.skills.bonus: number
            • Internal

              Parameters

              • parent: Actor | Item

                Parent document

              • collection: "effects" | "items"

                Collection name

              • documents: ActiveEffect[] | Item[]

                Created documents

              • result: object[]

                Creation data for the documents

              • context: object

                Create context options

              • userId: string

                Triggering user's ID

              • Rest ...args: any

              Returns void

            • Internal

              Prepare armor/shield data for roll data

              Parameters

              • equipment: {
                    id: string;
                    type: string;
                } = {}

                Equipment info

                • id: string

                  Item ID

                • type: string

                  Armor/Shield type

              • armorData: object

                Armor data object

              Returns void

            • Internal

              Update specific spellbook.

              Parameters

              • bookId: string

                Spellbook identifier

              • Optional rollData: object

                Roll data instance

              • cache: object

                Pre-calculated data for re-use from _generateSpellbookCache

              Returns void

            • Internal

              Resize token sizes based on actor size.

              Ignores tokens with static size set.

              Parameters

              • sizeKey: string

                New size key

              • Optional options: object = {}

                Additional options

              Returns null | Promise<TokenDocument[]>

              • Updated token documents, or null if no update was performed.

              Todo

              Add option to update token size on all scenes.

              Throws

              • On invalid parameters
            • Adjust temporary hit points.

              Parameters

              • value: number

                Value to add to temp HP

              • Optional options: {
                    set: undefined | boolean;
                } = {}

                Additonal optons

                • set: undefined | boolean

                  If true, the temporary hit points are set to the provide value instead of added to existing.

              Returns Promise<undefined | ActorHauntPF>

              • Updated document or undefined if no update occurred

              Example

              actor.addTempHP(50); // Gain 50 THP
              actor.addTempHP(-10); // Lose 10 THP
              actor.addTempHP(0, {set:true}); // Set THP to zero
            • Wrapper for the static function, taking this actor as the only target.

              Parameters

              • value: number

                Value to adjust health by.

              • options: object = {}

                Additional options.

              Returns Promise<any>

              See

              ActorPF.applyDamage

              Example

              await actor.applyDamage(10); // Cause 10 damage
              await actor.applyDamage(-10): // Heal 10 damage
              await actor.applyDamage(3, { asWounds: true }); // Apply 3 damage directly to Wounds instead of Vigor
            • Enable and configure a new spellbook.

              Parameters

              • Optional casting: {
                    ability: undefined | string;
                    cantrips: undefined | boolean;
                    class: undefined | string;
                    domain: undefined | number;
                    offset: undefined | number;
                    progression: undefined | "low" | "high" | "med";
                    spells: undefined | "arcane" | "divine" | "psychic" | "alchemy";
                    type: undefined | "prepared" | "spontaneous" | "hybrid";
                } = {}

                Book casting configuration

                • ability: undefined | string

                  Spellcasting ability score ID

                • cantrips: undefined | boolean

                  Has cantrips?

                • class: undefined | string

                  Class tag

                • domain: undefined | number

                  Domain/School slots

                • offset: undefined | number

                  Level offset

                • progression: undefined | "low" | "high" | "med"

                  Casting progression type

                • spells: undefined | "arcane" | "divine" | "psychic" | "alchemy"

                  Spell/spellcasting type

                • type: undefined | "prepared" | "spontaneous" | "hybrid"

                  Spellbook type

              Returns Promise<ActorHauntPF>

              • Promise to updated document

              Example

              // Create spellbook for inquisitor
              actor.createSpellbook({ type: "spontaneous", progression: "med", ability: "wis", spells: "divine", class: "inquisitor", cantrips: true, domain: 0 });
            • Show defenses in chat

              Parameters

              • Optional options: {
                    rollMode: undefined | null | string;
                    token: undefined | TokenDocument;
                } = {}

                Additional options

                • rollMode: undefined | null | string

                  The roll mode to use for the roll; defaults to the user's current preference when null.

                • token: undefined | TokenDocument

                  Relevant token if any.

              Returns Promise<any>

            • Deletes expired temporary active effects and disables linked expired buffs.

