Merge lp:~chuckw20/widelands/assorted_grammar_corrections into lp:widelands
- assorted_grammar_corrections
- Merge into trunk
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 |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
Raul Ferriz | Approve | ||
Review via email: mp+24369@code.launchpad.net |
Commit message
Description of the change
Reviewed the files of the doc and txts folders and edited for grammar and usage.
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Revision history for this message
Raul Ferriz (raul.ferriz) : | # |
review:
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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 | 41 | 41 | ||
6 | 42 | A word about triggers and events | 42 | A word about triggers and events |
7 | 43 | -------------------------------- | 43 | -------------------------------- |
9 | 44 | Here i'll talk very shortly about triggers and events and how they are implemented. | 44 | Here I'll talk very shortly about triggers and events and how they are implemented. |
10 | 45 | 45 | ||
11 | 46 | Triggers are exactly what they sound like: Simple triggers (switches) which can | 46 | Triggers are exactly what they sound like: Simple triggers (switches) which can |
12 | 47 | either be on or off. Triggers are checked periodically in the cmdqueue if they | 47 | either be on or off. Triggers are checked periodically in the cmdqueue if they |
13 | @@ -51,21 +51,21 @@ | |||
14 | 51 | really gets set after 20-21 seconds; same: it could take up to 1 seconds before | 51 | really gets set after 20-21 seconds; same: it could take up to 1 seconds before |
15 | 52 | an event occurs that should be tackled by one trigger; even worse: it could take | 52 | an event occurs that should be tackled by one trigger; even worse: it could take |
16 | 53 | up to number_of_triggers_the_event_needs_to_be_set seconds. So the way triggers are | 53 | up to number_of_triggers_the_event_needs_to_be_set seconds. So the way triggers are |
18 | 54 | checked may change in the future when this proofs as to slow. | 54 | checked may change in the future when this proves to be too slow. |
19 | 55 | 55 | ||
20 | 56 | If you want to implement a new trigger, here is what to do. First, make sure | 56 | If you want to implement a new trigger, here is what to do. First, make sure |
21 | 57 | that: | 57 | that: |
22 | 58 | 1) if your trigger sets/unsets itself in the check function, make sure that it | 58 | 1) if your trigger sets/unsets itself in the check function, make sure that it |
23 | 59 | stays set/unset, even if it's condition changes again until it is reset by | 59 | stays set/unset, even if it's condition changes again until it is reset by |
25 | 60 | some event. Than it behave on a check like expected | 60 | some event. Then it behaves on a check like expected. |
26 | 61 | 2) if your trigger triggers only once through the whole game, make sure that | 61 | 2) if your trigger triggers only once through the whole game, make sure that |
28 | 62 | your reset function assert(0)s and that it's check function never ever | 62 | your reset function assert(0)s and that its check function never ever |
29 | 63 | changes the state again after this first time. | 63 | changes the state again after this first time. |
30 | 64 | 64 | ||
31 | 65 | Ok, now the steps to implement a new Trigger: | 65 | Ok, now the steps to implement a new Trigger: |
32 | 66 | 1) Add its id in src/trigger_ids.h (TRIGGER_<YOUR_TRIGGER_NAME>) | 66 | 1) Add its id in src/trigger_ids.h (TRIGGER_<YOUR_TRIGGER_NAME>) |
33 | 67 | 2) Add its description, name and id into TRIGGER_DESCRIPTIONS[] in | 67 | 2) Add its description, name and id into TRIGGER_DESCRIPTIONS[] in |
35 | 68 | src/trigger_factor.cc, update also the functions ther | 68 | src/trigger_factor.cc, update also the functions there |
36 | 69 | 3) Derive a class Trigger_<Your_Trigger_Name> from Trigger (own header and | 69 | 3) Derive a class Trigger_<Your_Trigger_Name> from Trigger (own header and |
37 | 70 | source file, trigger_<your_name_here>.[h|cc] | 70 | source file, trigger_<your_name_here>.[h|cc] |
38 | 71 | 4) Create the Menu class as a modal window (no move, no other actions allowed | 71 | 4) Create the Menu class as a modal window (no move, no other actions allowed |
39 | @@ -76,9 +76,9 @@ | |||
