Merge lp:~chuckw20/widelands/assorted_grammar_corrections into lp:widelands

Proposed by Chuck Wilder
Status: Merged
Merged at revision: not available
Proposed branch: lp:~chuckw20/widelands/assorted_grammar_corrections
Merge into: lp:widelands
Diff against target: 172 lines (+22/-22)
6 files modified
doc/README.development (+11/-11)
doc/hidden_features.txt (+5/-5)
doc/productionsite_program_reference.xhtml (+3/-3)
txts/README (+1/-1)
txts/tips/editor.tip (+1/-1)
txts/tips/multiplayer.tip (+1/-1)
To merge this branch: bzr merge lp:~chuckw20/widelands/assorted_grammar_corrections
Reviewer Review Type Date Requested Status
Raul Ferriz Approve
Review via email: mp+24369@code.launchpad.net

Description of the change

Reviewed the files of the doc and txts folders and edited for grammar and usage.

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Raul Ferriz (raul.ferriz) :
review: Approve

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1=== modified file 'doc/README.development'
2--- doc/README.development 2007-06-12 21:28:15 +0000
3+++ doc/README.development 2010-04-28 21:36:32 +0000
4@@ -41,7 +41,7 @@
5
6 A word about triggers and events
7 --------------------------------
8-Here i'll talk very shortly about triggers and events and how they are implemented.
9+Here I'll talk very shortly about triggers and events and how they are implemented.
10
11 Triggers are exactly what they sound like: Simple triggers (switches) which can
12 either be on or off. Triggers are checked periodically in the cmdqueue if they
13@@ -51,21 +51,21 @@
14 really gets set after 20-21 seconds; same: it could take up to 1 seconds before
15 an event occurs that should be tackled by one trigger; even worse: it could take
16 up to number_of_triggers_the_event_needs_to_be_set seconds. So the way triggers are
17-checked may change in the future when this proofs as to slow.
18+checked may change in the future when this proves to be too slow.
19
20 If you want to implement a new trigger, here is what to do. First, make sure
21 that:
22 1) if your trigger sets/unsets itself in the check function, make sure that it
23 stays set/unset, even if it's condition changes again until it is reset by
24- some event. Than it behave on a check like expected
25+ some event. Then it behaves on a check like expected.
26 2) if your trigger triggers only once through the whole game, make sure that
27- your reset function assert(0)s and that it's check function never ever
28+ your reset function assert(0)s and that its check function never ever
29 changes the state again after this first time.
30
31 Ok, now the steps to implement a new Trigger:
32 1) Add its id in src/trigger_ids.h (TRIGGER_<YOUR_TRIGGER_NAME>)
33 2) Add its description, name and id into TRIGGER_DESCRIPTIONS[] in
34- src/trigger_factor.cc, update also the functions ther
35+ src/trigger_factor.cc, update also the functions there
36 3) Derive a class Trigger_<Your_Trigger_Name> from Trigger (own header and
37 source file, trigger_<your_name_here>.[h|cc]
38 4) Create the Menu class as a modal window (no move, no other actions allowed
39@@ -76,9 +76,9 @@
40 order (especially ID and TRIGGER_VERSION of your trigger)
41
42 Events are also what they sound like: Something happens in the game. Events can
43-be nearly everything you can imagine (and programm 8) ): change of terrain, new
44+be nearly everything you can imagine (and program 8) ): change of terrain, new
45 land conquered, unhide areas, warp some wares/workers, let the computer attack
46-or show a message box to the interactive user are just some possibilitys.
47+or show a message box to the interactive user are just some possibilities.
48 Events depend on triggers, each event can have one or more triggers attached to
49 it, whenever a trigger gets set, all events look at their triggers, and if all
50 are in the state the event needs, the event runs itself. If the event can't rerun
51@@ -91,13 +91,13 @@
52 there.
53 3) Derive a class Event_<Your Event Name> from class Event (own header
54 and source file)
55- make sure that you proper handle your resources,
56+ make sure that you properly handle your resources,
57 memory stuff should be freed in destructor
58 trigger should be released in cleanup and reinitialized/freed
59- in reinitialize_own(). if all triggers are already released in
60+ in reinitialize_own(). If all triggers are already released in
61 reinitialize own, cleanup must detect this and not release them
62- again
63+ again.
64 4) Create the Option-Menu class as a modal window in
65 src/editor/ui_menus/event_<event name here>.[h|cc]
66-And that's all. Orientat yourself on the already implemented classes.
67+And that's all. Orientate yourself on the already implemented classes.
68
69
70=== modified file 'doc/hidden_features.txt'
71--- doc/hidden_features.txt 2010-03-16 22:06:20 +0000
72+++ doc/hidden_features.txt 2010-04-28 21:36:32 +0000
73@@ -7,18 +7,18 @@
74
75 RETREAT WHEN INJURED
76 --------------------
77- Retreat when injured, or simply retreat. When a soldier's hit points downs
