fix a bunch of typos found by codespell in data directory.

https://github.com/lucasdemarchi/codespell
This commit is contained in:
Matthias Krüger 2018-02-05 15:42:20 +01:00 committed by Charles Dang
parent d1dd0013d8
commit b11d3fdcbe
44 changed files with 55 additions and 58 deletions

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@ -55,7 +55,7 @@ def find_enemies_part( ai*, locations_map)
)
where enemy_leaders = enemy_leaders( ai );
# Returns a List of those enemy leaders wich are near to the important locations #
# Returns a List of those enemy leaders which are near to the important locations #
def find_enemies( ai*, locations_map)
filter( keys(enemies_part), 'leader',
enemies_part[leader] <= average( values( enemies_part ) )
@ -78,7 +78,7 @@ def direct_enemies_recruits( ai* )
)
);
# returns map of important locations and number of their occurences on a gamemap #
# returns map of important locations and number of their occurrences on a gamemap #
# for example: [ 'forest' -> 10 ] #
# all terrains inside side_terrain are considered. #
def important_locations_map(ai*)

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@ -71,7 +71,7 @@ def direct_enemies_recruits( ai* )
);
#
returns map of important locations and number of their occurences on a gamemap
returns map of important locations and number of their occurrences on a gamemap
for example: [ 'forest' -> 10 ]
#
def important_locations_map(ai*)
@ -332,4 +332,4 @@ if( vars.side_terrain,
)
wflend
wflend

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@ -48,7 +48,7 @@ function ca_protect_unit_attack:evaluation(cfg)
if counter_damage_table[str] then -- If so, use saved value
max_counter_damage = max_counter_damage + counter_damage_table[str]
else -- if not, calculate it and save value
-- Go thru all weapons, as "best weapon" might be different later on
-- Go through all weapons, as "best weapon" might be different later on
local min_hp = unit.hitpoints
for n_weapon,weapon in ipairs(enemy_attack.enemy.attacks) do
-- Terrain does not matter for this, we're only interested in the maximum damage

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@ -118,7 +118,7 @@
# waypoints for AI
{PLACE_IMAGE "scenery/signpost.png" 31 20}
{SET_LABEL 31 20 _"Messanger Waypoint 1"}
{SET_LABEL 31 20 _"Messenger Waypoint 1"}
{PLACE_IMAGE "scenery/signpost.png" 24 14}
{SET_LABEL 24 14 _"Messenger Waypoint 2"}
{PLACE_IMAGE "scenery/signpost.png" 27 7}

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@ -17,7 +17,7 @@
# under control. When it is, bring in more units to help them. Attack
# during the day, but retreat and heal at night: You can't afford to
# have very many units zombified. Also, rotate your units and use the
# ZOC of Gwabbo and your level ones to sheild your wounded. Fighters
# ZOC of Gwabbo and your level ones to shield your wounded ones. Fighters
# are the best for this because they can take some punishment. When
# the map starts to thin out, circle most units around to the enemy
# leader. Try to make some brawlers, and take Gwabbo's advice to get

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@ -173,7 +173,7 @@ _f, _f, _f, _f, _f, _f, _f
# I want more, not more powerful, units. Limit the level twos
# so the leaders have to buy more level ones
# The ifdefs are neccessary because this macro will allow
# The ifdefs are necessary because this macro will allow
# recruits that weren't originally in the recruit lists.
#ifdef EASY
[set_recruit]

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@ -118,7 +118,7 @@
radius=8
[/not]
[not]
# Ocupied by spiders.
# Occupied by spiders.
[filter]
[/filter]
[/not]

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@ -467,7 +467,7 @@
append=yes
[/music]
# He's not necessarilly totally happy about this
# He's not necessarily totally happy about this
[message]
speaker=Mal Keshar
sound=lich-die.ogg

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@ -1,7 +1,7 @@
#textdomain wesnoth-ei
#
# NOTE: This level is intended as a challenging final scenario.
# Players without sufficent high-level troops to recall
# Players without sufficient high-level troops to recall
# are advised to select "The Duel" instead.
#
[scenario]