40 | 76 | order (especially ID and TRIGGER_VERSION of your trigger) | 76 | order (especially ID and TRIGGER_VERSION of your trigger) |
41 | 77 | 77 | ||
42 | 78 | Events are also what they sound like: Something happens in the game. Events can | 78 | Events are also what they sound like: Something happens in the game. Events can |
44 | 79 | be nearly everything you can imagine (and programm 8) ): change of terrain, new | 79 | be nearly everything you can imagine (and program 8) ): change of terrain, new |
45 | 80 | land conquered, unhide areas, warp some wares/workers, let the computer attack | 80 | land conquered, unhide areas, warp some wares/workers, let the computer attack |
47 | 81 | or show a message box to the interactive user are just some possibilitys. | 81 | or show a message box to the interactive user are just some possibilities. |
48 | 82 | Events depend on triggers, each event can have one or more triggers attached to | 82 | Events depend on triggers, each event can have one or more triggers attached to |
49 | 83 | it, whenever a trigger gets set, all events look at their triggers, and if all | 83 | it, whenever a trigger gets set, all events look at their triggers, and if all |
50 | 84 | are in the state the event needs, the event runs itself. If the event can't rerun | 84 | are in the state the event needs, the event runs itself. If the event can't rerun |
51 | @@ -91,13 +91,13 @@ | |||
52 | 91 | there. | 91 | there. |
53 | 92 | 3) Derive a class Event_<Your Event Name> from class Event (own header | 92 | 3) Derive a class Event_<Your Event Name> from class Event (own header |
54 | 93 | and source file) | 93 | and source file) |
56 | 94 | make sure that you proper handle your resources, | 94 | make sure that you properly handle your resources, |
57 | 95 | memory stuff should be freed in destructor | 95 | memory stuff should be freed in destructor |
58 | 96 | trigger should be released in cleanup and reinitialized/freed | 96 | trigger should be released in cleanup and reinitialized/freed |
60 | 97 | in reinitialize_own(). if all triggers are already released in | 97 | in reinitialize_own(). If all triggers are already released in |
61 | 98 | reinitialize own, cleanup must detect this and not release them | 98 | reinitialize own, cleanup must detect this and not release them |
63 | 99 | again | 99 | again. |
64 | 100 | 4) Create the Option-Menu class as a modal window in | 100 | 4) Create the Option-Menu class as a modal window in |
65 | 101 | src/editor/ui_menus/event_<event name here>.[h|cc] | 101 | src/editor/ui_menus/event_<event name here>.[h|cc] |
67 | 102 | And that's all. Orientat yourself on the already implemented classes. | 102 | And that's all. Orientate yourself on the already implemented classes. |
68 | 103 | 103 | ||
69 | 104 | 104 | ||
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 | 7 | 7 | ||
75 | 8 | RETREAT WHEN INJURED | 8 | RETREAT WHEN INJURED |
76 | 9 | -------------------- | 9 | -------------------- |
79 | 10 | Retreat when injured, or simply retreat. When a soldier's hit points downs | 10 | Retreat when injured, or simply retreat. When a soldier's hit points drops |
80 | 11 | below to this percentage value, soldier then will try to go to safety of | 11 | below this percentage value, soldier then will try to go to safety of |
81 | 12 | home. | 12 | home. |
82 | 13 | 13 | ||
83 | 14 | [allow_retreat_change] | 14 | [allow_retreat_change] |
85 | 15 | If this section exist on config file of tribe, then player is allowed | 15 | If this section exists on config file of tribe, then player is allowed |
86 | 16 | to change value of retreat in-game. This may be present on files like | 16 | to change value of retreat in-game. This may be present on files like |
87 | 17 | castle_village and headquarters_medium to activate this feature. | 17 | castle_village and headquarters_medium to activate this feature. |
88 | 18 | 18 | ||
89 | 19 | 19 | ||
90 | 20 | [retreat_change] | 20 | [retreat_change] |
92 | 21 | This section encapsulates next two varibles. This section should exist | 21 | This section encapsulates next two variables. This section should exist |
93 | 22 | on main tribe conf file. | 22 | on main tribe conf file. |
94 | 23 | 23 | ||
95 | 24 | retreat_change=value | 24 | retreat_change=value |