              Parameters

              • Optional options: {
                    combat: undefined | Combat;
                    event: undefined | string;
                    initiative: undefined | number;
                    timeOffset: undefined | number;
                } = {}

                Additional options

                • combat: undefined | Combat

                  Combat to expire data in, if relevant

                • event: undefined | string

                  Expiration event

                • initiative: undefined | number

                  Initiative based expiration marker

                • timeOffset: undefined | number

                  Time offset from world time

              • Optional context: DocumentModificationContext = {}

                Document update context

              Returns Promise<void>

              Throws

              • With insufficient permissions to control the actor.
            • Return the amount of experience granted by killing a creature of a certain CR.

              Parameters

              • cr: number

                The creature's challenge rating

              Returns null | number

              • The amount of experience granted per kill. Or null if the CR was invalid.
            • Calculate current carry capacity limits.

              Returns {
                  heavy: number;
                  light: number;
                  medium: number;
              }

              • heavy: number
              • light: number
              • medium: number
            • Returns a list of already parsed context notes.

              Parameters

              • context: string

                The context to draw notes from.

              • Optional options: {
                    roll: undefined | boolean;
                } = {}

                Additional options

                • roll: undefined | boolean

                  Whether to roll inline rolls or not.

              Returns string[]

              The resulting notes, already parsed.

            • Get total currency in category.

              Parameters

              • Optional category: "currency" | "altCurrency" = "currency"

                Currency category.

              • Optional options: {
                    inLowestDenomination: undefined | boolean;
                } = {}

                Additional options

                • inLowestDenomination: undefined | boolean

                  Return result in lowest denomination. If false, returns gold instead.

              Returns number

              • Total currency in category.
            • Protected

              Parameters

              • Optional options: {
                    damageResistances: undefined | boolean;
                    damageVulnerabilities: undefined | boolean;
                } = {}

                Additional options

                • damageResistances: undefined | boolean

                  If false, damage resistances (DR, ER) are omitted.

                • damageVulnerabilities: undefined | boolean

                  If false, damage vulnerabilities are omitted.

              Returns {
                  header: string;
                  value: any;
              }[]

            • Protected

              Returns {
                  id: null | string;
                  img: null | string;
                  item: ItemPF;
                  name: null | string;
                  type: string;
                  get charges(): number;
                  get haveAnyCharges(): boolean;
                  get isSingleUse(): boolean;
                  get maxCharge(): number;
              }[]

            • Retrieve data used to fill in roll variables.

              Parameters

              • options: {
                    refresh: boolean;
                } = ...

                Additional options

                • refresh: boolean

              Returns any

              Example

              await new Roll("1d20 + @abilities.wis.mod[Wis]", actor.getRollData()).toMessage();

              @override
            • Retrieve information about a skill.

              Parameters

              • skillId: string

                Skill ID

              • Optional options: {
                    rollData: undefined | {
                        skills: {
                            [key: string]: SkillData;
                        };
                    };
                } = {}

                Additional options

                • rollData: undefined | {
                      skills: {
                          [key: string]: SkillData;
                      };
                  }

                  Roll data instance to use.

              Returns SkillInfo

              Example

              actor.getSkillInfo("per"); // Perception skill info
              actor.getSkillInfo("crf.alchemy"); // Craft (Alchemy) subskill info

              Throws

              • If defined skill is not found.
            • Total coinage in both weighted and weightless.

              Parameters

              • Optional options: {
                    inLowestDenomination: undefined | boolean;
                } = {}

                Additional options

                • inLowestDenomination: undefined | boolean

                  Use copper for calculations and return.

              Returns number

              • The total amount of currency, in copper pieces.
            • Protected

              Returns Wound Threshold relevant data.

              Parameters

              • Optional options: {
                    healthConfig: undefined | object;
                } = {}
                • healthConfig: undefined | object

                  PC/NPC health config variant data

              Returns {
                  level: number;
                  multiplier: number;
                  penalty: number;
                  valid: boolean;
              }

              • level: number
              • multiplier: number
              • penalty: number
              • valid: boolean
            • Protected

              Returns effective Wound Threshold multiplier with rules and overrides applied.

              Parameters

              • Optional options: {
                    healthConfig: undefined | object;
                } = {}
                • healthConfig: undefined | object

                  PC/NPC health config variant data

              Returns number

              Multiplier

            • Easy way to determine whether this actor has a condition.

              Parameters

              • conditionId: string

                A direct condition key, as per pf1.registry.conditions, such as shaken or dazed.

              Returns boolean

              Condition state

              Example

              actor.hasCondition("grappled");
              

              Deprecated

              This is identical to actor.statuses.has("conditionId")

            • Test if actor is proficient with specified weapon.

