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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-05-25 07:45:35 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-05-25 07:45:35 +0000
commitdb5cbf586b48a77a55c2bb0433bef17b4b766ee9 (patch)
tree2d13c5ce90e2821949fc5bae09e82814626273f8 /crawl-ref/source/tutorial.cc
parent7a1a54aea0e1f675bfffa8c659a6517cd4b92158 (diff)
downloadcrawl-ref-db5cbf586b48a77a55c2bb0433bef17b4b766ee9.tar.gz
crawl-ref-db5cbf586b48a77a55c2bb0433bef17b4b766ee9.zip
Add more typo and wording fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9825 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tutorial.cc')
-rw-r--r--crawl-ref/source/tutorial.cc102
1 files changed, 51 insertions, 51 deletions
diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc
index fcb6dd85d1..fa48b35fa9 100644
--- a/crawl-ref/source/tutorial.cc
+++ b/crawl-ref/source/tutorial.cc
@@ -1541,7 +1541,7 @@ static std::string _describe_portal(const coord_def &gc)
return (text.str());
}
-
+
#define DELAY_EVENT \
{ \
Options.tutorial_events[seen_what] = true; \
@@ -1682,10 +1682,10 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
#ifndef USE_TILE
"('<w>(</w>') "
#endif
- "you've picked up. Darts and throwing nets can be thrown by "
- "by hand, but other missile types like arrows and needles "
- "require a launcher and training in using it to be really "
- "effective. "
+ "you've picked up. Missiles like darts and throwing nets "
+ "can be thrown by hand, but other missiles like arrows and "
+ "needles require a launcher and training in using it to be "
+ "really effective. "
#ifdef USE_TILE
"<w>Right-clicking</w> on "
#else
@@ -1696,8 +1696,8 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
if (Options.tutorial_type == TUT_RANGER_CHAR)
{
- text << "\nAs you're already trained in Bows you should stick"
- " with arrows and collect more of them in the dungeon.";
+ text << "\nAs you're already trained in Bows you should stick "
+ "with arrows and collect more of them in the dungeon.";
}
else if (Options.tutorial_type == TUT_MAGIC_CHAR)
{
@@ -1806,7 +1806,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
"or axe you find)";
text << ". Once hungry you can then <w>e</w>at the resulting chunks "
- "(though they may not be healthy).";
+ "(though they may not be healthful).";
#ifdef USE_TILE
text << " With tiles, you can also chop up any corpse that shows in "
"the floor part of your inventory region, simply by doing a "
@@ -1855,7 +1855,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
"e<w>v</w>oking "
#endif
"it. Some items need to be wielded first before you can "
- "e<w>v</w>oke them. As usually, selecting it from your "
+ "e<w>v</w>oke them. As usual, selecting it from your "
"<w>i</w>nventory might give you more information.";
break;
@@ -1875,7 +1875,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
"e<w>v</w>oking it. For the latter the power depends on "
"your Evocations skill.";
#ifdef USE_TILE
- text << "Both wielding, and evoking a wielded item can be achieved "
+ text << "Both wielding and evoking a wielded item can be achieved "
"by clicking on it with your <w>left mouse button</w>.";
#endif
text << "\nDuring the tutorial you can reread this information at "
@@ -1982,13 +1982,13 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
#endif
text << "is the entrance to a different branch of the dungeon, "
"which might have different terrain, level layout and "
- "monsters than the current main branch you're in. Branches "
+ "monsters from the current main branch you're in. Branches "
"can range from being up to ten levels deep to having only "
"a single level. They can also contain entrances to other "
"branches."