96 | @@ -26,7 +26,7 @@ | |||
97 | 26 | This variable should exist on main tribes conf file. | 26 | This variable should exist on main tribes conf file. |
98 | 27 | 27 | ||
99 | 28 | retreat_interval=min-max | 28 | retreat_interval=min-max |
101 | 29 | Sets valid interval of retreating for tribe that player is allowed to | 29 | Sets valid interval of retreating for tribe that the player is allowed to |
102 | 30 | set. This interval only is shown in game when player is allowed to modify | 30 | set. This interval only is shown in game when player is allowed to modify |
103 | 31 | retreat. | 31 | retreat. |
104 | 32 | 32 | ||
105 | 33 | 33 | ||
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 | 62 | Aborts the execution of the program and sets a return value. Updates the productionsite's statistics depending on the return value. | 62 | Aborts the execution of the program and sets a return value. Updates the productionsite's statistics depending on the return value. |
111 | 63 | </p> | 63 | </p> |
112 | 64 | <p> | 64 | <p> |
114 | 65 | Note: If the execution reaches the end of the program. the return value is implicitly set to Completed. | 65 | Note: If the execution reaches the end of the program, the return value is implicitly set to Completed. |
115 | 66 | </p> | 66 | </p> |
116 | 67 | <h3 id="call">call</h3> | 67 | <h3 id="call">call</h3> |
117 | 68 | <p>Calls a program of the productionsite.</p> | 68 | <p>Calls a program of the productionsite.</p> |
118 | @@ -162,7 +162,7 @@ | |||
119 | 162 | <p>Takes resources from the ground. This command type is subject to change.</p> | 162 | <p>Takes resources from the ground. This command type is subject to change.</p> |
120 | 163 | <h3 id="check_soldier">check_soldier</h3> | 163 | <h3 id="check_soldier">check_soldier</h3> |
121 | 164 | <p> | 164 | <p> |
123 | 165 | Returns failure unless there are a specified amout of soldiers with specified level of specified properties. This command type is subject to change. | 165 | Returns failure unless there are a specified amount of soldiers with specified level of specified properties. This command type is subject to change. |
124 | 166 | </p> | 166 | </p> |
125 | 167 | <h3 id="train">train</h3> | 167 | <h3 id="train">train</h3> |
126 | 168 | <p> | 168 | <p> |
127 | @@ -174,7 +174,7 @@ | |||
128 | 174 | <pre> parameters ::= <i>soundFX</i> [<i>priority</i>]</pre> | 174 | <pre> parameters ::= <i>soundFX</i> [<i>priority</i>]</pre> |
129 | 175 | <p>Parameter semantics:</p> | 175 | <p>Parameter semantics:</p> |
130 | 176 | <pre> <i>soundFX</i>: | 176 | <pre> <i>soundFX</i>: |
132 | 177 | The filename of an soundFX (relative to the productionsite's | 177 | The filename of a soundFX (relative to the productionsite's |
133 | 178 | directory). | 178 | directory). |
134 | 179 | <i>priority</i>: | 179 | <i>priority</i>: |
135 | 180 | An integer. If omitted, 127 is used.</pre> | 180 | An integer. If omitted, 127 is used.</pre> |
136 | 181 | 181 | ||
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 | 10 | "</p>" | 10 | "</p>" |
142 | 11 | "<p line-spacing=3 font-size=12>" | 11 | "<p line-spacing=3 font-size=12>" |
143 | 12 | "<br><br>" | 12 | "<br><br>" |
145 | 13 | _"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." | 13 | _"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 | 14 | "<br>" | 14 | "<br>" |
147 | 15 | "<br>" | 15 | "<br>" |
148 | 16 | _"Check out the Widelands project homepage:" | 16 | _"Check out the Widelands project homepage:" |
149 | 17 | 17 | ||
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 | 11 | sec=6 | 11 | sec=6 |
155 | 12 | 12 | ||
156 | 13 | [Tip 4] | 13 | [Tip 4] |
158 | 14 | 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)." | 14 | 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 | 15 | sec=7 | 15 | sec=7 |
160 | 16 | 16 | ||
161 | 17 | [Tip 5] | 17 | [Tip 5] |
162 | 18 | 18 | ||
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 | 1 | [Tip 1] | 1 | [Tip 1] |
169 | 2 | text=_"You can use 'Page up' and 'Page down' keys to adjust your wished speed - the real speed is than democratically set." | 2 | text=_"You can use 'Page up' and 'Page down' keys to adjust your wished speed - the real speed is then democratically set." |
170 | 3 | sec=5 | 3 | sec=5 |
171 | 4 | 4 | ||
172 | 5 | [Tip 2] | 5 | [Tip 2] |