              Parameters

              • item: any

                Item to test

              • options: {} = {}

                Additional options

                Returns boolean

                • Proficiency state

                Remarks

                Natural attacks incorrectly do not count as proficient.

              • Protected

                Helper function for actor energy resistance and damage reduction feedback.

                Parameters

                • damage: string

                  Value to check resistances for. Either "dr" or "eres".

                Returns object

                Entry to label mapping of resistances or reductions.

              • Restore spellbook used slots and spellpoints.

                Parameters

                • Optional options: {
                      commit: undefined | boolean;
                      rollData: undefined | object;
                  } = {}

                  Additional options

                  • commit: undefined | boolean

                    If false, return update data object instead of directly updating the actor.

                  • rollData: undefined | object

                    Roll data

                Returns Promise<object | ActorHauntPF>

                Result of update or the update data.

              • Roll an Ability Test Prompt the user for input regarding Advantage/Disadvantage and any Situational Bonus

                Parameters

                • abilityId: string

                  The ability ID (e.g. "str")

                • Optional options: object = {}

                  Additional options

                Returns Promise<void | object | ChatMessage>

                The chat message if one was created, or its data if not. void if the roll was cancelled.

                Example

                await actor.rollAbilityTest("str");
                
              • Roll a generic attack

                Parameters

                Returns Promise<void | object | ChatMessage>

                The chat message if one was created, or its data if not. void if the roll was cancelled.

                Example

                await actor.rollAttack({ ranged: true }); // Basic ranged attack
                await actor.rollAttack({ maneuver: true }); // Basic melee maneuver
              • Roll a Caster Level check using a particular spellbook of this actor

                Parameters

                • bookId: string

                  Spellbook identifier

                • Optional options: ActorRollOptions = {}

                  Roll options

                Returns Promise<void | object | ChatMessage>

                The chat message if one was created, or its data if not. void if the roll was cancelled.

                Example

                await actor.rollCL("primary");
                
              • Roll a concentration check using a particular spellbook of this actor

                Parameters

                • bookId: string

                  Spellbook identifier

                • Optional options: ActorRollOptions = {}

                  Roll options

                Returns Promise<void | object | ChatMessage>

                The chat message if one was created, or its data if not. void if the roll was cancelled.

              • Roll initiative for one or multiple Combatants associated with this actor. If no combat exists, GMs have the option to create one. If viewing a full Actor document, all Tokens which map to that actor will be targeted for initiative rolls. If viewing a synthetic Token actor, only that particular Token will be targeted for an initiative roll.

                Parameters

                • Optional options: {
                      bonus: undefined | null | string;
                      createCombatants: undefined | boolean;
                      dice: undefined | null | string;
                      rerollInitiative: undefined | boolean;
                      rollMode: undefined | string;
                      skipDialog: undefined | boolean;
                      token: undefined | TokenDocumentPF;
                  } = {}

                  Options which configure how initiative is rolled

                  • bonus: undefined | null | string

                    Formula for bonus to initiative

                  • createCombatants: undefined | boolean

                    Create new Combatant entries for tokens associated with this actor.

                  • dice: undefined | null | string

                    Formula override for dice to roll

                  • rerollInitiative: undefined | boolean

                    Reroll initiative for existing Combatants

                  • rollMode: undefined | string

                    Roll mode override

                  • skipDialog: undefined | boolean

                    Skip roll dialog

                  • token: undefined | TokenDocumentPF

                    For which token this initiative roll is for

                Returns Promise<null | CombatPF>

                The updated Combat document in which initiative was rolled, or null if no initiative was rolled

                Example

                await actor.rollInitiative({ dice: "2d20kh", createCombatants: true, skipDialog: true });

                @override

                See

                pf1.documents.CombatPF#rollInitiative

              • Roll a specific saving throw

                Parameters

                • savingThrowId: "fort" | "ref" | "will"

                  Identifier for saving throw type.

                • Optional options: ActorRollOptions = {}

                  Roll options.

                Returns Promise<void | object | ChatMessage>

                The chat message if one was created, or its data if not. void if the roll was cancelled.

                Example

                await actor.rollSavingThrow("ref", { skipDialog: true, dice: "2d20kh", bonus: "4" });
                
              • Roll a Skill Check

                Parameters

                • skillId: string

                  The skill id (e.g. "per", "prf.prf1", or "crf.alchemy")

                • Optional options: ActorRollOptions = {}

                  Options which configure how the skill check is rolled

                Returns Promise<void | object | ChatMessage>

                The chat message if one was created, or its data if not. void if the roll was cancelled.

