Hooks.once("ready", async function () {
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if (!game.automatedevocations) {
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game.automatedevocations = {};
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game.automatedevocations[game.system.id] = {};
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}
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if (game.system.id == "dnd5e") {
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game.automatedevocations.dnd5e = {
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"Arcane Hand": [
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{
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creature: "Arcane Hand",
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number: 1,
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},
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],
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"Flaming Sphere": [
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{
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creature: "Flaming Sphere",
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number: 1,
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},
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],
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"Spiritual Weapon": [
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{
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creature: "Spiritual Weapon",
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number: 1,
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},
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],
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"Guardian of Faith": [
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{
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creature: "Spectral Guardian",
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number: 1,
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},
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],
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"Faithful Hound": [
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{
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creature: "Phantom Watchdog",
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number: 1,
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},
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],
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"Find Steed": [
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{
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creature: "Warhorse",
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number: 1,
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},
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{
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creature: "Pony",
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number: 1,
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},
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{
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creature: "Camel",
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number: 1,
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},
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{
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creature: "Elk",
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number: 1,
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},
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{
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creature: "Mastiff",
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number: 1,
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},
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],
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"Giant Insect": [
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{
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creature: "Giant Centipede",
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number: 10,
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},
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{
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creature: "Giant Spider",
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number: 3,
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},
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{
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creature: "Giant Wasp",
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number: 5,
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},
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{
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creature: "Giant Scorpion",
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number: 1,
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},
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],
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"Arcane Sword": [
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{
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creature: "Arcane Sword",
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number: 1,
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},
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],
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"Conjure Animals": (data) => {
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let multiplier = 1;
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if (data.level >= 5) multiplier = 2;
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if (data.level >= 7) multiplier = 3;
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let beasts = game.actors
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.filter((a) => a.type === "npc" && a.system.details.type?.value == "beast" && a.system.details.cr <= 2)
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.sort((a, b) => {
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return a.system.details.cr < b.system.details.cr ? 1 : -1;
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});
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let creatures = [];
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for (let beast of beasts) {
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let number = 1;
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const cr = beast.system.details.cr;
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if (cr == 2) number = 1;
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else if (cr == 1) number = 2;
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else if (cr == 0.5) number = 4;
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else if (cr <= 0.25) number = 8;
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creatures.push({
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creature: beast.name,
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number: number * multiplier,
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});
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}
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return creatures;
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},
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"Conjure Celestial": (data) => {
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let celestials = game.actors
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.filter((a) => a.type === "npc" && a.system.details.type?.value == "celestial" && a.system.details.cr <= 4)
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.sort((a, b) => {
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return a.system.details.cr < b.system.details.cr ? 1 : -1;
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});
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let creatures = [];
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for (let celestial of celestials) {
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creatures.push({
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creature: celestial.name,
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number: 1,
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});
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}
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return creatures;
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},
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"Conjure Elemental": (data) => {
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let elementals = game.actors
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.filter((a) => a.type === "npc" && a.system.details.type?.value == "elemental" && a.system.details.cr <= data.level)
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.sort((a, b) => {
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return a.system.details.cr < b.system.details.cr ? 1 : -1;
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});
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let creatures = [];
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for (let elemental of elementals) {
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creatures.push({
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creature: elemental.name,
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number: 1,
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});
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}
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return creatures;
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},
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"Conjure Fey": (data) => {
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let feys = game.actors
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.filter((a) => a.type === "npc" && a.system.details.type?.value == "fey" && a.system.details.cr <= data.level)
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.sort((a, b) => {
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return a.system.details.cr < b.system.details.cr ? 1 : -1;
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});
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let creatures = [];
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for (let fey of feys) {
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creatures.push({
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creature: fey.name,
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number: 1,
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});
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}
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return creatures;
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},
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"Conjure Minor Elementals": (data) => {
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let multiplier = 1;
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if (data.level >= 6) multiplier = 2;
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if (data.level >= 8) multiplier = 3;
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let elementals = game.actors
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.filter((a) => a.type === "npc" && a.system.details.type?.value == "elemental" && a.system.details.cr <= 2)
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.sort((a, b) => {
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return a.system.details.cr < b.system.details.cr ? 1 : -1;
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});
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let creatures = [];
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for (let elemental of elementals) {
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let number = 1;
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const cr = elemental.system.details.cr;
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if (cr == 2) number = 1;
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else if (cr == 1) number = 2;
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else if (cr == 0.5) number = 4;
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else if (cr <= 0.25) number = 8;
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creatures.push({
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creature: elemental.name,
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number: number * multiplier,
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});
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}
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return creatures;
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},
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"Conjure Woodland Beings": (data) => {
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let multiplier = 1;
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if (data.level >= 6) multiplier = 2;
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if (data.level >= 8) multiplier = 3;
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let feys = game.actors
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.filter((a) => a.type === "npc" && a.system.details.type?.value == "fey" && a.system.details.cr <= data.level)
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.sort((a, b) => {
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return a.system.details.cr < b.system.details.cr ? 1 : -1;
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});
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let creatures = [];
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for (let fey of feys) {
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let number = 1;
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const cr = fey.system.details.cr;
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if (cr == 2) number = 1;
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else if (cr == 1) number = 2;
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else if (cr == 0.5) number = 4;
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else if (cr <= 0.25) number = 8;
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creatures.push({
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creature: fey.name,
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number: number * multiplier,
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});
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}
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return creatures;
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},
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"Animate Dead": (data) => {
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let multiplier = 1 + (data.level - 3) * 2;
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return [
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{
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creature: "Skeleton",
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number: multiplier,
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},
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{
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creature: "Zombie",
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number: multiplier,
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},
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];
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},
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"Create Undead": (data) => {
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let multiplier = data.level - 3;
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if (data.level == 8) {
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return [
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{
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creature: "Ghoul",
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number: 5,
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},
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{
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creature: "Ghast",
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number: 2,
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},
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{
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creature: "Wights",
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number: 2,
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},
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];
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}
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if (data.level == 9) {
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return [
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{
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creature: "Ghoul",
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number: 6,
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},
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{
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creature: "Ghast",
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number: 3,
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},
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{
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creature: "Wights",
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number: 3,
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},
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{
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creature: "Mummy",
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number: 2,
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},
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];
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}
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return [
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{
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creature: "Ghoul",
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number: multiplier,
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},
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];
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},
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"Find Familiar": [
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{
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creature: "Bat",
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number: 1,
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},
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{
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creature: "Cat",
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number: 1,
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},
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{
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creature: "Crab",
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number: 1,
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},
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{
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creature: "Frog",
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number: 1,
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},
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{
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creature: "Hawk",
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number: 1,
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},
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{
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creature: "Lizard",
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number: 1,
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},
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{
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creature: "Octopus",
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number: 1,
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},
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{
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creature: "Owl",
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number: 1,
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},
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{
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creature: "Poisonous Snake",
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number: 1,
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},
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{
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creature: "Quipper",
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number: 1,
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},
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{
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creature: "Rat",
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number: 1,
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},
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{
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creature: "Raven",
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number: 1,
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},
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{
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creature: "Sea Horse",
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number: 1,
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},
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{
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creature: "Spider",
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number: 1,
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},
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{
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creature: "Weasel",
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number: 1,
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},
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],
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};
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}
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game.automatedevocations.originalBindings = deepClone(game.automatedevocations[game.system.id]);
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game.automatedevocations[game.system.id] = mergeObject(game.automatedevocations[game.system.id], game.settings.get(AECONSTS.MN, "customautospells"));
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});
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