Skip to content
This repository has been archived by the owner on Dec 15, 2020. It is now read-only.

Commit

Permalink
Fix typos
Browse files Browse the repository at this point in the history
  • Loading branch information
PeridexisErrant committed Nov 1, 2015
1 parent fb606fd commit c771b65
Showing 1 changed file with 15 additions and 15 deletions.
30 changes: 15 additions & 15 deletions README.rst
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ Roses' script collection is one of the biggest modding projects around.
.. warning::

The following documentation was copied from the forum thread and formatted
on 2015-11-01, and it's accuracy is not garunteed.
on 2015-11-01, and it's accuracy is not guaranteed.

It is likely that these scripts will be reorganised to fit within the
`modtools <modtools>` directory, changing the paths used to call them.
Expand Down Expand Up @@ -39,7 +39,7 @@ civilisations, and events.

- Define civilizations based on their entity
- Civilization level up during gameplay
- Add/Remove creatures/items/materials/etc\ from civilizations
- Add/Remove creatures/items/materials/etc from civilizations
as they level up
- Add new noble positions to civilizations as they level up
- Completely configurable in external text file (follows format
Expand All @@ -49,7 +49,7 @@ civilisations, and events.

- Trigger random events based on specified requirements
- Events are user specified scripts, allowing for things like spawn-unit
- Requirements are things like wealth, export, inport, deaths, etc...
- Requirements are things like wealth, export, imports, deaths, etc...


==============
Expand All @@ -58,7 +58,7 @@ Useful Scripts
Calling any of these scripts with the ``-help`` option should give
usage information and a summary of what it does.

*Some in-progess scripts are not documented here.*
*Some in-progress scripts are not documented here.*
:forums:`Check the forum thread. <135597.msg4928406#msg4928406>`

TODO: ensure that all of these scripts have standard locations,
Expand Down Expand Up @@ -143,7 +143,7 @@ it allows for some of the more interesting options that I will mention
later.

So far we haven't gained anything from using the wrapper script. Both of
the above examples will preform exactly the same. So now let's talk
the above examples will perform exactly the same. So now let's talk
about what makes the wrapper script so useful. Options!

You can basically split all of these options into four categories,
Expand Down Expand Up @@ -603,7 +603,7 @@ defined in the same way, and comes with it's own set of special tokens
hasn't learned the specified forbidden spell
- [SPELL_COST] - this is an advanced tag that I will touch on later, by
default the cost of learning all spells is set to 0
- [SPELL_UPGRADE] - instead of learning a completly new spell, you will
- [SPELL_UPGRADE] - instead of learning a completely new spell, you will
instead forget an old spell and learn this one in it's place (in game
terms, you will lose the syndrome that gave you the previous spell, and
gain the syndrome that gives you this spell, instead of keeping both)
Expand All @@ -629,7 +629,7 @@ Now we will take a look at the spells.txt file, this file will help you
set up everything you need in game, and, along with the python routine,
automate several steps. This file is very basic::

[SPELL:SPELL_TEST_1] <- simply label each [SPELL] as they are labeled in the classes.txt file
[SPELL:SPELL_TEST_1] <- simply label each [SPELL] as they are labelled in the classes.txt file
[CDI:INTERACTION:SPELL_FIRE_FIREBALL] <- and place any interaction information you would normally have here
[CDI:ADV_NAME:Fire Ball]
[CDI:TARGET:C:LINE_OF_SIGHT]
Expand Down Expand Up @@ -742,7 +742,7 @@ Source: :forums:`here <135597.msg5799440#msg5799440>`
Everything talked about in this section is for NPC entities, not your fort.

Have you ever thought to yourself, "Man, these goblins are just no
challenge no that I have my full steel clad army", or "I wish the game
challenge now that I have my full steel clad army", or "I wish the game
could change while I play"? If so, then this is for you!

The Civilization system allows you to customize the advancement of any
Expand All @@ -759,7 +759,7 @@ Types of advancement
- Add/Remove Noble Positions (DO NOT REMOVE THEM! IT WILL CAUSE THE GAME
TO CRASH)

All of these will effect the the various stuff that an entity would bring
All of these will effect the various stuff that an entity would bring
for trade AND for attacks. You can even add Adamantine and other SPECIAL
materials, so be careful!

Expand All @@ -770,7 +770,7 @@ advancement system.

Methods of advancement
======================
- Time Based (Daily/Weekly/Monthly/Seasonly/Yearly) - as a probability of
- Time Based (Daily/Weekly/Monthly/Seasonal/Yearly) - as a probability of
triggering at each selected timescale
- Kill Based - triggers when they kill a certain number of your units
- Invasion Based - triggers after they commit a certain number of
Expand Down Expand Up @@ -879,11 +879,11 @@ These tokens are mandatory for each civilization and should only occur once.
- [NAME] - What the civilization is called, not currently used for
anything. This will make an appearance in the upcoming Journal project
- [LEVELS] - Number of levels that your civilization has
- [LEVEL_METHOD] - The method for leveling that the civilization starts
- [LEVEL_METHOD] - The method for levelling that the civilization starts
with. Valid entries include:

- DAILY/WEEKLY/MONTHLY/SEASON/YEARLY - The number then specifies the
probability for it to occur at each timestep
probability for it to occur at each time step
- KILLS - The number is the number of kills needed
- INVASION - The number is the number of invasions needed
- TRADE - The number is the number of trades needed
Expand All @@ -898,7 +898,7 @@ These are the tokens that defined each level
- [LEVEL] - The start of the level declaration, the number specifies the
level
- [LEVEL_NAME] - The name of the level, currently appears in an in-game
announcment, "Entity 1 has X", where X is the entered text
announcement, "Entity 1 has X", where X is the entered text
- [LEVEL_CHANGE_METHOD] - This allows the method of leveling to change as
the civilization advances, valid tokens are the same as [LEVEL_METHOD]

Expand Down Expand Up @@ -1105,7 +1105,7 @@ Custom Levels
=============
You can custom level a civilization through a reaction/interaction/command
line by using ``civilizations/level-up CIV_ID``.
The counters system also allows for a much more rigorous custom leveling
The counters system also allows for a much more rigorous custom levelling
structure. Especially when combined with [LEVEL_CHANGE_METHOD].


Expand Down Expand Up @@ -1189,7 +1189,7 @@ If they are repeated, they will be overwritten.
- [NAME] - what the event is called, not currently used for anything,
but will be included later
- [CHECK] - how often to check if they event should be triggered.
Valid entries inlude:
Valid entries include:

- DAILY
- WEEKLY
Expand Down

0 comments on commit c771b65

Please sign in to comment.