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@ -3,7 +3,7 @@
# To future editors: 'philter' is a real archaic word in English meaning a
# potion with magical effects. Do *not* change it to 'filter'!
### to do: make Landar dissapear
### to do: make Landar disappear
[scenario]
name= _ "News from the Front"
id=13_News_from_the_Front

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@ -106,7 +106,7 @@ Chapter Five"
[/kill]
#endif
#TODO see if this recalls units wich are not recallable
#TODO see if this recalls units which are not recallable
{RECALL_LOYALS}
[/event]

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@ -674,10 +674,10 @@
[/objectives]
[/event]
# Moving Tallin withing 5 hexes of Hamel. End scenario without bonus.
# Moving Tallin within 5 hexes of Hamel. End scenario without bonus.
# TODO: it's possible (but unlikely) that this could result in an unwinnable
# scenario if all hexes near Hamel are full. Aagin, though, unlikely. Still,
# it might be worth comming up with an even better victory condition.
# it might be worth coming up with an even better victory condition.
[event]
name=moveto
[filter]

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@ -608,7 +608,7 @@
message= _ "And someone keep an eye on him. We dont want him to get away."
[/message]
# Set up relase from jail event that will trigerr each time it's full
# Set up release from jail event that will trigger each time it's full
[event]
name=moveto
first_time_only=no

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@ -382,7 +382,7 @@
[message]
speaker=Tallin
# po: This is an approximate quote from an Anglo-Saxon heroic poem
# po: the Lay of Beorthnoth. Tranlate appropriately.
# po: the Lay of Beorthnoth. Translate appropriately.
message= _ "Courage shall be the harder, heart the keener, and our spirit greater as our strength lessens. Kill them all!"
[/message]

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@ -510,7 +510,7 @@
[/message]
[/event]
# Victory event, choose next scenario depending on wheter Eryssa is alive or not.
# Victory event, choose next scenario depending on whether Eryssa is alive or not.
[event]
name=enemies defeated

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@ -160,7 +160,7 @@
{AI_CONTROLLER () 1 2 ()}
# Enemy AI - set to be agressive
# Enemy AI - set to be aggressive
[side]
side=3
controller=ai

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@ -877,7 +877,7 @@
[/event]
#enddef
# Macro shortcut whith everyone's death macros
# Macro shortcut with everyone's death macros
#define HERODEATH_EVERYONE
{HERODEATH_TALLIN}
{HERODEATH_CAMERIN}

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@ -24,7 +24,7 @@
#ifdef EDITOR
[terrain_type]
id=not_here
# Marks an area outside the graveyard fence where a unit should not be spawed.
# Marks an area outside the graveyard fence where a unit should not be spawned.
editor_name= _ "Not Here Overlay"
symbol_image=not-here-tile-editor
string=^Nhyr

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@ -295,7 +295,7 @@
message= _ "Unfortunately, because of our hasty flight from our village, we are short on water-skins and rations. Well have enough if we move quickly and eat as little as possible, but we wont last long in the wastes if we cant find more sources of water. As it is, between the heat of the day and the cold of the night, this journey will be hard on our people."
[/message]
# Rewriten message -> explains new dehydration rules
# Rewritten message -> explains new dehydration rules
[message]
speaker=narrator
message= _ "During the daytime (Dawn, Morning, Midday, Afternoon, and Dusk) at the beginning of each your turns, every unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a units attack damage and causes $dehydration_loss hitpoints of damage. Healers can prevent dehydration from becoming worse, but cannot heal it. Only by refreshing at an oasis (any water hex) at the start of your turn will your units regain full attack strength."

