Actor

Actor

The Actor Entity which represents the protagonists, characters, enemies, and more that inhabit and take actions within the World.

Constructor

new Actor()

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See:
  • Actors Each Actor belongs to the Actors collection.
  • ActorSheet Each Actor is edited using the ActorSheet application or a subclass thereof.
  • ActorDirectory All Actors which exist in the world are rendered within the ActorDirectory sidebar tab.
Examples

Create a new Actor

let actor = await Actor.create({
  name: "New Test Actor",
  type: "character",
  img: "artwork/character-profile.jpg",
  folder: folder.data._id,
  sort: 12000,
  data: {},
  token: {},
  items: [],
  flags: {}
});

Retrieve an existing Actor

let actor = game.actors.get(actorId);

Extends

Members

(static) config

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apps :Object.<Application>

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A collection of Application instances which should be re-rendered whenever this Entity experiences an update to its data. The keys of this object are the application ids and the values are Application instances. Each Application in this object will have its render method called by Entity#render.

Type:

compendium :Compendium|null

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The Entity may optionally belong to a parent Compendium pack. If so this attribute will contain a reference to that Compendium object. Otherwise null.

Type:

data :Object

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The original source data for the object provided at initialization.

Type:
  • Object

folder :Folder|null

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Return a reference to the Folder which this Entity belongs to, if any.

Type:
Example

Entities may belong to Folders

let folder = game.folders.entities[0];
let actor = await Actor.create({name: "New Actor", folder: folder.id});
console.log(actor.data.folder); // folder.id;
console.log(actor.folder); // folder;

id :string

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A convenience accessor for the _id attribute of the Entity data object.

Type:
  • string

img :string

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A convenient reference to the file path of the Actor's profile image

Type:
  • string

isPC :boolean

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A boolean flag for whether this Actor is a player-owned character. True if any User who is not a GM has ownership rights over the Actor entity.

Type:
  • boolean

isToken :boolean

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Test whether an Actor entity is a synthetic representation of a Token (if true) or a full Entity (if false)

Type:
  • boolean

items :Collection.<string, OwnedItem>

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Construct the Array of Item instances for the Actor Items are prepared by the Actor.prepareEmbeddedEntities() method

Type:

itemTypes :Object.<string, Array>

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Classify Owned Items by their type

Type:

limited :boolean

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A boolean indicator for whether the current game user has ONLY limited visibility for this Entity. Note that a GM user's perspective of an Entity is never limited.

Type:
  • boolean

name :string

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A convenience accessor for the name attribute of the Entity data object

Type:
  • string

options :Object

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The options object that was used to configure the Entity upon initialization.

Type:
  • Object

owner :boolean

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A boolean indicator for whether or not the current game User has ownership rights for this Entity. This property has a setter which allows for ownership rights to be temporarily overridden on a per-instance basis.

Type:
  • boolean

permission :Number

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Return the permission level that the current game User has over this Entity. See the CONST.ENTITY_PERMISSIONS object for an enumeration of these levels.

Type:
Example
game.user.id; // "dkasjkkj23kjf"
entity.data.permission; // {default: 1, "dkasjkkj23kjf": 2};
entity.permission; // 2

sheet :BaseEntitySheet

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A property which gets or creates a singleton instance of the sheet class used to render and edit data for this particular entity type.

Type:
Example

A subclass of the Actor entity

let actor = game.entities.actors[0];
actor.sheet; // ActorSheet

token :Token

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A reference to a placed Token which creates a synthetic Actor

Type:

uuid :string

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A Universally Unique Identifier (uuid) for this Entity instance

Type:
  • string

visible :boolean

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A boolean indicator for whether or not the current game User has at least limited visibility for this Entity.

Type:
  • boolean

Methods

(static) createTokenActor(baseActor, token) → {Actor}

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Create a synthetic Token Actor instance which is used in place of an actual Actor. Cache the result in Actors.tokens.

