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Fix spelling issues #45878

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6 changes: 3 additions & 3 deletions data/changelog.txt
Original file line number Diff line number Diff line change
Expand Up @@ -170,7 +170,7 @@ Move ascii arts to their own file to avoid bloat.
Enforce that functions should not have separate x, y parameters.
Add tests for sun-related functions.
Jsonize Anatomy: replace enum body_part with bodypart_id.
Implement installation requirment for CBMs.
Implement installation requirement for CBMs.
Fields can now override local light levels.
Convert itype_id to string_id<itype>.
Test and refactor item info display functions.
Expand Down Expand Up @@ -543,7 +543,7 @@ Obsolete flaming weapons.
Obsolete survivor helmets.
Realistic gun volume campaign.
Migrates+obsoletes firearms incongruent with lore.
Tameable Piglets.
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Tamable Piglets.
Cat Reproduction.

## Interface:
Expand Down Expand Up @@ -2392,7 +2392,7 @@ Support loading worlds from CLI.
Always require RFC 4627 compliant JSON.
Include numeric to fix OSX compile.
Add a switch to retain debug symbols for profiling.
Update MXE ICE workaround to blacklist anything targetting x86_64-w64-mingw32.static
Update MXE ICE workaround to blacklist anything targeting x86_64-w64-mingw32.static
Don't keep _GLIBCXX_DEBUG when DEBUG_SYMBOLS is set.
Allow installation in a path with whitespaces.
Add a compile mode that checks for printf format errors.
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2 changes: 1 addition & 1 deletion data/json/achievements.json
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Expand Up @@ -492,7 +492,7 @@
"event_statistic": "avatar_last_crosses_mutation_threshold",
"is": "==",
"target": [ "mutation_category_id", "CEPHALOPOD" ],
"description": "crossed cephalapod mutation threshold",
"description": "crossed cephalopod mutation threshold",
"visible": "when_achievement_completed"
}
]
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2 changes: 1 addition & 1 deletion data/json/furniture_and_terrain/furniture-tools.json
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Expand Up @@ -959,7 +959,7 @@
"flags": [
"PLACE_ITEM",
"TRANSPARENT",
"FLAMABLE_ASH",
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"FLAMMABLE_ASH",
"MOUNTABLE",
"ALLOW_FIELD_EFFECT",
"EASY_DECONSTRUCT",
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2 changes: 1 addition & 1 deletion data/json/items/book/misc_sports.json
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Expand Up @@ -131,7 +131,7 @@
"id": "book_nonf_hard_sports_bike",
"type": "BOOK",
"name": { "str": "Legendary Bike Rides", "str_pl": "copies of Bike Rides" },
"description": "This unweildy coffeetable book is titled \"LEGENDARY Bike Rides Around the WORLD.\" It provides a wealth of detail about paved bike trails in every part of the globe except New England. But if you make it to Patagonia on bike, you're all set.",
"description": "This unwieldy coffeetable book is titled \"LEGENDARY Bike Rides Around the WORLD.\" It provides a wealth of detail about paved bike trails in every part of the globe except New England. But if you make it to Patagonia on bike, you're all set.",
"//isbn13": 9781760340834,
"weight": "1589 g",
"volume": "1660 ml",
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2 changes: 1 addition & 1 deletion data/json/items/comestibles/brewing.json
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Expand Up @@ -433,7 +433,7 @@
"type": "COMESTIBLE",
"id": "young_yeast",
"name": "growing wild yeast",
"description": "Mixture of water, sugar and fruits with some naturally occuring yeast, that will eventually produce a more sizeable yeast culture.",
"description": "Mixture of water, sugar and fruits with some naturally occurring yeast, that will eventually produce a more sizeable yeast culture.",
"weight": "250 g",
"color": "yellow",
"container": "jug_plastic",
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Original file line number Diff line number Diff line change
Expand Up @@ -298,7 +298,7 @@
{
"type": "recipe",
"activity_level": "MODERATE_EXERCISE",
"result": "faction_base_modular_hub_shack4_metal_soutwest",
"result": "faction_base_modular_hub_shack4_metal_southwest",
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"description": "We should expand our housing by putting up a metal building on the southwest side, which we can also use as part of the central building.",