78- below to this percentage value, soldier then will try to go to safety of
79+ Retreat when injured, or simply retreat. When a soldier's hit points drops
80+ below this percentage value, soldier then will try to go to safety of
81 home.
82
83 [allow_retreat_change]
84- If this section exist on config file of tribe, then player is allowed
85+ If this section exists on config file of tribe, then player is allowed
86 to change value of retreat in-game. This may be present on files like
87 castle_village and headquarters_medium to activate this feature.
88
89
90 [retreat_change]
91- This section encapsulates next two varibles. This section should exist
92+ This section encapsulates next two variables. This section should exist
93 on main tribe conf file.
94
95 retreat_change=value
96@@ -26,7 +26,7 @@
97 This variable should exist on main tribes conf file.
98
99 retreat_interval=min-max
100- Sets valid interval of retreating for tribe that player is allowed to
101+ Sets valid interval of retreating for tribe that the player is allowed to
102 set. This interval only is shown in game when player is allowed to modify
103 retreat.
104
105
106=== modified file 'doc/productionsite_program_reference.xhtml'
107--- doc/productionsite_program_reference.xhtml 2009-08-04 07:57:50 +0000
108+++ doc/productionsite_program_reference.xhtml 2010-04-28 21:36:32 +0000
109@@ -62,7 +62,7 @@
110 Aborts the execution of the program and sets a return value. Updates the productionsite's statistics depending on the return value.
111 </p>
112 <p>
113-Note: If the execution reaches the end of the program. the return value is implicitly set to Completed.
114+Note: If the execution reaches the end of the program, the return value is implicitly set to Completed.
115 </p>
116 <h3 id="call">call</h3>
117 <p>Calls a program of the productionsite.</p>
118@@ -162,7 +162,7 @@
119 <p>Takes resources from the ground. This command type is subject to change.</p>
120 <h3 id="check_soldier">check_soldier</h3>
121 <p>
122-Returns failure unless there are a specified amout of soldiers with specified level of specified properties. This command type is subject to change.
123+Returns failure unless there are a specified amount of soldiers with specified level of specified properties. This command type is subject to change.
124 </p>
125 <h3 id="train">train</h3>
126 <p>
127@@ -174,7 +174,7 @@
128 <pre> parameters&nbsp;::= <i>soundFX</i> [<i>priority</i>]</pre>
129 <p>Parameter semantics:</p>
130 <pre> <i>soundFX</i>:
131- The filename of an soundFX (relative to the productionsite's
132+ The filename of a soundFX (relative to the productionsite's
133 directory).
134 <i>priority</i>:
135 An integer. If omitted, 127 is used.</pre>
136
137=== modified file 'txts/README'
138--- txts/README 2010-04-24 15:23:56 +0000
139+++ txts/README 2010-04-28 21:36:32 +0000
140@@ -10,7 +10,7 @@
141 "</p>"
142 "<p line-spacing=3 font-size=12>"
143 "<br><br>"
144-_"Widelands is a strategy game aiming for gameplay similar to Settlers II by BlueByte.<br>In this game, you start out on a small piece of land with nothing more than a few of useful resources. Using those, you can build yourself an empire with many thousands of inhabitants. On your way towards this goal, you will have to build up an economic infrastructure, explore the lands around you and face enemies who are trying to rule the world just like you do."
145+_"Widelands is a strategy game aiming for gameplay similar to Settlers II by BlueByte.<br>In this game, you start out on a small piece of land with nothing more than a few useful resources. Using those, you can build yourself an empire with many thousands of inhabitants. On your way towards this goal, you will have to build up an economic infrastructure, explore the lands around you and face enemies who are trying to rule the world just like you."
146 "<br>"
147 "<br>"
148 _"Check out the Widelands project homepage:"
149
150=== modified file 'txts/tips/editor.tip'
151--- txts/tips/editor.tip 2010-04-05 21:52:27 +0000
152+++ txts/tips/editor.tip 2010-04-28 21:36:32 +0000
153@@ -11,7 +11,7 @@
154 sec=6
155
156 [Tip 4]
157-text=_"Holding down SHIFT switches first alternative tool on. This tool is in most cases the complete difference of the normal tool (for example deletion of an object instead of placing one)."
158+text=_"Holding down SHIFT switches first alternative tool on. This tool is in most cases the complete opposite of the normal tool (for example deletion of an object instead of placing one)."
159 sec=7
160
161 [Tip 5]
162
163=== modified file 'txts/tips/multiplayer.tip'
164--- txts/tips/multiplayer.tip 2010-03-02 17:53:06 +0000
165+++ txts/tips/multiplayer.tip 2010-04-28 21:36:32 +0000
166@@ -1,5 +1,5 @@
167 [Tip 1]
168-text=_"You can use 'Page up' and 'Page down' keys to adjust your wished speed - the real speed is than democratically set."
169+text=_"You can use 'Page up' and 'Page down' keys to adjust your wished speed - the real speed is then democratically set."
170 sec=5
171
172 [Tip 2]

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