                Example

                await actor.rollSkill("per", { skipDialog: true, bonus: "1d6", dice: "2d20kh" });
                
              • Easy way to set a condition.

                Parameters

                • conditionId: string

                  A direct condition key, as per pf1.registry.conditions, such as shaken or dazed.

                • enabled: boolean | object

                  Whether to enable (true) the condition, or disable (false) it. Or object for merging into the active effect as part of enabling.

                • Optional context: object

                  Update context

                Returns object

                Condition ID to boolean mapping of actual updates.

                Example

                await actor.setCondition("dazzled", true);
                await actor.setCondition("sleep", { duration: { seconds: 60 } });
              • Set state of multiple conditions. Also handles condition tracks to minimize number of updates.

                Parameters

                • conditions: object = {}

                  Condition ID to boolean (or update data) mapping of new condition states. See ()

                • Optional context: object = {}

                  Update context

                Returns object

                Condition ID to boolean mapping of actual updates.

                Example

                await actor.setConditions({ blind: true, sleep: false, shaken:true });
                
              • Internal

                Parameters

                • item: ItemPF

                  the item to add to the actor's resources

                • Optional options: {
                      warnOnDuplicate: undefined | boolean;
                  } = {}

                  extra options

                  • warnOnDuplicate: undefined | boolean

                    Skips warning if item tag already exists in dictionary flags

                Returns boolean

                True if resources were set

              • Apply rolled dice damage to the token or tokens which are currently controlled. This allows for damage to be scaled by a multiplier to account for healing, critical hits, or resistance If Shift is held, will prompt for adjustments based on damage reduction and energy resistances

                Parameters

                • value: number = 0

                  The amount of damage to deal.

                • Optional options: {
                      asNonlethal: undefined | boolean;
                      asWounds: undefined | boolean;
                      critMult: undefined | number;
                      dualHeal: undefined | boolean;
                      element: undefined | Element;
                      event: undefined | Event;
                      forceDialog: undefined | boolean;
                      instances: undefined | DamageInstance[];
                      message: undefined | ChatMessage;
                      reductionDefault: undefined | string;
                      targets: undefined | (Actor | Token)[];
                  } = {}

                  Object containing default settings for overriding

                  • asNonlethal: undefined | boolean

                    Marks the damage as non-lethal

                  • asWounds: undefined | boolean

                    Apply damage to wounds directly instead of vigor, as needed for Wounds & Vigor variant health rule.

                  • critMult: undefined | number

                    Critical multiplier as needed for Wounds & Vigor variant health rule. Set to 0 for non-critical hits.

                  • dualHeal: undefined | boolean

                    Is this dual dealing? If enabled, healing affects both normal health and nonlethal.

                  • element: undefined | Element

                    Triggering element, if any.

                  • event: undefined | Event

                    Triggering event, if any

                  • forceDialog: undefined | boolean

                    Forces the opening of a Dialog as if Shift was pressed

                  • instances: undefined | DamageInstance[]

                    Individual instances of damage. This is not processed currently.

                  • message: undefined | ChatMessage

                    Chat message reference if any. This is to help modules, the system does not use it.

                  • reductionDefault: undefined | string

                    Default value for Damage Reduction

                  • targets: undefined | (Actor | Token)[]

                    Override the targets to apply damage to

                Returns Promise<false | Actor[]>

                • False if cancelled or array of updated actors.
              • Get melee and reach maximum ranges.

                Parameters

                • size: number | "col" | "med" | "fine" | "dim" | "tiny" | "sm" | "lg" | "huge" | "grg" = "med"

                  Actor size as size key or number

                • stature: "tall" | "long" = "tall"

                  Actor stature

                Returns {
                    melee: number;
                    reach: number;
                }

                • Ranges
                • melee: number
                • reach: number
              • Return increased amount of spell slots by ability score modifier.

                Parameters

                • mod: number

                  The associated ability modifier.

                • level: number

                  Spell level.

                Returns number

                Amount of spell levels to increase.

                Example

                pf1.documents.actor.ActorPF.getSpellSlotIncrease(2, 1); // => 1
                pf1.documents.actor.ActorPF.getSpellSlotIncrease(6, 1); // => 2
                pf1.documents.actor.ActorPF.getSpellSlotIncrease(6, 7); // => 0

              Generated using TypeDoc