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@ -115,7 +115,7 @@
x,y=24-42, 23-50
[/avoid]
#bats cant go west and attack dwarves
#bats can't go west and attack dwarves
[avoid]
x,y=33-35,13-15
[/avoid]

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@ -295,7 +295,7 @@
message= _ "Unfortunately, because of our hasty flight from our village, we are short on water-skins and rations. Well have enough if we move quickly and eat as little as possible, but we wont last long in the wastes if we cant find more sources of water. As it is, between the heat of the day and the cold of the night, this journey will be hard on our people."
[/message]
# Rewriten message -> explains new dehydration rules
# Rewritten message -> explains new dehydration rules
[message]
speaker=narrator
message= _ "During the daytime (Dawn, Morning, Midday, Afternoon, and Dusk) at the beginning of each your turns, every unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a units attack damage and causes $dehydration_loss hitpoints of damage. Healers can prevent dehydration from becoming worse, but cannot heal it. Only by refreshing at an oasis (any water hex) at the start of your turn will your units regain full attack strength."

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@ -115,7 +115,7 @@
x,y=24-42, 23-50
[/avoid]
#bats cant go west and attack dwarves
#bats can't go west and attack dwarves
[avoid]
x,y=33-35,13-15
[/avoid]

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@ -86,7 +86,7 @@
[/entry]
[entry]
name = "Eric S. Raymond (ESR)"
comment = "Macro library reorganization, major UI makeover introducing lightweight transparent popups and linger mode, maintainance tools for WML, eight campaigns lifted from UMC, one all-original campaign, editor refactoring, many many code cleanups, and svn-to-git migration."
comment = "Macro library reorganization, major UI makeover introducing lightweight transparent popups and linger mode, maintenance tools for WML, eight campaigns lifted from UMC, one all-original campaign, editor refactoring, many many code cleanups, and svn-to-git migration."
[/entry]
[entry]
name = "Eugen Jiresch (euschn)"
@ -199,7 +199,7 @@
[entry]
name = "Pauli Nieminen (suokko)"
email = "paniemin_AT_cc.hut.fi"
comment = "Bug fixing; usualy targeting MP or WML engine"
comment = "Bug fixing; usually targeting MP or WML engine"
[/entry]
[entry]
name = "Philippe Plantier (Ayin)"
@ -1645,7 +1645,7 @@
[/entry]
[entry]
name = "Vladimír Slávik"
comment = "Miscellanous text formating and translation engine related help"
comment = "Miscellaneous text formatting and translation engine related help"
[/entry]
[entry]
name = "vn971, vgaming"

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@ -659,7 +659,7 @@ sort=yes
[/entry]
[/about]
# no strings commited so far
# no strings committed so far
[about]
title = _"Friulian Translation" # wmllint: no spellcheck
[entry]

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@ -547,7 +547,7 @@ Switch debug mode on (does not work in multiplayer). See <ref>dst='debug_command
Debug mode is turned off by quitting the game or :nodebug.
" + "<header>text=':droid [<side>] [on|off]'</header>" + _ "
Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle bewteen human and AI. If it is on, set an AI controller. If it is off set a human controller. Defaults to the currently active side if no parameter is supplied.
Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle between human and AI. If it is on, set an AI controller. If it is off set a human controller. Defaults to the currently active side if no parameter is supplied.
" + "<header>text=':controller <side>'</header>" + _ "
Display the controller status of a side.

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@ -26,7 +26,7 @@
#define TELEPORT_TILE OLD_X OLD_Y NEW_X NEW_Y
# Teleports a unit on tile OLD_X,OLD_Y to NEW_X,NEW_Y
#
# For example, teleport any unit thats currently on 1,1 to 4,5
# For example, teleport any unit that's currently on 1,1 to 4,5
#! {TELEPORT_TILE 1 1 4 5}
[teleport]
[filter]

