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0001-Hello.patch [^] (11,515 bytes) 2013-08-22 02:04 [Show Content] [Hide Content]From 58d09352192b0b2e2834a6957f2cf4fd0601d76f Mon Sep 17 00:00:00 2001
From: Chris Oelmueller <chris.oelmueller@gmail.com>
Date: Thu, 22 Aug 2013 01:50:59 +0200
Subject: Fix some book names in comments
The "special" apparently was missed in
ba7d4b7e00b62146a6ee2a2addbb6033ae714127.
---
crawl-ref/source/book-data.h | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/crawl-ref/source/book-data.h b/crawl-ref/source/book-data.h
index 097a62b..6520e3e 100644
--- a/crawl-ref/source/book-data.h
+++ b/crawl-ref/source/book-data.h
@@ -1,4 +1,4 @@
-{ // Minor Magic
+{ // Book of Minor Magic
SPELL_MAGIC_DART,
SPELL_BLINK,
SPELL_CALL_IMP,
@@ -400,7 +400,7 @@
SPELL_NO_SPELL,
},
-{ // Tome of the Dragon
+{ // Book of the Dragon
SPELL_FLY,
SPELL_CAUSE_FEAR,
SPELL_BOLT_OF_FIRE,
@@ -477,7 +477,7 @@
SPELL_NO_SPELL,
},
-{ // Necronomicon - Kikubaaqudgha special
+{ // Necronomicon
SPELL_BORGNJORS_REVIVIFICATION,
SPELL_HAUNT,
SPELL_DEATHS_DOOR,
--
1.8.3.4
From 6e066d771944123449f2f7dd09eb9708eda7970e Mon Sep 17 00:00:00 2001
From: Chris Oelmueller <chris.oelmueller@gmail.com>
Date: Thu, 22 Aug 2013 01:53:56 +0200
Subject: Fix some typos in comments and docs
Also clarify one comment about weapon egos.
---
crawl-ref/docs/develop/levels/syntax.txt | 4 ++--
crawl-ref/source/dat/des/branches/slime.des | 2 +-
crawl-ref/source/godpassive.cc | 4 ++--
crawl-ref/source/melee_attack.cc | 10 +++++-----
crawl-ref/source/skills2.cc | 2 +-
crawl-ref/source/teleport.cc | 2 +-
6 files changed, 12 insertions(+), 12 deletions(-)
diff --git a/crawl-ref/docs/develop/levels/syntax.txt b/crawl-ref/docs/develop/levels/syntax.txt
index b38c10e..aad312e 100644
--- a/crawl-ref/docs/develop/levels/syntax.txt
+++ b/crawl-ref/docs/develop/levels/syntax.txt
@@ -76,8 +76,8 @@ Features
Also, sight-based effects like smiting work past granite statues, as does
apportation.
- NOTE: F used to put down a granite Statue most of the time but occasionally
- Orange or Silver or Ice statues (1 in 100). You can reproduce this by using
+ NOTE: F used to put down a granite statue most of the time but occasionally
+ orange or silver or ice statues (1 in 100). You can reproduce this by using
F on the map together with
SUBST: F = G:99 F:1
KMONS: F = orange crystal statue / silver statue / ice statue
diff --git a/crawl-ref/source/dat/des/branches/slime.des b/crawl-ref/source/dat/des/branches/slime.des
index f99aced..95388ec 100644
--- a/crawl-ref/source/dat/des/branches/slime.des
+++ b/crawl-ref/source/dat/des/branches/slime.des
@@ -539,7 +539,7 @@ NAME: slime_pit
})
}}
-# Doesn't matter where thisw marker goes, so we might as well chose
+# Doesn't matter where this marker goes, so we might as well choose
# the altar.
: lua_marker("Z", fixup_marker)
diff --git a/crawl-ref/source/godpassive.cc b/crawl-ref/source/godpassive.cc
index 2d1487f..53770a8 100644
--- a/crawl-ref/source/godpassive.cc
+++ b/crawl-ref/source/godpassive.cc
@@ -55,8 +55,8 @@ void jiyva_eat_offlevel_items()
const int branch = random2(NUM_BRANCHES);
int js = JS_NONE;
- // Choose level based on main dungeon depth so that levels short branches
- // aren't picked more often.