"\n\nThe first three branches you'll encounter are the "
- "Temple, the Orcish Mines and the Lair. While the Mines "
+ "Temple, the Orcish Mines and the Lair. While the Mines "
"and the Lair can be dangerous for the new adventurer, "
"the Temple is completely safe and contains a number of "
"altars at which you might convert to a new god.";
@@ -2029,7 +2029,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
if (monster_at(gc) || (you.pos() == gc))
DELAY_EVENT;
- text << "If any items are covering stairs or an escape hatch then "
+ text << "If any items are covering stairs or an escape hatch, then "
"that will be indicated by highlighting the <w><<</w> or "
"<w>></w> symbol, instead of hiding the stair symbol with "
"an item glyph.";
@@ -2045,7 +2045,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
if (monster_at(gc) || (you.pos() == gc))
DELAY_EVENT;
- text << "If two or more items are on a single square then the square "
+ text << "If two or more items are on a single square, then the square "
"will be highlighted, and the symbol for the item on the top "
"of the heap will be shown.";
#endif
@@ -2060,7 +2060,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
if (monster_at(gc) || (you.pos() == gc))
DELAY_EVENT;
- text << "If any items are covering a trap then that will be "
+ text << "If any items are covering a trap, then that will be "
"indicated by highlighting the <w>^</w> symbol, instead of "
"hiding the trap symbol with an item glyph.";
#endif
@@ -2106,7 +2106,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
#endif
text << "is an altar. You can get information about it by pressing "
"<w>p</w> while standing on the square. Before taking up "
- "the responding faith you'll be asked for confirmation.";
+ "the corresponding faith you'll be asked for confirmation.";
if (you.religion == GOD_NO_GOD
&& Options.tutorial_type == TUT_MAGIC_CHAR)
@@ -2149,7 +2149,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
"is a closed door. You can open it by walking into it. "
"Sometimes it is useful to close a door. Do so by pressing "
"<w>C</w> while standing next to it. If there are several "
- "doors you will then be prompted for a direction. "
+ "doors, you will then be prompted for a direction. "
"Alternatively, you can also use <w>Ctrl-Direction</w>.";
#ifdef USE_TILE
text << "\nIn Tiles, the same can be achieved by clicking on an "
@@ -2178,9 +2178,9 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
"recovers.\n\n"
"If you can't find all three (or any) of the down stairs "
- "on a level you should try searching for secret doors, since "
+ "on a level, you should try searching for secret doors, since "
"the missing stairs might be in sections of the level blocked "
- "off by them. If you can't find any secret doors then the "
+ "off by them. If you can't find any secret doors, then the "
"missing stairs are probably in sections of the level totally "
"disconnected from the section you're searching.";
break;
@@ -2250,7 +2250,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
case TUT_GAINED_MELEE_SKILL:
text << "Being skilled with a particular type of weapon will make it "
- "easier to fight with all weapons of this type and make you "
+ "easier to fight with all weapons of this type, and make you "
"deal more damage with them. It is generally recommended to "
"concentrate your efforts on one or two weapon types to become "
"more powerful in them. Some weapons are closely related, and "
@@ -2304,7 +2304,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
#ifdef USE_TILE
" or by clicking into the stats area"
#endif
- "), or you could quaff a potion of healing. ";
+ "), or you could quaff a potion of healing.";
break;
case TUT_YOU_POISON:
@@ -2322,7 +2322,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
#ifdef USE_TILE
"or by clicking onto the stats area"
#endif
- "), or you could quaff a potion of healing. ";
+ "), or you could quaff a potion of healing.";
break;
case TUT_YOU_ROTTING:
@@ -2332,14 +2332,14 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
learned_something_new(TUT_YOU_ENCHANTED);
Options.tut_just_triggered = true;
- text << "Ugh, your flesh is rotting! Not only does this slowly "
+ text << "Ugh, your flesh is rotting! Not only does this slowly "
"reduce your HP, it also slowly reduces your <w>maximum</w> "
"HP (your usual maximum HP will be indicated by a number in "
"parentheses).\n"
"While you can wait it out, you'll probably want to stop "
"rotting as soon as possible by drinking a potion of healing, "
"since the longer you wait the more your maximum HP will be "