Parameters:
Name Type Description
baseActor Actor
token Token
Returns:
Type
Actor

(static) fromToken(token) → {Actor}

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Create a synthetic Actor using a provided Token instance If the Token data is linked, return the true Actor entity If the Token data is not linked, create a synthetic Actor using the Token's actorData override

Parameters:
Name Type Description
token Token
Returns:
Type
Actor

(async) clone(createData, options) → {Promise.<Entity>}

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Clone an Entity, creating a new Entity using the current data as well as provided creation overrides.

Parameters:
Name Type Description
createData Object

Additional data which overrides current Entity data at the time of creation

options Object

Additional creation options passed to the Entity.create method

Returns:

A Promise which resolves to the created clone Entity

Type
Promise.<Entity>

(async) createEmbeddedEntity(embeddedName, data, options) → {Promise.<(Data|Array.<Data>)>}

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Create one or multiple EmbeddedEntities within this parent Entity. Data may be provided as a single Object to create one EmbeddedEntity or as an Array of Objects to create many. Entities may be temporary (unsaved to the database) by passing the temporary option as true.

Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const data = {name: "Magic Sword", type: "weapon", img: "path/to/icon.png"};
const created = await actor.createEmbeddedEntity("OwnedItem", data); // Returns one EmbeddedEntity, saved to the Actor
const temp = await actor.createEmbeddedEntity("OwnedItem", data, {temporary: true}); // Not saved to the Actor
const actor = game.actors.get("dfv934kj23lk6h9k");
const data = [{name: "Mace of Crushing", type: "weapon"}, {name: "Shield of Defense", type: "armor"}];
const created = await actor.createEmbeddedEntity("OwnedItem", data); // Returns an Array of EmbeddedEntities, saved to the Actor
const temp = await actor.createEmbeddedEntity("OwnedItem", data, {temporary: true}); // Not saved to the Actor
Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity class to create

data Data | Array.<Data>

A Data object or an Array of Data objects to create

options Options

Additional creation options which modify the request

Properties
Name Type Attributes Description
temporary boolean <optional>

Create a temporary entity which is not saved to the world database. Default is false.

renderSheet boolean <optional>

Display the sheet for each created Embedded Entities once created.

Returns:

A Promise which resolves to the created embedded Data once the creation request is successful

Type
Promise.<(Data|Array.<Data>)>

(async) createOwnedItem(itemData, options) → {Promise.<Object>}

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Create a new item owned by this Actor. This redirects its arguments to the createEmbeddedEntity method.

Parameters:
Name Type Description
itemData Object

Data for the newly owned item

options Object

Item creation options

Properties
Name Type Description
renderSheet boolean

Render the Item sheet for the newly created item data

Returns:

A Promise resolving to the created Owned Item data

Type
Promise.<Object>

(async) delete(options) → {Promise.<Entity>}

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Delete the current Entity.

Parameters:
Name Type Description
options Options

Options which customize the deletion workflow

Returns:

The deleted Entity

Type
Promise.<Entity>

(async) deleteEmbeddedEntity(embeddedName, data, options) → {Promise.<(Data|Array.<Data>)>}

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Delete one or multiple existing EmbeddedEntity objects using provided input data. Data may be provided as a single id to delete one object or as an Array of string ids.

Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const item = actor.data.items.find(i => i.name === "Magic Sword");
const deleted = await actor.deleteEmbeddedEntity("OwnedItem", item._id); // Deletes one EmbeddedEntity
const actor = game.actors.get("dfv934kj23lk6h9k");
const weapons = actor.data.items.filter(i => i.type === "weapon");
const deletions = weapons.map(i => i._id);
const updated = await actor.deleteEmbeddedEntity("OwnedItem", deletions); // Deletes multiple EmbeddedEntity objects
Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity class to create

data string | Array.<string>

A Data object or array of Data. Each element must contain the _id of an existing Entity.

options Options

Additional options which customize the update workflow

Returns:

The deleted Embedded Entities

Type
Promise.<(Data|Array.<Data>)>

(async) deleteOwnedItem(itemId, options) → {Promise.<Object>}

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Delete an owned item by its id. This redirects its arguments to the deleteEmbeddedEntity method.

