Review and update the flags system for entities to ensure that modules and systems can save additional key/value data as part of the Entity data
/**
* 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.
*
* @param {String} scope The flag scope which namespaces the key
* @param {String} key The flag key
* @param {*} value The flag value
*
* @return {Promise.<Entity>} A Promise resolving to the updated Entity
*/
async setFlag(scope, key, value) {...}
Example Usage
actor.setFlag("dnd5e", "hasSavageAttacks", true);
/**
* Get the value of a "flag" for this Entity
* See the setFlag method for more details on flags
*
* @param {String} scope The flag scope which namespaces the key
* @param {String} key The flag key
* @return {*} The flag value
*/
getFlag(scope, key) {
Example Usage
actor.getFlag("dnd5e", "hasSavageAttacks");
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