+ // Choose level based on main dungeon depth so that levels of
+ // short branches aren't picked more often.
ASSERT(brdepth[branch] <= MAX_BRANCH_DEPTH);
const int level = random2(MAX_BRANCH_DEPTH) + 1;
diff --git a/crawl-ref/source/melee_attack.cc b/crawl-ref/source/melee_attack.cc
index b93e92b..0a993dd 100644
--- a/crawl-ref/source/melee_attack.cc
+++ b/crawl-ref/source/melee_attack.cc
@@ -2240,7 +2240,7 @@ void melee_attack::player_exercise_combat_skills()
/*
* Applies god conduct for weapon ego
*
- * Using haste as a chei worshiper, or holy/unholy weapons
+ * Using speed brand as a chei worshipper, or holy/unholy weapons
*/
void melee_attack::player_weapon_upsets_god()
{
@@ -3816,8 +3816,8 @@ int melee_attack::calc_to_hit(bool random)
{ // ...you must be unarmed
// Members of clawed species have presumably been using the claws,
// making them more practiced and thus more accurate in unarmed
- // combat. They keep this benefit even the claws are covered (or
- // missing because of a change in form).
+ // combat. They keep this benefit even when the claws are covered
+ // (or missing because of a change in form).
mhit += species_has_claws(you.species) ? 4 : 2;
mhit += maybe_random_div(you.skill(SK_UNARMED_COMBAT, 100), 100,
@@ -5474,7 +5474,7 @@ bool melee_attack::_extra_aux_attack(unarmed_attack_type atk, bool is_uc)
}
// TODO: Potentially move this, may or may not belong here (may not
-// even blong as its own function, could be integrated with the general
+// even belong as its own function, could be integrated with the general
// to-hit method
// Returns the to-hit for your extra unarmed attacks.
// DOES NOT do the final roll (i.e., random2(your_to_hit)).
@@ -5551,7 +5551,7 @@ int melee_attack::test_hit(int to_land, int ev, bool randomise_ev)
*
* Because of the complex nature between player and monster base damage,
* a simple atype() check forks the logic for now. At the moment this is
- * only is called within the context of ACT_PLAYER. Eventually, we should
+ * only called within the context of ACT_PLAYER. Eventually, we should
* aim for a unified code for calculating all / most combat related figures
* and let the actor classes handle monster or player-specific scaling.
*
diff --git a/crawl-ref/source/skills2.cc b/crawl-ref/source/skills2.cc
index 08ce9ff..f65b87f 100644
--- a/crawl-ref/source/skills2.cc
+++ b/crawl-ref/source/skills2.cc
@@ -774,7 +774,7 @@ int transfer_skill_points(skill_type fsk, skill_type tsk, int skp_max,
if (!simu && you.ct_skill_points[fsk] > 0)
dprf("ct_skill_points[%s]: %d", skill_name(fsk), you.ct_skill_points[fsk]);
- // We need to transfer by small steps and updating skill levels each time
+ // We need to transfer by small steps and update skill levels each time
// so that cross/anti-training are handled properly.
while (total_skp_lost < skp_max
&& (simu || total_skp_lost < (int)you.transfer_skill_points))
diff --git a/crawl-ref/source/teleport.cc b/crawl-ref/source/teleport.cc
index 5c39c9e..f3da154 100644
--- a/crawl-ref/source/teleport.cc
+++ b/crawl-ref/source/teleport.cc
@@ -117,7 +117,7 @@ typedef pair<coord_def, int> coord_weight;
// keep_los indicates that the destination should be in view of the target.
//
// XXX: Check the result against in_bounds(), not coord_def::origin(),
-// beceause of a memory problem described below. (isn't this fixed now? -rob)
+// because of a memory problem described below. (isn't this fixed now? -rob)
static coord_def random_space_weighted(actor* moved, actor* target,
bool close, bool keep_los = true,
bool allow_sanct = true,
--
1.8.3.4
From 80404b10374561b16ee1ab8a0558e379fa5c2ede Mon Sep 17 00:00:00 2001
From: Chris Oelmueller <chris.oelmueller@gmail.com>
Date: Thu, 22 Aug 2013 01:57:18 +0200
Subject: Fix a comment
This sort of curse was removed in
46225c2f2e48ff7e4c4e9b219ee4198722fa406c.