"category": "CC_BUILDING",
"subcategory": "CSC_BUILDING_BASES",
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Expand Up @@ -128,7 +128,7 @@
{
"type": "recipe",
"result": "faction_base_modular_shelter_2_well",
"description": "We should build a well, accross from the terminal. This will make our future here more secure.",
"description": "We should build a well, across from the terminal. This will make our future here more secure.",
"category": "CC_BUILDING",
"subcategory": "CSC_BUILDING_BASES",
"autolearn": false,
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2 changes: 1 addition & 1 deletion data/json/recipes/food/dairy_products.json
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Expand Up @@ -50,7 +50,7 @@
"subcategory": "CSC_FOOD_OTHER",
"skill_used": "cooking",
"difficulty": 2,
"//": "Increased recipe size, due to such miniscule amounts would have excessive loss in the straining step otherwise. Made it X8",
"//": "Increased recipe size, due to such minuscule amounts would have excessive loss in the straining step otherwise. Made it X8",
"charges": 8,
"book_learn": [ [ "cookbook_indian", 1 ] ],
"time": "30 m",
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2 changes: 1 addition & 1 deletion data/mods/Aftershock/player/professions.json
Original file line number Diff line number Diff line change
Expand Up @@ -377,7 +377,7 @@
"type": "profession",
"id": "afs_cecaelia_scientist",
"name": "Engineered Deep Sea Explorer",
"description": "Created with the exploration of the deep sea in mind Cecaelia are hybridized from cephalopod and fish dna. While you were mostly spared from the corporate wars by your scientific proclivities, the polite niceties of the surface are mostly forgotten underwater. You were on dry land when the Cataclysm occured and you have no idea if it's safer here or beneath the seas.",
"description": "Created with the exploration of the deep sea in mind Cecaelia are hybridized from cephalopod and fish dna. While you were mostly spared from the corporate wars by your scientific proclivities, the polite niceties of the surface are mostly forgotten underwater. You were on dry land when the Cataclysm occurred and you have no idea if it's safer here or beneath the seas.",
"points": 7,
"skills": [
{ "level": 4, "name": "chemistry" },
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4 changes: 2 additions & 2 deletions data/mods/Generic_Guns/ammo/pistol_tiny.json
Original file line number Diff line number Diff line change
Expand Up @@ -6,15 +6,15 @@
"name": { "str_sp": "tiny pistol ammo, ball" },
"ammo_type": "ammo_pistol_tiny",
"casing": "pistol_tiny_casing",
"description": "Miniscule pistol and rifle ammunition, for target practice or turn of the century sidearms. Sold in great quantities preceding the riots. 'Ball' is an old term for full metal jacketed bullets which offer reduced fouling, better reliability, and slightly improved penetration compared to plain lead.",
"description": "Minuscule pistol and rifle ammunition, for target practice or turn of the century sidearms. Sold in great quantities preceding the riots. 'Ball' is an old term for full metal jacketed bullets which offer reduced fouling, better reliability, and slightly improved penetration compared to plain lead.",
"relative": { "damage": { "damage_type": "bullet", "amount": -2, "armor_penetration": 3 } }
},
{
"id": "tiny_pistol_jhp",
"type": "AMMO",
"copy-from": "tiny_pistol_ball",
"name": { "str_sp": "tiny pistol ammo, JHP" },
"description": "Miniscule pistol and rifle ammunition, for target practice or turn of the century sidearms. Sold in great quantities preceding the riots. Jacketed Hollow Points are defensive/duty projectiles that are more destructive to tissue than plain ball ammunition, and slightly reduce overpenetration concerns.",
"description": "Minuscule pistol and rifle ammunition, for target practice or turn of the century sidearms. Sold in great quantities preceding the riots. Jacketed Hollow Points are defensive/duty projectiles that are more destructive to tissue than plain ball ammunition, and slightly reduce overpenetration concerns.",
"relative": { "damage": { "damage_type": "bullet", "amount": 2, "armor_penetration": -3 } }
},
{
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4 changes: 2 additions & 2 deletions doc/ACCESSIBILITY.md
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@@ -1,6 +1,6 @@
### Compatibility with screen readers

