Initial data from which to construct the Actor
Optionalcontext: ConstructionContextConstruction context options
Internal_Cached result of .itemTypes
InternalTemporary solution until Foundry disconnects visibility of AE controlling if it's temporary.
Returns first active owner, favoring players and GM as fallback.
Cached override
Whether current user can see through this actor.
Abstract_Prepare combat maneuvers derived data.
AbstractexpireGet related combatants.
Optionalcombat: Combat<"base" | ModuleSubType> = game.combatCombat instance
Related combatants.
InternalCondition immunities
AbstractgetPer-actor type initiative options
Get item by its identifier tag.
Desired tag.
AbstractgetOverride to support toggling buffs and operating the system's condition tracks
Called by TokenHUD
Status/condition ID
Optionaloptions: { active?: boolean; interaction?: boolean; overlay?: boolean } = {}Additional options
Optionalactive?: booleanForce active state
Optionalinteraction?: booleanNonstandard. Is this triggered by user interaction?
Optionaloverlay?: booleanOverlay effect
Synced with Foundry v13.342
StaticgetInternalAdd default artwork.
OptionalactorData: objectActor data to guide creation if any
Base actor class with minimal functionality.
Provides only caching of .itemTypes and nothing else.