All user data for FoundryVTT. Includes worlds, systems, modules, and any asset in the "foundryuserdata" directory. Does NOT include the FoundryVTT installation itself.
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Hooks.once("ready", async function () {
if (!game.automatedevocations) {
game.automatedevocations = {};
game.automatedevocations[game.system.id] = {};
}
if (game.system.id == "dnd5e") {
game.automatedevocations.dnd5e = {
"Arcane Hand": [
{
creature: "Arcane Hand",
number: 1,
},
],
"Flaming Sphere": [
{
creature: "Flaming Sphere",
number: 1,
},
],
"Spiritual Weapon": [
{
creature: "Spiritual Weapon",
number: 1,
},
],
"Guardian of Faith": [
{
creature: "Spectral Guardian",
number: 1,
},
],
"Faithful Hound": [
{
creature: "Phantom Watchdog",
number: 1,
},
],
"Find Steed": [
{
creature: "Warhorse",
number: 1,
},
{
creature: "Pony",
number: 1,
},
{
creature: "Camel",
number: 1,
},
{
creature: "Elk",
number: 1,
},
{
creature: "Mastiff",
number: 1,
},
],
"Giant Insect": [
{
creature: "Giant Centipede",
number: 10,
},
{
creature: "Giant Spider",
number: 3,
},
{
creature: "Giant Wasp",
number: 5,
},
{
creature: "Giant Scorpion",
number: 1,
},
],
"Arcane Sword": [
{
creature: "Arcane Sword",
number: 1,
},
],
"Conjure Animals": (data) => {
let multiplier = 1;
if (data.level >= 5) multiplier = 2;
if (data.level >= 7) multiplier = 3;
let beasts = game.actors
.filter((a) => a.type === "npc" && a.system.details.type?.value == "beast" && a.system.details.cr <= 2)
.sort((a, b) => {
return a.system.details.cr < b.system.details.cr ? 1 : -1;
});
let creatures = [];
for (let beast of beasts) {
let number = 1;
const cr = beast.system.details.cr;
if (cr == 2) number = 1;
else if (cr == 1) number = 2;
else if (cr == 0.5) number = 4;
else if (cr <= 0.25) number = 8;
creatures.push({
creature: beast.name,
number: number * multiplier,
});
}
return creatures;
},
"Conjure Celestial": (data) => {
let celestials = game.actors
.filter((a) => a.type === "npc" && a.system.details.type?.value == "celestial" && a.system.details.cr <= 4)
.sort((a, b) => {
return a.system.details.cr < b.system.details.cr ? 1 : -1;
});
let creatures = [];
for (let celestial of celestials) {
creatures.push({
creature: celestial.name,
number: 1,
});
}
return creatures;
},
"Conjure Elemental": (data) => {
let elementals = game.actors
.filter((a) => a.type === "npc" && a.system.details.type?.value == "elemental" && a.system.details.cr <= data.level)
.sort((a, b) => {
return a.system.details.cr < b.system.details.cr ? 1 : -1;
});
let creatures = [];
for (let elemental of elementals) {
creatures.push({
creature: elemental.name,
number: 1,
});
}
return creatures;
},
"Conjure Fey": (data) => {
let feys = game.actors
.filter((a) => a.type === "npc" && a.system.details.type?.value == "fey" && a.system.details.cr <= data.level)
.sort((a, b) => {
return a.system.details.cr < b.system.details.cr ? 1 : -1;
});
let creatures = [];
for (let fey of feys) {
creatures.push({
creature: fey.name,
number: 1,
});
}
return creatures;
},
"Conjure Minor Elementals": (data) => {
let multiplier = 1;
if (data.level >= 6) multiplier = 2;
if (data.level >= 8) multiplier = 3;
let elementals = game.actors
.filter((a) => a.type === "npc" && a.system.details.type?.value == "elemental" && a.system.details.cr <= 2)
.sort((a, b) => {
return a.system.details.cr < b.system.details.cr ? 1 : -1;
});
let creatures = [];
for (let elemental of elementals) {
let number = 1;
const cr = elemental.system.details.cr;
if (cr == 2) number = 1;
else if (cr == 1) number = 2;
else if (cr == 0.5) number = 4;
else if (cr <= 0.25) number = 8;
creatures.push({
creature: elemental.name,
number: number * multiplier,
});
}
return creatures;
},
"Conjure Woodland Beings": (data) => {
let multiplier = 1;
if (data.level >= 6) multiplier = 2;
if (data.level >= 8) multiplier = 3;
let feys = game.actors
.filter((a) => a.type === "npc" && a.system.details.type?.value == "fey" && a.system.details.cr <= data.level)
.sort((a, b) => {
return a.system.details.cr < b.system.details.cr ? 1 : -1;
});
let creatures = [];
for (let fey of feys) {
let number = 1;
const cr = fey.system.details.cr;
if (cr == 2) number = 1;
else if (cr == 1) number = 2;
else if (cr == 0.5) number = 4;
else if (cr <= 0.25) number = 8;
creatures.push({
creature: fey.name,
number: number * multiplier,
});
}
return creatures;
},
"Animate Dead": (data) => {
let multiplier = 1 + (data.level - 3) * 2;
return [
{
creature: "Skeleton",
number: multiplier,
},
{
creature: "Zombie",
number: multiplier,
},
];
},
"Create Undead": (data) => {
let multiplier = data.level - 3;
if (data.level == 8) {
return [
{
creature: "Ghoul",
number: 5,
},
{
creature: "Ghast",
number: 2,
},
{
creature: "Wights",
number: 2,
},
];
}
if (data.level == 9) {
return [
{
creature: "Ghoul",
number: 6,
},
{
creature: "Ghast",
number: 3,
},
{
creature: "Wights",
number: 3,
},
{
creature: "Mummy",
number: 2,
},
];
}
return [
{
creature: "Ghoul",
number: multiplier,
},
];
},
"Find Familiar": [
{
creature: "Bat",
number: 1,
},
{
creature: "Cat",
number: 1,
},
{
creature: "Crab",
number: 1,
},
{
creature: "Frog",
number: 1,
},
{
creature: "Hawk",
number: 1,
},
{
creature: "Lizard",
number: 1,
},
{
creature: "Octopus",
number: 1,
},
{
creature: "Owl",
number: 1,
},
{
creature: "Poisonous Snake",
number: 1,
},
{
creature: "Quipper",
number: 1,
},
{
creature: "Rat",
number: 1,
},
{
creature: "Raven",
number: 1,
},
{
creature: "Sea Horse",
number: 1,
},
{
creature: "Spider",
number: 1,
},
{
creature: "Weasel",
number: 1,
},
],
};
}
game.automatedevocations.originalBindings = deepClone(game.automatedevocations[game.system.id]);
game.automatedevocations[game.system.id] = mergeObject(game.automatedevocations[game.system.id], game.settings.get(AECONSTS.MN, "customautospells"));
});