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.

To post a comment you must log in.
Revision history for this message
Raul Ferriz (raul.ferriz) :
review: Approve

Preview Diff

[H/L] Next/Prev Comment, [J/K] Next/Prev File, [N/P] Next/Prev Hunk
=== modified file 'doc/README.development'
--- doc/README.development 2007-06-12 21:28:15 +0000
+++ doc/README.development 2010-04-28 21:36:32 +0000
@@ -41,7 +41,7 @@
4141
42A word about triggers and events42A word about triggers and events
43--------------------------------43--------------------------------
44Here i'll talk very shortly about triggers and events and how they are implemented.44Here I'll talk very shortly about triggers and events and how they are implemented.
4545
46Triggers are exactly what they sound like: Simple triggers (switches) which can 46Triggers are exactly what they sound like: Simple triggers (switches) which can
47either be on or off. Triggers are checked periodically in the cmdqueue if they47either be on or off. Triggers are checked periodically in the cmdqueue if they
@@ -51,21 +51,21 @@
51really gets set after 20-21 seconds; same: it could take up to 1 seconds before51really gets set after 20-21 seconds; same: it could take up to 1 seconds before
52an event occurs that should be tackled by one trigger; even worse: it could take52an event occurs that should be tackled by one trigger; even worse: it could take
53up to number_of_triggers_the_event_needs_to_be_set seconds. So the way triggers are53up to number_of_triggers_the_event_needs_to_be_set seconds. So the way triggers are
54checked may change in the future when this proofs as to slow.54checked may change in the future when this proves to be too slow.
5555
56If you want to implement a new trigger, here is what to do. First, make sure56If you want to implement a new trigger, here is what to do. First, make sure
57that: 57that:
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
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
60 some event. Than it behave on a check like expected60 some event. Then it behaves on a check like expected.
61 2) if your trigger triggers only once through the whole game, make sure that61 2) if your trigger triggers only once through the whole game, make sure that
62 your reset function assert(0)s and that it's check function never ever62 your reset function assert(0)s and that its check function never ever
63 changes the state again after this first time.63 changes the state again after this first time.
6464
65Ok, now the steps to implement a new Trigger:65Ok, now the steps to implement a new Trigger:
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>)
67 2) Add its description, name and id into TRIGGER_DESCRIPTIONS[] in67 2) Add its description, name and id into TRIGGER_DESCRIPTIONS[] in
68 src/trigger_factor.cc, update also the functions ther68 src/trigger_factor.cc, update also the functions there
69 3) Derive a class Trigger_<Your_Trigger_Name> from Trigger (own header and69 3) Derive a class Trigger_<Your_Trigger_Name> from Trigger (own header and
70 source file, trigger_<your_name_here>.[h|cc]70 source file, trigger_<your_name_here>.[h|cc]
71 4) Create the Menu class as a modal window (no move, no other actions allowed71 4) Create the Menu class as a modal window (no move, no other actions allowed
@@ -76,9 +76,9 @@
76order (especially ID and TRIGGER_VERSION of your trigger)76order (especially ID and TRIGGER_VERSION of your trigger)
7777
78Events are also what they sound like: Something happens in the game. Events can78Events are also what they sound like: Something happens in the game. Events can
79be nearly everything you can imagine (and programm 8) ): change of terrain, new79be nearly everything you can imagine (and program 8) ): change of terrain, new
80land conquered, unhide areas, warp some wares/workers, let the computer attack80land conquered, unhide areas, warp some wares/workers, let the computer attack
81or show a message box to the interactive user are just some possibilitys.81or show a message box to the interactive user are just some possibilities.
82Events depend on triggers, each event can have one or more triggers attached to82Events depend on triggers, each event can have one or more triggers attached to
83it, whenever a trigger gets set, all events look at their triggers, and if all83it, whenever a trigger gets set, all events look at their triggers, and if all
84are in the state the event needs, the event runs itself. If the event can't rerun84are in the state the event needs, the event runs itself. If the event can't rerun
@@ -91,13 +91,13 @@
91 there.91 there.
92 3) Derive a class Event_<Your Event Name> from class Event (own header92 3) Derive a class Event_<Your Event Name> from class Event (own header
93 and source file)93 and source file)
94 make sure that you proper handle your resources,94 make sure that you properly handle your resources,
95 memory stuff should be freed in destructor95 memory stuff should be freed in destructor
96 trigger should be released in cleanup and reinitialized/freed96 trigger should be released in cleanup and reinitialized/freed
97 in reinitialize_own(). if all triggers are already released in 97 in reinitialize_own(). If all triggers are already released in
98 reinitialize own, cleanup must detect this and not release them 98 reinitialize own, cleanup must detect this and not release them
99 again99 again.
100 4) Create the Option-Menu class as a modal window in100 4) Create the Option-Menu class as a modal window in
