(What a character would know with a successful Nature/History check, or what they see at first glance.)
let current = dv.current();let title = current.name || current.file.name;// --- CONFIGURATION ---// Set to your silhouette image path or filename (e.g., "npc-images/silhouette.webp" or "silhouette.webp").// If the file doesn't exist or is set to "", it will gracefully display the text message below.let fallbackImage = "npc-images/silhouette.webp"; // ---------------------// 1. Gather all potential names (Title, quoted nicknames, and Obsidian Aliases)let rawNames = [title];// Extract quoted nickname if present in title (e.g., Wulfric "The Bear" -> The Bear)let matchNick = title.match(/"([^"]+)"/);if (matchNick && matchNick) { rawNames.push(matchNick);}// Safely pull aliases from Obsidian Frontmatter/Propertieslet rawAliases = current.file?.aliases || current.aliases || [];if (typeof rawAliases === "string") { rawNames.push(rawAliases);} else if (rawAliases && typeof rawAliases[Symbol.iterator] === "function") { for (let a of rawAliases) { if (a && typeof a === "string") rawNames.push(a); }}// 2. Build sanitized search terms (ensures terms are >= 2 chars to avoid matching "_" or empty strings)let searchTerms = new Set();for (let name of rawNames) { if (!name || typeof name !== "string") continue; let lower = name.toLowerCase().trim().replace(/["']/g, ""); let slug = lower.replace(/[\s-]+/g, "_").replace(/^_+|_+\$/g, ""); if (lower.length >= 2) searchTerms.add(lower); if (slug.length >= 2) searchTerms.add(slug);}// 3. Search npc-images for matching character fileslet matches = app.vault.getFiles().filter(f => { let pathLower = f.path.toLowerCase(); if (!pathLower.includes("npc-images")) return false; // Exclude the fallback image from character search if (fallbackImage && pathLower.includes(fallbackImage.toLowerCase())) return false; let imgName = f.name.toLowerCase(); return Array.from(searchTerms).some(term => term && imgName.includes(term));});// 4. Prioritize files with "avatar" in the name, otherwise take first matchlet match = matches.find(f => f.name.toLowerCase().includes("avatar")) || (matches.length > 0 ? matches : null);// 5. Render artwork, fallback image, or clean text messageif (match) { dv.paragraph(`![[${match.path}|cover]]`);} else { // Flexible fallback image lookup (works with filename, full path, or partial match) let fallbackFile = null; if (fallbackImage && fallbackImage.trim() !== "") { let cleanFB = fallbackImage.toLowerCase().trim(); fallbackFile = app.vault.getFiles().find(f => f.path.toLowerCase() === cleanFB || f.path.toLowerCase().includes(cleanFB) || f.name.toLowerCase().includes(cleanFB) ); } if (fallbackFile) { dv.paragraph(`![[${fallbackFile.path}|cover]]`); } else { dv.paragraph(`*No artwork generated yet for ${title}*`); }}
Behavior:
Observed Tactics
(This is great for the wiki! It describes how they fight without giving away numbers. e.g., “These creatures tend to strike from the shadows and retreat, rarely staying for a fair fight.“)
Zombie
Medium Undead, Neutral Evil
Armor Class 10
Hit Points 51 (6d8 + 24)
Speed 35 ft.
Initiative +0 (10)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (+0)
18 (+4)
3 (-4)
6 (-2)
5 (-3)
Saving Throws Con +6, Wis +0
Immunities Poison; Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Understands the languages it knew in life but can’t speak
Challenge 3 (XP 700; PB +2)
Proficiency Bonus +2
Hunger for Life. A humanoid slain by a melee attack from the zombie revives as a zombie on its next turn.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Multiattack. The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack.
Claw.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.