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.
10 lines
547 B
JavaScript
10 lines
547 B
JavaScript
let shouldDamage = await Dialog.confirm({
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title: this.effect.name + " - " + args.actor.name,
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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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});
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if (shouldDamage) {
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let damage = 1 + this.effect.sourceTest.result.baseSL;
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await args.actor.applyBasicDamage(damage, {damageType: game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL});
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args.actor.addCondition("fatigued");
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} |