There are people who uses screen readers to play Cataclysm DDA. In order for screen
There are people who use screen readers to play Cataclysm DDA. In order for screen
readers to announce the most important information in a UI, the terminal cursor has
to be placed at the correct location. This information may be text such as selected
item names in a list, etc, and the cursor has to be placed exactly at the beginning
Expand Down Expand Up @@ -36,4 +36,4 @@ wrefresh( win );

As shown in the above example, it is preferable to record the intended cursor
position in a variable when the text is printed, and move the cursor later using
the variable to ensure consisitency.
the variable to ensure consistency.
4 changes: 2 additions & 2 deletions doc/BASECAMP.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Basecamps leverage many existing aspects of JSON data such as recipes and mapgen

A basecamp upgrade path is a series of basecamp upgrade missions that upgrade the camp. Upgrade missions are generally performed sequentially, but there is an option to have them branch. Branched missions optionally can have further missions that require missions from other branches.

Bascamp upgrade paths are defined by several related files:
Basecamp upgrade paths are defined by several related files:
* The recipe JSONs that define what the material, tool, and skill requirements to perform an upgrade mission and the blueprint mapgen, blueprint requirements, blueprint provides, and blueprint resources associated with each upgrade mission.
* The mapgen_update JSONs that define how the map will change when the upgrade mission is complete. These may include shared instances of nested mapgen, such a standard room or tent.
* The recipe_group JSONs that define what recipes can be crafted after completing the upgrade mission and what camps and expansions are available.
Expand All @@ -26,7 +26,7 @@ New field | Description
`"blueprint_resources"` | array of `"itype_id"`s. Items with those ids will be added to the camp inventory after the upgrade mission is completed and can be used for crafting or additional upgrade missions.

### blueprint requires, provides, and excludes
blueprint requires, blueprint provides, and blueprint exlcudes are abstract concepts or flags that an upgrade mission requires to start, or that are provided by a previous upgrade mission to satisfy the blueprint requirements of a current upgrade mission, or that prevent an upgrade mission from being available. Each one has an `"id"` and an `"amount"`. Multiple requires, provides, or excludes with the same `"id"` sum their `"amount"` if they're on the same basecamp expansion.
blueprint requires, blueprint provides, and blueprint excludes are abstract concepts or flags that an upgrade mission requires to start, or that are provided by a previous upgrade mission to satisfy the blueprint requirements of a current upgrade mission, or that prevent an upgrade mission from being available. Each one has an `"id"` and an `"amount"`. Multiple requires, provides, or excludes with the same `"id"` sum their `"amount"` if they're on the same basecamp expansion.

Every upgrade mission has its recipe `"result"` as a blueprint_provides and a blueprint_excludes, so upgrade missions will automatically prevent themselves from being repeatable.

Expand Down
2 changes: 1 addition & 1 deletion doc/EFFECTS_JSON.md
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Expand Up @@ -302,7 +302,7 @@ and hurt effects triggering. "harmful_cough" means that the coughs caused by thi
### Flags

"EFFECT_INVISIBLE" Character affected by an effect with this flag are invisible.
"EFFECT_IMPEDING" Character affected by an effect with this flag can't move until they break free from the effect. Breaking free requires a strenght check: `x_in_y( get_str(), 6 * get_effect_int( eff_id )`
"EFFECT_IMPEDING" Character affected by an effect with this flag can't move until they break free from the effect. Breaking free requires a strength check: `x_in_y( get_str(), 6 * get_effect_int( eff_id )`