Parameters:
Name Type Description
itemId string

The ID of the item to delete

options Object

Item deletion options

Returns:

A Promise resolving to the deleted Owned Item data

Type
Promise.<Object>

exportToJSON()

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Export entity data to a JSON file which can be saved by the client and later imported into a different session

getActiveTokens(linkedopt) → {Array}

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Retrieve an Array of active tokens which represent this Actor in the current canvas Scene. If the canvas is not currently active, or there are no linked actors, the returned Array will be empty.

Parameters:
Name Type Attributes Default Description
linked Boolean <optional>
false

Only return tokens which are linked to the Actor. Default (false) is to return all tokens even those which are not linked.

Returns:

An array of tokens in the current Scene which reference this Actor.

Type
Array

getEmbeddedCollection(embeddedName) → {Array}

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Obtain a reference to the Array of source data within the data object for a certain Embedded Entity name

Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity type

Returns:

The Array of source data where Embedded Entities of this type are stored

Type
Array

getEmbeddedEntity(embeddedName, id, strict) → {Object|null}

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Get an Embedded Entity by it's id from a named collection in the parent Entity.

Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity type to retrieve

id string

The numeric ID of the child to retrieve

strict boolean

Throw an Error if the requested id does not exist, otherwise return null. Default false.

Returns:

Retrieved data for the requested child, or null

Type
Object | null

getFlag(scope, key) → {*}

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Get the value of a "flag" for this Entity See the setFlag method for more details on flags

Parameters:
Name Type Description
scope String

The flag scope which namespaces the key

key String

The flag key

Returns:

The flag value

Type
*

getOwnedItem(itemId) → {Item}

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Get an Item instance corresponding to the Owned Item with a given id

Parameters:
Name Type Description
itemId string

The OwnedItem id to retrieve

Returns:

An Item instance representing the Owned Item within the Actor entity

Type
Item

getRollData() → {Object}

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Prepare a data object which defines the data schema used by dice roll commands against this Actor

Returns:
Type
Object

(async) getTokenImages() → {Promise}

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Get an Array of Token images which could represent this Actor

Returns:
Type
Promise

hasPerm(user, permission, exact) → {boolean}

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Test whether a provided User a specific permission level (or greater) over the Entity instance

Example

Test whether a specific user has a certain permission

// These two are equivalent
entity.hasPerm(game.user, "OWNER");
entity.owner;
// These two are also equivalent
entity.hasPerm(game.user, "LIMITED", true);
entity.limited;
Parameters:
Name Type Default Description
user User

The user to test for permission

permission string | number

The permission level or level name to test

exact boolean false

Tests for an exact permission level match, by default this method tests for an equal or greater permission level.

Returns:

Whether or not the user has the permission for this Entity.

Type
boolean

(async) importFromJSON(json) → {Promise.<Entity>}

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Import data and update this entity

Parameters:
Name Type Description
json String

JSON data string

Returns:

The updated Entity

Type
Promise.<Entity>

(async) importFromJSONDialog() → {Promise.<void>}

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Render an import dialog for updating the data related to this Entity through an exported JSON file

Returns:
Type
Promise.<void>

importItemFromCollection(collection, entryId)

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Import a new owned Item from a compendium collection The imported Item is then added to the Actor as an owned item.

Parameters:
Name Type Description
collection String

The name of the pack from which to import

entryId String

The ID of the compendium entry to import

initialize()

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Initialize data structure for the Entity. First initialize any Embedded Entities and prepare their data. Next prepare data for the Entity itself, which may depend on Embedded Entities.

(async) modifyTokenAttribute(attribute, value, isDelta, isBar) → {Promise}

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Handle how changes to a Token attribute bar are applied to the Actor. This allows for game systems to override this behavior and deploy special logic.

