GURPS Actors can go below 0 HP and still be standing. They are only assured to be dead at -5 * HP.max. I don't know if that makes a difference.
Our system only has 1 actor type 'character', and no 'types'.
Will this list change? If not, I could add it as a pulldown menu for our characters. I've added code to check for a 'bloodtype' in our actor (which doesn't exists yet) and then fallback to the name checking. FYI, token.actor.data.data.additionalresources will always exist (it is defined in the template.json).
Hmmm... I wonder how I can access that static in our code... I've never don't cross-module work ;-) But it would be nice if I could just read it directly to make a pulldown menu from it.
GURPS Actors can go below 0 HP and still be standing. They are only assured to be dead at -5 * HP.max. I don't know if that makes a difference. Our system only has 1 actor type 'character', and no 'types'.
These are the 'types', correct? abberation: '#0505af', beast: 'blood', dwarf: 'blood', humanoid: 'blood', giant: 'blood', swarm: 'blood', celestial: '#dc9e06', construct: '#251a13', dragon: 'name', elemental: '#0fe9e6', elf: 'silver', fey: '#1e824c', plant: '#04db41', 'half-elf': '#e96060', mech: '#251a13', monstrosity: '#4e009a', ooze: 'name', undead: '#ece6ff',
Will this list change? If not, I could add it as a pulldown menu for our characters. I've added code to check for a 'bloodtype' in our actor (which doesn't exists yet) and then fallback to the name checking. FYI, token.actor.data.data.additionalresources will always exist (it is defined in the template.json).
Hmmm... I wonder how I can access that static in our code... I've never don't cross-module work ;-) But it would be nice if I could just read it directly to make a pulldown menu from it.