101 src/editor/ui_menus/event_<event name here>.[h|cc]101 src/editor/ui_menus/event_<event name here>.[h|cc]
102And that's all. Orientat yourself on the already implemented classes.102And that's all. Orientate yourself on the already implemented classes.
103103
104104
=== modified file 'doc/hidden_features.txt'
--- doc/hidden_features.txt 2010-03-16 22:06:20 +0000
+++ doc/hidden_features.txt 2010-04-28 21:36:32 +0000
@@ -7,18 +7,18 @@
7 7
8 RETREAT WHEN INJURED8 RETREAT WHEN INJURED
9 --------------------9 --------------------
10 Retreat when injured, or simply retreat. When a soldier's hit points downs10 Retreat when injured, or simply retreat. When a soldier's hit points drops
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
12 home.12 home.
13 13
14 [allow_retreat_change]14 [allow_retreat_change]
15 If this section exist on config file of tribe, then player is allowed15 If this section exists on config file of tribe, then player is allowed
16 to change value of retreat in-game. This may be present on files like16 to change value of retreat in-game. This may be present on files like
17 castle_village and headquarters_medium to activate this feature.17 castle_village and headquarters_medium to activate this feature.
18 18
1919
20 [retreat_change]20 [retreat_change]
21 This section encapsulates next two varibles. This section should exist21 This section encapsulates next two variables. This section should exist
22 on main tribe conf file.22 on main tribe conf file.
23 23
24 retreat_change=value24 retreat_change=value
@@ -26,7 +26,7 @@
26 This variable should exist on main tribes conf file.26 This variable should exist on main tribes conf file.
27 27
28 retreat_interval=min-max28 retreat_interval=min-max
29 Sets valid interval of retreating for tribe that player is allowed to29 Sets valid interval of retreating for tribe that the player is allowed to
30 set. This interval only is shown in game when player is allowed to modify30 set. This interval only is shown in game when player is allowed to modify
31 retreat. 31 retreat.
3232
3333
=== modified file 'doc/productionsite_program_reference.xhtml'
--- doc/productionsite_program_reference.xhtml 2009-08-04 07:57:50 +0000
+++ doc/productionsite_program_reference.xhtml 2010-04-28 21:36:32 +0000
@@ -62,7 +62,7 @@
62Aborts the execution of the program and sets a return value. Updates the productionsite's statistics depending on the return value.62Aborts the execution of the program and sets a return value. Updates the productionsite's statistics depending on the return value.
63</p>63</p>
64<p>64<p>
65Note: If the execution reaches the end of the program. the return value is implicitly set to Completed.65Note: If the execution reaches the end of the program, the return value is implicitly set to Completed.
66</p>66</p>
67<h3 id="call">call</h3>67<h3 id="call">call</h3>
68<p>Calls a program of the productionsite.</p>68<p>Calls a program of the productionsite.</p>
@@ -162,7 +162,7 @@
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>
163<h3 id="check_soldier">check_soldier</h3>163<h3 id="check_soldier">check_soldier</h3>
164<p>164<p>
165Returns failure unless there are a specified amout of soldiers with specified level of specified properties. This command type is subject to change.165Returns failure unless there are a specified amount of soldiers with specified level of specified properties. This command type is subject to change.
166</p>166</p>
167<h3 id="train">train</h3>167<h3 id="train">train</h3>
168<p>168<p>
@@ -174,7 +174,7 @@
174<pre> parameters&nbsp;::= <i>soundFX</i> [<i>priority</i>]</pre>174<pre> parameters&nbsp;::= <i>soundFX</i> [<i>priority</i>]</pre>
175<p>Parameter semantics:</p>175<p>Parameter semantics:</p>
176<pre> <i>soundFX</i>:176<pre> <i>soundFX</i>:
177 The filename of an soundFX (relative to the productionsite's177 The filename of a soundFX (relative to the productionsite's
178 directory).178 directory).
179 <i>priority</i>:179 <i>priority</i>:
180 An integer. If omitted, 127 is used.</pre>180 An integer. If omitted, 127 is used.</pre>
181181
=== modified file 'txts/README'
--- txts/README 2010-04-24 15:23:56 +0000
+++ txts/README 2010-04-28 21:36:32 +0000
@@ -10,7 +10,7 @@
10"</p>"10"</p>"
11"<p line-spacing=3 font-size=12>"11"<p line-spacing=3 font-size=12>"
12"<br><br>"12"<br><br>"
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."
14"<br>"14"<br>"
15"<br>"15"<br>"
16_"Check out the Widelands project homepage:"16_"Check out the Widelands project homepage:"
1717
=== modified file 'txts/tips/editor.tip'
--- txts/tips/editor.tip 2010-04-05 21:52:27 +0000
+++ txts/tips/editor.tip 2010-04-28 21:36:32 +0000
@@ -11,7 +11,7 @@
11sec=611sec=6
1212
13[Tip 4]13[Tip 4]
14text=_"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)."14text=_"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)."
15sec=715sec=7
1616
17[Tip 5]17[Tip 5]
1818
=== modified file 'txts/tips/multiplayer.tip'
--- txts/tips/multiplayer.tip 2010-03-02 17:53:06 +0000
+++ txts/tips/multiplayer.tip 2010-04-28 21:36:32 +0000
@@ -1,5 +1,5 @@
1[Tip 1]1[Tip 1]
2text=_"You can use 'Page up' and 'Page down' keys to adjust your wished speed - the real speed is than democratically set."2text=_"You can use 'Page up' and 'Page down' keys to adjust your wished speed - the real speed is then democratically set."
3sec=53sec=5
44
5[Tip 2]5[Tip 2]

Subscribers

People subscribed via source and target branches

to status/vote changes: