xiaohongshu
xiaohongshu
fvtt-hooks
This skill should be used when registering hooks, creating custom hooks for module APIs, debugging hook execution, handling async in hooks, or preventing memory leaks from unclean hook removal. Covers Hooks.on/once/call/callAll, lifecycle order, and common pitfalls.
Full skill instructions
Domain: Foundry VTT Module/System Development Status: Production-Ready Last Updated: 2026-01-04
Foundry VTT uses an event-driven architecture where hooks allow modules to intercept and respond to VTT workflows. Understanding hooks is fundamental to all Foundry development.
| Method | Purpose | Cancellable | Persists |
|---|---|---|---|
Hooks.on(name, fn) | Register persistent listener | N/A | Yes |
Hooks.once(name, fn) | Register one-time listener | N/A | No |
Hooks.call(name, ...args) | Trigger hook (stoppable) | Yes | N/A |
Hooks.callAll(name, ...args) | Trigger hook (all run) | No | N/A |
Hooks.off(name, id) | Unregister by ID | N/A | N/A |
These fire once per client connection, in this order:
init → i18nInit → setup → ready
| Hook | When | Use For |
|---|---|---|
init | Foundry initializing | Register sheets, settings, CONFIG |
i18nInit | Translations loaded | Localization-dependent setup |
setup | Before Documents/UI/Canvas | Pre-game state setup |
ready | Game fully ready | World initialization, game data access |
// Correct registration order
Hooks.once("init", () => {
// Register settings
game.settings.register("my-module", "mySetting", { /* ... */ });
// Register document sheets
DocumentSheetConfig.registerSheet(Actor, "my-module", MyActorSheet, {
makeDefault: true
});
});
Hooks.once("ready", () => {
// Safe to access game.actors, game.users, etc.
console.log(`${game.actors.size} actors in world`);
});
All document types follow this pattern:
| Hook | Trigger Method | Can Cancel |
|---|---|---|
preCreate{Doc} | Hooks.call | Yes |
create{Doc} | Hooks.callAll | No |
preUpdate{Doc} | Hooks.call | Yes |
update{Doc} | Hooks.callAll | No |
preDelete{Doc} | Hooks.call | Yes |
delete{Doc} | Hooks.callAll | No |
// Prevent update if condition met
Hooks.on("preUpdateActor", (actor, change, options, userId) => {
if (change.system?.hp?.value < 0) {
ui.notifications.warn("HP cannot be negative");
return false; // Cancels the update
}
});
// React after update
Hooks.on("updateActor", (actor, change, options, userId) => {
if (change.system?.hp?.value === 0) {
ChatMessage.create({ content: `${actor.name} has fallen!` });
}
});
Render hooks fire for the entire inheritance chain:
// renderActorSheet → renderDocumentSheet → renderFormApplication → renderApplication
// ApplicationV1 signature
Hooks.on("renderActorSheet", (app, html, data) => {
html.find(".header").append("<button>Custom</button>");
});
// ApplicationV2 signature (V12+)
Hooks.on("renderActorSheetV2", (app, html, context, options) => {
// html is the rendered element
});
CRITICAL: Hooks never await callbacks. Async functions return a Promise, not false.
// WRONG - Won't prevent the update!
Hooks.on("preUpdateActor", async (actor, change, options, userId) => {
const allowed = await someAsyncCheck();
if (!allowed) return false; // Returns Promise, not false!
});
// CORRECT - Synchronous check for cancellation
Hooks.on("preUpdateActor", (actor, change, options, userId) => {
if (!someCondition) return false; // Actually prevents update
});
Hooks keep references to callbacks, preventing garbage collection:
// BAD - Hook persists after app closes
class MyApp extends Application {
constructor() {
super();
Hooks.on("updateActor", this._onUpdate.bind(this));
}
}
// GOOD - Store ID and clean up
class MyApp extends Application {
constructor() {
super();
this._hookId = Hooks.on("updateActor", this._onUpdate.bind(this));
}
close(options) {
Hooks.off("updateActor", this._hookId);
return super.close(options);
}
}
Objects are passed by reference - mutation works, re-assignment doesn't:
// WORKS - Mutation affects original
Hooks.on("preUpdateActor", (actor, change, options, userId) => {
change.name = "Modified"; // Changes the actual update
});
// DOESN'T WORK - Re-assignment breaks reference
Hooks.on("preUpdateActor", (actor, change, options, userId) => {
change = { name: "New" }; // Local variable only!
