From db5cbf586b48a77a55c2bb0433bef17b4b766ee9 Mon Sep 17 00:00:00 2001 From: dolorous Date: Mon, 25 May 2009 07:45:35 +0000 Subject: 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 --- crawl-ref/source/tutorial.cc | 102 +++++++++++++++++++++---------------------- 1 file changed, 51 insertions(+), 51 deletions(-) (limited to 'crawl-ref/source/tutorial.cc') 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 "('(') " #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 "Right-clicking 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 eat 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) "evoking " #endif "it. Some items need to be wielded first before you can " - "evoke them. As usually, selecting it from your " + "evoke them. As usual, selecting it from your " "inventory might give you more information."; break; @@ -1875,7 +1875,7 @@ void learned_something_new(tutorial_event_type seen_what, coord_def gc) "evoking 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 left mouse button."; #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 << or " "> 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 ^ 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 " "p 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 " "C 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 Ctrl-Direction."; #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 maximum " "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 chop up " + "non-slicing weapon, you'll be unable to chop 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 chop 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 " "eat 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 could 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 could 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 o 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 inventory you " + "have any daggers or hand axes in your inventory, 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 do make " + text << "Uh-oh, that monster noticed you! Fortunately, it " + "didn't make any noise, but many monsters do 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 z\?) 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 z\?!. 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; -- cgit v1.2.3-54-g00ecf