- "reduced. Once you've stopped rotting you can restore your "
+ "reduced. Once you've stopped rotting, you can restore your "
"maximum HP to normal by drinking potions of healing and heal "
"wounds while fully healed.";
break;
@@ -2349,14 +2349,14 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
"you cannot remove cursed equipment and will have to suffer "
"the (possibly) bad effects until you find and read a scroll "
"of remove curse (though if you're wielding a cursed "
- "non-slicing weapon you'll be unable to <w>c</w>hop up "
+ "non-slicing weapon, you'll be unable to <w>c</w>hop up "
"corpses into chunks). Weapons and armour can also be "
"uncursed using the appropriate enchantment scrolls.";
break;
case TUT_YOU_HUNGRY:
text << "There are two ways to overcome hunger: food you started "
- "with or found, and selfmade chunks from corpses. To get the "
+ "with or found, and self-made chunks from corpses. To get the "
"latter, all you need to do is <w>c</w>hop up a corpse "
"with a sharp implement. ";
@@ -2391,7 +2391,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
text << "You are now suffering from terrible hunger. You'll need to "
"<w>e</w>at something quickly, or you'll die. The safest "
"way to deal with this is to simply eat something from your "
- "inventory rather than wait for a monster to leave a corpse.";
+ "inventory, rather than wait for a monster to leave a corpse.";
if (Options.tutorial_type == TUT_MAGIC_CHAR)
text << "\nNote that you cannot cast spells while starving.";
@@ -2512,7 +2512,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
if (_cant_butcher())
text << "(Or you <w>could</w> sacrifice it if it weren't for "
- "the fact that you can't let go of you cursed "
+ "the fact that you can't let go of your cursed "
"non-chopping weapon)";
else if (_num_butchery_tools() == 0)
text << "(Or you <w>could</w> sacrifice it if you had a "
@@ -2548,7 +2548,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
DELAY_EVENT;
text << "Fully exploring a level and picking up all the interesting "
- "looking items can be tedious. To save on this tedium you "
+ "looking items can be tedious. To save on this tedium you "
"can press <w>o</w> to auto-explore, which will "
"automatically explore unmapped regions, automatically pick "
"up interesting items, and stop if a monster or interesting "
@@ -2599,7 +2599,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
case TUT_NEED_HEALING:
text << "If you're low on hitpoints or magic and there's no urgent "
- "need to move, you can rest for a bit. Ideally you should "
+ "need to move, you can rest for a bit. Ideally, you should "
"retreat to an area you've already explored and cleared "
"of monsters before resting, since resting on the edge of "
"the explored terrain increases the risk of rest being "
@@ -2673,8 +2673,8 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
"may follow you if they're standing right next to you when "
"you start climbing or descending the stairs. And even if "
"you've managed to shake them off, they'll still be there when "
- "you come back, though, so you'll want to use a different set "
- "of stairs when you return.";
+ "you come back, so you'll want to use a different set of "
+ "stairs when you return.";
if (you.religion == GOD_TROG && !you.duration[DUR_BERSERKER]
&& !you.duration[DUR_EXHAUSTED]
@@ -2803,8 +2803,8 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
{
text << "Should you decide that abandoning " << old_god_name
<< "wasn't such a smart move after all, and you'd like to "
- "return to your old faith you'll have to find an altar "
- "dedicated to " << old_god_name << " where";
+ "return to your old faith, you'll have to find an "
+ "altar dedicated to " << old_god_name << " where";
}
text << " you can re-convert, and all will be well. Otherwise "
"you'll have to weather this god's displeasure until all "
@@ -2819,7 +2819,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
if (is_good_god(new_god))
{
text << "Fortunately, it seems that " << old_god_name <<
- " didn't mind you converting to " << new_god_name
+ " didn't mind your converting to " << new_god_name
<< ". ";
if (old_piety > 30)
@@ -2832,7 +2832,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
else if (!god_hates_your_god(old_god))
{
text << "Fortunately, it seems that " << old_god_name <<
- " didn't mind you converting to " << new_god_name
+ " didn't mind your converting to " << new_god_name
<< ". That's because " << old_god_name << " is one of "
"the good gods who generally are rather forgiving "