});
Each client runs hooks independently. Check userId to avoid duplicate actions:
// BAD - All clients try to create the item
Hooks.on("createActor", (actor, options, userId) => {
actor.createEmbeddedDocuments("Item", [itemData]);
});
// GOOD - Only triggering client acts
Hooks.on("createActor", (actor, options, userId) => {
if (userId !== game.user.id) return;
actor.createEmbeddedDocuments("Item", [itemData]);
});
// WRONG - Can't unregister by function reference
Hooks.on("updateActor", this.onUpdate);
Hooks.off("updateActor", this.onUpdate); // Fails!
// WRONG - bind() creates new function each time
Hooks.on("updateActor", this.onUpdate.bind(this));
Hooks.off("updateActor", this.onUpdate.bind(this)); // Different function!
// CORRECT - Use hook ID
this._hookId = Hooks.on("updateActor", this.onUpdate.bind(this));
Hooks.off("updateActor", this._hookId); // Works
// my-module.js
Hooks.once("init", () => {
const api = {
registerExtension: (config) => { /* ... */ },
doAction: (data) => { /* ... */ }
};
// Expose API
game.modules.get("my-module").api = api;
// Announce readiness
Hooks.callAll("myModuleReady", api);
});
// Other modules consume it
Hooks.once("myModuleReady", (api) => {
api.registerExtension({ name: "My Extension" });
});
class MySystem {
static performAction(data) {
// Allow other modules to prevent action
const allowed = Hooks.call("myModule.beforeAction", data);
if (allowed === false) return null;
const result = this._doWork(data);
// Notify completion (cannot be cancelled)
Hooks.callAll("myModule.afterAction", result);
return result;
}
}
Use namespaced names: moduleName.eventName
combatTracker.turnChangedtokenMagic.effectAppliedmyModule.ready// In browser console
CONFIG.debug.hooks = true;
// Toggle macro
CONFIG.debug.hooks = !CONFIG.debug.hooks;
console.warn("Hook debugging:", CONFIG.debug.hooks);
// Log arguments for a specific hook once
Hooks.once("updateActor", (...args) => console.log("updateActor args:", args));
Use the Developer Mode module for persistent debug flag management without shipping debug code.
Hooks.once for init/setup/ready (not Hooks.on)close() or destruction methodsuserId === game.user.id before document operationspre* hooks that need cancellationHooks.call for cancellable events, Hooks.callAll for notifications// Document hooks
Hooks.on("preCreateActor", (document, data, options, userId) => {});
Hooks.on("createActor", (document, options, userId) => {});
Hooks.on("preUpdateActor", (document, change, options, userId) => {});
Hooks.on("updateActor", (document, change, options, userId) => {});
Hooks.on("preDeleteActor", (document, options, userId) => {});
Hooks.on("deleteActor", (document, options, userId) => {});
// Render hooks (V1)
Hooks.on("renderActorSheet", (app, html, data) => {});
// Render hooks (V2)
Hooks.on("renderActorSheetV2", (app, html, context, options) => {});
// Canvas hooks
Hooks.on("canvasReady", (canvas) => {});
Hooks.on("canvasPan", (canvas, position) => {});
Last Updated: 2026-01-04 Status: Production-Ready Maintainer: ImproperSubset
xiaohongshu
technical spec
product ux expert
database patterns
Conduct multi-agent task orchestration and workflow coordination.
Initialize project with Conductor artifacts (product definition,
Expert in web animations, transitions, and motion design using Framer Motion and CSS
Creates Mermaid and ASCII diagrams for flowcharts, architecture, ERDs, state machines, mindmaps, and more. Use when user mentions diagram, flowchart, mermaid, ASCII diagram, text diagram, terminal diagram, visualize, C4, mindmap, architecture diagram, sequence diagram, ERD, or needs visual docume...
PostgreSQL bindings for H3 hexagonal grid system. Use when working with H3 cells in Postgres, including spatial indexing, geometry/geography integration, and raster analysis.
Context-Driven Development skill for projects using Conductor. Use this skill when you detect a `conductor/` directory in the project, when working on tasks defined in a `plan.md` file, or when the user asks about tracks, specs, or plans. Automatically applies TDD workflow, tracks task completion...
Display project status, active tracks, and next actions
Official Stakpak application containerization standard operating procedure, a step-by-step guidline to properly dockerize applications. This is a rule book curated by the Stakpak Team.
Generate, edit, and beat-sync AI video with leading models in one workspace.
The world's fastest calendar for remote work
Transform Your Design with AI Designer by ImgCreator.ai
Revolutionizing Video Production with AI-Powered Creativity
Extend an image past the frame and let AI fill the new aspect ratio.
Discover your celebrity doppelgänger with StarByFace!
ChainClarity explains 700+ crypto whitepapers in plain English, with layered summaries, comparisons, research tools, alerts, and a $4.99 Pro plan.
Opus.ai: Revolutionize Your Web Experience