### Effect effects
```C++
Expand Down
2 changes: 1 addition & 1 deletion doc/FACTIONS.md
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@ Field | Meaning
`"id"` | string, unique faction id
`"name"` | string, the faction's common name
`"likes_u"` | integer, the faction's starting opinion of the player. `"likes_u"` can be increased or decreased in play. If it goes below -10, members of the faction will be hostile.
`"respects_u"` | integer, the faction's starting opinionof the player. Has no meaningful effect in game and may be removed in the future.
`"respects_u"` | integer, the faction's starting opinion of the player. Has no meaningful effect in game and may be removed in the future.
`"known_by_u"` | boolean, whether the player has met members of the faction. Can be changed in play. Unknown factions will not be displayed in the faction menu.
`"size"` | integer, an approximate count of the members of the faction. Has no effect in play currently.
`"power"` | integer, an approximation of the faction's power. Has no effect in play currently.
Expand Down
6 changes: 3 additions & 3 deletions doc/GAME_BALANCE.md
Original file line number Diff line number Diff line change
Expand Up @@ -112,14 +112,14 @@ Number of moves is calculated as attack speed * ( number of misses + number of n
Damage per second against a particular monster is total damage * 100 / number of moves (100 for the 100 moves/second). Overall dps is the average of the dps against the three reference monsters.

### Critical hits
A double critical can occcur when a second hit roll is made against 1.5 * the monster's dodge. Double critical hits have a higher chance of occurring than normal critical hits. For each hit, the chance of achieving either a double critical hit or a normal critical hit is calculated, and then if a random number is less than the critical chance, the critical occurs. Both double and normal critical hits have the same effect, but the chance of them occurring is different.
A double critical can occur when a second hit roll is made against 1.5 * the monster's dodge. Double critical hits have a higher chance of occurring than normal critical hits. For each hit, the chance of achieving either a double critical hit or a normal critical hit is calculated, and then if a random number is less than the critical chance, the critical occurs. Both double and normal critical hits have the same effect, but the chance of them occurring is different.

**Note** The critical hit system is stupid and complicated and produces weird results. Double critical hits should have a chance of occuring when the original hit roll is more than 1 standard deviation above the mean, which is simple and faster to calculate than the current system.
**Note** The critical hit system is stupid and complicated and produces weird results. Double critical hits should have a chance of occurring when the original hit roll is more than 1 standard deviation above the mean, which is simple and faster to calculate than the current system.

### Other factors
Reach is worth +20% at reach 2, +35% at reach 3.

A weapon that is usuable by a known martial art is worth +50%.
A weapon that is usable by a known martial art is worth +50%.

### Weapon tiers
Relative value should put the weapon into one of those categories:
Expand Down
4 changes: 2 additions & 2 deletions doc/JSON Mapping Guides/Guide for beginning mapgen.md
Original file line number Diff line number Diff line change
Expand Up @@ -260,7 +260,7 @@ The first entry is using that explicit symbol placement technique. The end ent
```
Our vehicle happens to be a swivel chair using explicit symbol placement.

This next example uses vehicle_groups and x,y placement. It also includes rotation and status. The rotation is which direction the vehicle will spawn on the map, and that status is its overall condition. Fuel is pretty self explanatory. Always test your vehcile spawns in game, they can be rather picky in their placement and the rotation doesn't really match what you'd expect the numbers to mean. The 0,0 point of vehicles can vary so you'll have to experiment to get the spawns in the right spots, especially in tight spaces.
This next example uses vehicle_groups and x,y placement. It also includes rotation and status. The rotation is which direction the vehicle will spawn on the map, and that status is its overall condition. Fuel is pretty self explanatory. Always test your vehicle spawns in game, they can be rather picky in their placement and the rotation doesn't really match what you'd expect the numbers to mean. The 0,0 point of vehicles can vary so you'll have to experiment to get the spawns in the right spots, especially in tight spaces.

```
"place_vehicles": [
Expand Down Expand Up @@ -492,7 +492,7 @@ You need one entry per mapgen ID:
4. `"name"` how the name displays on the overmap.
5. `"sym"` the symbol displayed on the overmap. If left out, the carrots will be used `v<>^`
6. `"color"` color for overmap symbol.
7. `"mondesntiy"` sets the default monster density for this overmap tile. You'll use this for general zombie spawns and reserve the mapgen monster entries for special spanwns for that location (e.g. a pet store's pets).
7. `"mondesntiy"` sets the default monster density for this overmap tile. You'll use this for general zombie spawns and reserve the mapgen monster entries for special spawns for that location (e.g. a pet store's pets).
8. `"extend"` many of these flags will be used by NPCs in the future for their AI, try to add flags appropriate for your location. Others further define the mapgen, like having sidewalks generate.

For further information see: [Overmap Terrain section of doc/OVERMAP.md](https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/OVERMAP.md#overmap-terrain).
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