"about change of faith - unless you switch over to "
@@ -2842,7 +2842,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
else
{
text << "Looks like " << old_god_name << " didn't "
- "appreciate you converting to " << new_god_name
+ "appreciate your converting to " << new_god_name
<< "! But really, changing from one of the good gods "
"to an evil one, what did you expect!? For any god "
"not on the opposing side of the faith, "
@@ -2855,7 +2855,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
else
{
text << "Looks like " << old_god_name << " didn't appreciate "
- "you converting to " << new_god_name << "! (Actually, "
+ "your converting to " << new_god_name << "! (Actually, "
"only the three good gods will sometimes be forgiving "
"about this kind of faithlessness.) ";
@@ -2910,7 +2910,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
"absolutely have to follow it. Rather, you can let it run "
"away. Sometimes, though, it can be useful to attack a "
"fleeing creature by throwing something after it. If you "
- "have any daggers or hand axes in your <w>i</w>nventory you "
+ "have any daggers or hand axes in your <w>i</w>nventory, you "
"can look at one of them to read an explanation of how to do "
"this.";
break;
@@ -2973,24 +2973,24 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
if (!vis)
{
text << "Uh-oh, some monster noticed you, either one that's "
- "around a corner or one that's invisible. Plus, the "
+ "around a corner or one that's invisible. Plus, the "
"noise it made will alert other monsters in the "
- "vacinity, who will come to check out what the commotion "
+ "vicinity, who will come to check out what the commotion "
"was about.";
}
else if (mons_shouts(m->type, false) == S_SILENT)
{
- text << "Uh-oh, that monster noticed you! Forutnately, it "
- "didn't make any noise, but many mosters <w>do</w> make "
+ text << "Uh-oh, that monster noticed you! Fortunately, it "
+ "didn't make any noise, but many monsters <w>do</w> make "
"noise when they notice you, which alerts other monsters "
"in the area, who will come to check out what the "
"commotion was about.";
}
else
{
- text << "Uh-oh, that monster noticed you! Plus, the "
+ text << "Uh-oh, that monster noticed you! Plus, the "
"noise it made will alert other monsters in the "
- "vacinity, who will come to check out what the commotion "
+ "vicinity, who will come to check out what the commotion "
"was about.";
}
break;
@@ -3004,12 +3004,12 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
DELAY_EVENT;
text << m->name(DESC_CAP_THE, true) << " didn't vanish, but merely "
- "moved onto a square which isn't in your current LOS. It "
+ "moved onto a square which isn't in your current LOS. It "
"will still be there, unless something happens to it in the "
"short amount of time it's out of sight.";
break;
}
-
+
case TUT_SEEN_MONSTER:
case TUT_SEEN_FIRST_OBJECT:
// Handled in special functions.
@@ -3027,7 +3027,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
#endif
", keep moving, don't fight any of the monsters, and don't "
"bother picking up any items on the ground. If you're "
- "encumbered or overburdened then lighten up your load, and if "
+ "encumbered or overburdened, then lighten up your load, and if "
"the monsters are closing in, try to use items of speed to get "
"away. Also, wherever possible, move in a direction slightly "
"off from a compass direction (for example, north-by-northwest "
@@ -3053,7 +3053,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
text << "If the spellcasting success chance is high (which can be "
"checked by entering <w>z\?</w>) then a miscast merely means "
"the spell is not working, along with a harmless side effect. "
- "However, for spells with a low success rate there's a chance "
+ "However, for spells with a low success rate, there's a chance "
"of contaminating yourself with magical energy, plus a chance "
"of an additional harmful side effect. Normally this isn't a "
"problem, since magical contamination bleeds off over time, "
@@ -3068,8 +3068,8 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc)
text << "The spell you just cast made you hungrier; you can see how "
"hungry spells make you by entering <w>z\?!</w>. The amount of "
"nutrition consumed increases with the level of the spell and "
- "decreases in dependence of your intelligence stat and your "
- "Spellcasting skill. If both of these are high enough a spell "
+ "decreases depending on your intelligence stat and your "
+ "Spellcasting skill. If both of these are high enough, a spell "
"might even not cost you any nutrition at all.";
break;