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@ -11,7 +11,7 @@
{TRACK_CONNECT {N_S_VALUE} {FLAG} s sw nw n ne se * * * * 2 *}
{TRACK_CONNECT {NE_SW_VALUE} {FLAG} sw nw n ne se s * * * * * 2}
# mark -away- on sides where we should have exited but didnt
# mark -away- on sides where we should have exited but didn't
{TRACK_AWAY {N_S_VALUE} {SE_NW_VALUE} {FLAG} s nw se n sw ne 2 3 * * * *}
{TRACK_AWAY {N_S_VALUE} {NE_SW_VALUE} {FLAG} s ne sw n se nw * 3 2 * * *}
{TRACK_AWAY {NE_SW_VALUE} {N_S_VALUE} {FLAG} sw n s ne nw se * 2 3 * * *}

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@ -19,7 +19,7 @@
#enddef
# Legacy macro used for same purpose as DISABLE_BASE_TRANSITIONS.
# Kept for compatability.
# Kept for compatibility.
#define DISABLE_TRANSITIONS TERRAIN_PATTERN
{DISABLE_BASE_TRANSITIONS ({TERRAIN_PATTERN})}

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@ -2733,7 +2733,7 @@ For those who go by land or sea, a bridge is the best of both worlds — for gam
hide_help=yes
[/terrain_type]
# Kept for compability
# Kept for compatibility
[terrain_type]
symbol_image=void/void
editor_image=void/shroud-editor

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@ -16,7 +16,7 @@
{AMLA_DEFAULT}
cost=46
usage=mixed fighter
description= _ "Merfolk tend to use a combination of both nets and clubs in fishing; nets to collect the fish, and clubs to finish the kill. Both of these tools have seen adaptation for warfare, and are valuable enough that auxilliaries who specialize in using them are deliberately brought to battle.
description= _ "Merfolk tend to use a combination of both nets and clubs in fishing; nets to collect the fish, and clubs to finish the kill. Both of these tools have seen adaptation for warfare, and are valuable enough that auxiliaries who specialize in using them are deliberately brought to battle.
Mermen often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, mermen cant give any effective chase over land, and are at a great disadvantage in hand-to-hand combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
{DEFENSE_ANIM "units/merfolk/entangler.png" "units/merfolk/entangler.png" mermen-hit.wav }

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@ -16,13 +16,13 @@
[/rectangle]
#enddef
#define _GUI_TEXT FONT_SIZE FONT_COLOR
#define _GUI_TEXT FONT_SIZE FONT_COLOR
[text]
x = 5
y = {GUI__TEXT_VERTICALLY_CENTRED}
w = "(text_width)"
h = "(text_height)"
# 25 offset to accomadate the arrow
# 25 offset to accommodate the arrow
maximum_width = "(width - 25)"
font_size = {FONT_SIZE}
color = {FONT_COLOR}

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@ -16,13 +16,13 @@
[/rectangle]
#enddef
#define _GUI_TEXT FONT_SIZE FONT_COLOR
#define _GUI_TEXT FONT_SIZE FONT_COLOR
[text]
x = 5
y = {GUI__TEXT_VERTICALLY_CENTRED}
w = "(text_width)"
h = "(text_height)"
# 25 offset to accomadate the arrow
# 25 offset to accommodate the arrow
maximum_width = "(width - 25)"
font_size = {FONT_SIZE}
color = {FONT_COLOR}

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@ -20,7 +20,7 @@
[draw]
# This works fine for normal messges. However, messages with options behave
# This works fine for normal messages. However, messages with options behave
# strangely, and messages with scrollbars perform badly.
# Uncomment once this has been fixed.
#{DEFAULT_BLUR}

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@ -20,7 +20,7 @@
[draw]
# This works fine for normal messges. However, messages with options behave
# This works fine for normal messages. However, messages with options behave
# strangely, and messages with scrollbars perform badly.
# Uncomment once this has been fixed.
#{DEFAULT_BLUR}
@ -66,4 +66,3 @@
#undef _GUI_RESOLUTION
#undef _GUI_BASE_NAME