Parameters:
Name Type Default Description
attribute string

The attribute path

value number

The target attribute value

isDelta boolean false

Whether the number represents a relative change (true) or an absolute change (false)

isBar boolean true

Whether the new value is part of an attribute bar, or just a direct value

Returns:
Type
Promise

prepareData()

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Prepare data for the Entity whenever the instance is first created or later updated. This method can be used to derive any internal attributes which are computed in a formulaic manner. For example, in a d20 system - computing an ability modifier based on the value of that ability score.

prepareEmbeddedEntities()

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Prepare Embedded Entities which exist within this parent Entity. For example, in the case of an Actor, this method is responsible for preparing the Owned Items the Actor contains.

render(force, context)

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Render all of the Application instances which are connected to this Entity by calling their respective Application#render methods.

Parameters:
Name Type Description
force boolean

Force rendering

context Options

Optional context

(async) setFlag(scope, key, value) → {Promise.<Entity>}

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Assign a "flag" to this Entity. Flags represent key-value type data which can be used to store flexible or arbitrary data required by either the core software, game systems, or user-created modules.

Each flag should be set using a scope which provides a namespace for the flag to help prevent collisions.

Flags set by the core software use the "core" scope. Flags set by game systems or modules should use the canonical name attribute for the module Flags set by an individual world should "world" as the scope.

Flag values can assume almost any data type. Setting a flag value to null will delete that flag.

Parameters:
Name Type Description
scope String

The flag scope which namespaces the key

key String

The flag key

value *

The flag value

Returns:

A Promise resolving to the updated Entity

Type
Promise.<Entity>

(async) sortRelative()

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Sort this Entity relative a target by providing the target, an Array of siblings and other options. If the Entity has an rendered sheet, record the sort change as part of a form submission See SortingHelper.performIntegerSort for more details

(async) toCompendium() → {Object}

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Transform the Entity data to be stored in a Compendium pack. Remove any features of the data which are world-specific. This function is asynchronous in case any complex operations are required prior to exporting.

Returns:

A data object of cleaned data ready for compendium import

Type
Object

toJSON() → {Object}

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Serializing an Entity should simply serialize it's inner data, not the entire instance

Returns:
Type
Object

(async) unsetFlag(scope, key) → {Promise}

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Remove a flag assigned to the Entity

Parameters:
Name Type Description
scope string

The flag scope which namespaces the key

key string

The flag key

Returns:

A Promise resolving to the updated Entity

Type
Promise

(async) update(data, options) → {Promise.<Entity>}

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Update the current Entity using provided input data. Data must be provided as a single object which updates the Entity data.

Parameters:
Name Type Description
data Data

A Data object which updates the Entity

options Options

Additional options which customize the update workflow

Returns:

The updated Entity

Type
Promise.<Entity>

(async) updateEmbeddedEntity(embeddedName, data, options) → {Promise.<(Entity|Array.<Entity>)>}

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Update one or multiple existing entities using provided input data. Data may be provided as a single object to update one Entity, or as an Array of Objects.

Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const item = actor.data.items.find(i => i.name === "Magic Sword");
const update = {_id: item._id, name: "Magic Sword +1"};
const updated = await actor.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
const actor = game.actors.get("dfv934kj23lk6h9k");
const weapons = actor.data.items.filter(i => i.type === "weapon");
const updates = weapons.map(i => {
  return {_id: i._id, name: i.name + "+1"};
}
const updated = await actor.createEmbeddedEntity("OwnedItem", updates); // Updates multiple EmbeddedEntity objects
Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity class to create

data Data | Array.<Data>

A Data object or array of Data. Each element must contain the _id of an existing Entity.

options Options

Additional options which customize the update workflow

Properties
Name Type Attributes Description
diff boolean <optional>

Difference the provided data against the current to eliminate unnecessary changes.

Returns:

The updated Entity or array of Entities

Type
Promise.<(Entity|Array.<Entity>)>

(async) updateOwnedItem(itemData, options) → {Promise.<Object>}

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See:

Update an owned item using provided new data. This redirects its arguments to the updateEmbeddedEntity method.

Parameters:
Name Type Description
itemData Object

Data for the item to update

options Object

Item update options

Returns:

A Promise resolving to the updated Owned Item data

Type
Promise.<Object>