---
crawl-ref/source/misc.cc | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc
index 77f2df4..62deb35 100644
--- a/crawl-ref/source/misc.cc
+++ b/crawl-ref/source/misc.cc
@@ -504,8 +504,7 @@ static string _get_desc_quantity(const int quant, const int total)
return "Some of your";
}
-// Prints messages for blood potions coagulating in inventory (coagulate = true)
-// or whenever potions are cursed into potions of decay (coagulate = false).
+// Prints messages for blood potions coagulating or rotting in inventory.
static void _potion_stack_changed_message(item_def &potion, int num_changed,
string verb)
{
--
1.8.3.4
From 39eccb9488e59641447a367903c5fa1762c06d1b Mon Sep 17 00:00:00 2001
From: Chris Oelmueller <chris.oelmueller@gmail.com>
Date: Thu, 22 Aug 2013 01:59:10 +0200
Subject: Fix code layout
---
crawl-ref/source/food.cc | 2 +-
crawl-ref/source/godpassive.cc | 2 +-
crawl-ref/source/item_use.cc | 4 ++--
crawl-ref/source/melee_attack.cc | 8 ++++----
4 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/crawl-ref/source/food.cc b/crawl-ref/source/food.cc
index 57519ea..a2ab3c0 100644
--- a/crawl-ref/source/food.cc
+++ b/crawl-ref/source/food.cc
@@ -1657,7 +1657,7 @@ int prompt_eat_chunks(bool only_auto)
item_def *item = chunks[i];
string item_name = get_menu_colour_prefix_tags(*item, DESC_A);
- const bool bad = is_bad_food(*item);
+ const bool bad = is_bad_food(*item);
if (easy_eat && !bad)
{
diff --git a/crawl-ref/source/godpassive.cc b/crawl-ref/source/godpassive.cc
index 53770a8..4e8d314 100644
--- a/crawl-ref/source/godpassive.cc
+++ b/crawl-ref/source/godpassive.cc
@@ -58,7 +58,7 @@ void jiyva_eat_offlevel_items()
// Choose level based on main dungeon depth so that levels of
// short branches aren't picked more often.
ASSERT(brdepth[branch] <= MAX_BRANCH_DEPTH);
- const int level = random2(MAX_BRANCH_DEPTH) + 1;
+ const int level = random2(MAX_BRANCH_DEPTH) + 1;
const level_id lid(static_cast<branch_type>(branch), level);
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 514818a..52e9be6 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -3413,8 +3413,8 @@ void read_scroll(int slot)
if (is_good_god(you.religion))
{
- pow += (you_worship(GOD_SHINING_ONE)) ? you.piety :
- you.piety / 2;
+ pow += (you_worship(GOD_SHINING_ONE)) ? you.piety
+ : you.piety / 2;
}
holy_word(pow, HOLY_WORD_SCROLL, you.pos(), false, &you);
diff --git a/crawl-ref/source/melee_attack.cc b/crawl-ref/source/melee_attack.cc
index 0a993dd..deae02e 100644
--- a/crawl-ref/source/melee_attack.cc
+++ b/crawl-ref/source/melee_attack.cc
@@ -2621,13 +2621,13 @@ void melee_attack::chaos_affects_defender()
miscast_chance, // CHAOS_MISCAST
rage_chance, // CHAOS_RAGE
- 10, // CHAOS_HEAL
+ 10, // CHAOS_HEAL
slowpara_chance,// CHAOS_HASTE
- 10, // CHAOS_INVIS
+ 10, // CHAOS_INVIS
slowpara_chance,// CHAOS_SLOW
slowpara_chance,// CHAOS_PARALYSIS
- petrify_chance,// CHAOS_PETRIFY
+ petrify_chance, // CHAOS_PETRIFY
};
bolt beam;
@@ -3821,7 +3821,7 @@ int melee_attack::calc_to_hit(bool random)
mhit += species_has_claws(you.species) ? 4 : 2;
mhit += maybe_random_div(you.skill(SK_UNARMED_COMBAT, 100), 100,
- random);
+ random);
}
// weapon bonus contribution
--
1.8.3.4
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