Fix 7 pre-existing syntax bugs in item-effect scripts

These predate today's script sync (not among the 621 copied files) --
stale/corrupted copies that had already diverged from FR's own fixed
versions, so a syntax error would have crashed the moment the item's
effect actually ran in Foundry:

- E7D4bxz8gy4e1wL7.js: whole condition had no body/return at all
- FAB12eLcSCAOOQwk.js: "scirptMessage" typo + missing closing paren
- Me1wS5XdqUEy7OGt.js: missing paren/brace in a template literal,
  and a literal "{this.actor.name}" instead of "${this.actor.name}"
- Na7Nanl9YmxZlTo7.js: stray unmatched closing paren
- nGTxNWBUBgTr87wU.js: loose "speaker : {...}" args instead of being
  part of the single options object
- sPvfYQEnyAYNpIhF.js: missing comma between two object properties
- vvVhAqreedtmOR9b.js: missing closing brace before the closing paren

Rebuilt modules/loadScripts.js; all 2114 scripts now parse cleanly.
This commit is contained in:
2026-07-21 15:54:43 +02:00
parent a7f30267fd
commit 69a69e2ce4
8 changed files with 9 additions and 9 deletions
File diff suppressed because one or more lines are too long
+1 -1
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@@ -1 +1 @@
if (["Stealth (Rural)", "Track", "Outdoor Survival", "Swim", "Perception", "Intuition"].includes(args.item?.name))
return ["Schleichen (Land)", "Spurenlesen", "Überleben", "Schwimmen", "Wahrnehmung", "Intuition"].includes(args.item?.name);
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@@ -1 +1 @@
this.script.scirptMessage(await this.actor.applyBasicDamage(20, {suppressMsg: true});
this.script.scriptMessage(await this.actor.applyBasicDamage(20, {suppressMsg: true}));
+2 -2
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@@ -1,5 +1,5 @@
let loc = (await game.wfrp4e.tables.rollTable("hitloc")).result;
let critTable = `crit${this.generalizeTable(loc)`;
let critTable = `crit${this.generalizeTable(loc)}`;
let crit = (await game.wfrp4e.tables.rollTable(critTable)).result;
this.script.scriptMessage(`{this.actor.name} suffers a ${crit} (location : ${loc}). Do not apply bleeding or any additonnal wounds.`);
this.script.message(`${this.actor.name} suffers a ${crit} (location : ${loc}). Do not apply bleeding or any additonnal wounds.`);
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@@ -1 +1 @@
return args.type != "cast" && args.type != "channelling")
return args.type != "cast" && args.type != "channelling"
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@@ -1,5 +1,5 @@
if (args.opposedTest.result.differenceSL >= 0 && args.opposedTest.result.differenceSL <= 2 && args.opposedTest.result.winner == "attacker")
{
this.script.scriptMessage(`Becomes lodged in the armour or flesh of the opponent. See @UUID[${this.item.uuid}]{${this.item.name}}.`, speaker : {alias : this.item.name}, {blind: true, whisper : ChatMessage.getWhisperRecipients("GM")})
this.script.message(`Becomes lodged in the armour or flesh of the opponent. See @UUID[${this.item.uuid}]{${this.item.name}}.`, {speaker : {alias : this.item.name}, blind: true, whisper : ChatMessage.getWhisperRecipients("GM")})
}
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@@ -1,5 +1,5 @@
let shouldDamage = await Dialog.confirm({
title: this.effect.name + " - " + args.actor.name
title: this.effect.name + " - " + args.actor.name,
content: "Are you humanoid creature who have not made a sacrifice to Rhya (or another diety of nature or powerful nature spirit to whom the cult of Rhya are well disposed, such as Isha or Taal) since the last spring equinox?"
});
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@@ -1,2 +1,2 @@
args.totalWoundLoss = Math.max(0, args.totalWoundLoss - 1)
args.modifiers.other.push({label : this.effect.name, value : -1)
args.modifiers.other.push({label : this.effect.name, value : -1})