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.
scripts/ was missing 621 of FR's 2114 effect scripts (referenced via
game.wfrp4e.config.effectScripts by Foundry item id). Copied them all
over so the registry is complete, then translated the 129 that still
contained French user-facing text: skill/talent/trapping name arrays
in NPC-statblock-building scripts, chat/notification messages, and
dialog prompts. Skill/talent/trait names were cross-checked against
the already-translated core compendium rather than translated ad hoc,
since Foundry looks these up by exact document name.
Also fixed real bugs found along the way (present in FR's originals
too, just inherited via the copy):
- Two "let x / let x" duplicate-declaration scripts (SyntaxError)
- A "0rgs.actor" typo (ReferenceError) for "args.actor"
- Two "effet.update(...)" typos for "effect.update(...)"
- A corrupted ui.notifications.warn(...) template literal in 3 of the
NPC-statblock scripts, mangled into stray leftover code text
- 19 scripts across the whole scripts/ folder (not just the 621) using
the wrong game.i18n.localize() key (NAME.Résistance/Démoniaque/
Mort-vivant instead of the actual English key names NAME.Endurance/
Daemonic/Undead), which silently failed to resolve in any language
Rebuilt modules/loadScripts.js via `npm run build` (2114 scripts).
Known follow-up (out of scope here, pre-existing in the scripts DE
already had before this sync): 7 scripts elsewhere in scripts/ have
unrelated syntax bugs, and one has a lingering French accent.
- Remove dead import of babele/script/translated-compendium.js (404,
MIME-type block on load) and its unused TranslatedCompendium usage
- Replace broken game.babele.converters.X() cross-calls (career_skills,
career_careergroup, tableResults) with direct function references,
since Babele 2.8+ wraps converters as objects
- Rename RollTable fields data.text/results[].text -> .description and
documentCollection -> documentUuid to match Babele's current schema
- Migrate ActiveEffect label -> name (Foundry v13 requires name) with
legacy fallback in process_effects, bestiary_traits, effects and
diseases_effects converters
- Fix stray bare duplicate() call and a syntax typo in the infighting
effect script in config-patch.js
- Bump module.json compatibility to minimum 13 / verified 14