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@ -691,7 +691,7 @@
id = "filter"
definition = "filter"
tooltip = _ "Filters on addon descripton, version, type or author."
tooltip = _ "Filters on addon description, version, type or author."
[/text_box]
[/column]
@ -907,13 +907,13 @@
[row]
grow_factor = 1
[column]
grow_factor = 0
border = "all"
border_size = 5
horizontal_alignment = "left"
[button]
id = "details_toggle"
definition = "default"

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@ -22,7 +22,7 @@ min(
maximum_height = 700
width = "(max(button_w, if(window_width > 0, window_width, screen_width)))"
height = "({FORMULA_WINDOW_HEIGHT})"
## Show the droplist below or above the button, wherever we have enough space. Below is prefered.
## Show the droplist below or above the button, wherever we have enough space. Below is preferred.
x = "(min(button_x, screen_width - window_width))"
y = "(
if(screen_height - button_h - button_y >= best_height,

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@ -4,7 +4,7 @@
-- will try to print out tables recursively, subject to the pretty_print_limit value.
-- Steve Donovan, 2007
-- Adapted by iceiceice for wesnoth, 2014
-- Retrived from: http://lua-users.org/files/wiki_insecure/users/steved/ilua.lua
-- Retrieeved from: http://lua-users.org/files/wiki_insecure/users/steved/ilua.lua
-- Note: This file is loaded automatically by the engine.
local pretty_print_limit = 20

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@ -257,7 +257,7 @@ local function final_spawn()
place_units(types, spawn.x, spawn.y)
end
-- convert all 'veteran' units from side 2 to the more agressive side 1
-- convert all 'veteran' units from side 2 to the more aggressive side 1
-- this must happen before the new units are created from spawns.
on_event("new turn", function()
for i, unit in ipairs(wesnoth.get_units { side = 2 }) do
@ -491,5 +491,3 @@ on_event("side 3 turn", function()
error("unknown weather '" .. tostring(weather_event.weather_id) .. "'")
end
end)

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@ -424,7 +424,7 @@
_part="repeated part"
[/story]
[part]
# TODO: _background_layer="optinal ..." # TODO: Required 'background' defined
# TODO: _background_layer="optional ..." # TODO: Required 'background' defined
# TODO: _image=...
background="optional string" # TODO: Can be improved to check if the image file really exists
@ -505,7 +505,7 @@
simple_targeting="optional boolean"
support_villages="optional boolean"
village_value="optional float limit-lower(0)"
villages_per_scout="optional float limit-lower(0)"
villages_per_scout="optional float limit-lower(0)"
[/ai]
[/schema]

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@ -1,4 +1,4 @@
# Tests how various variable settings occuring in prestart
# Tests how various variable settings occurring in prestart
# and in early events work out.
# For example, whether setting gold of a side in prestart works, or goes OOS
# Also, whether setting the turn counter works.

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@ -4,7 +4,7 @@
# We pass if the elvish archer is the discoverer, and the
# variable "sighted_should_trigger" is set.
# Companion tests check what happens if the orc is discovered
# on the elf's turn, and also that we fail if we dont set the
# on the elf's turn, and also that we fail if we don't set the
# flag.
#define TEST_SIGHTED_EVENTS_SCEN ID BOB_CONDITION SET_FLAG

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@ -65,7 +65,7 @@
)}
#
# An ammended form of the above test, which checks a menu item which creates a unit,
# An amended form of the above test, which checks a menu item which creates a unit,
# being fired twice.
#
{GENERIC_UNIT_TEST "test_wml_menu_items_3" (

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@ -6,7 +6,7 @@
background_image = "terrain/off-map/background.png"
# this image is processed by the terrain matching code so should be
# in the terrains directory and should ommit the 'terrain/' prefix
# in the terrains directory and should omit the 'terrain/' prefix
# and the '.png' suffix
tile_image = "off-map/alpha.png"
[/main_map_border]

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@ -53,7 +53,7 @@
background_image = "terrain/off-map/background.png"
# this image is processed by the terrain matching code so should be
# in the terrains directory and should ommit the 'terrain/' prefix
# in the terrains directory and should omit the 'terrain/' prefix
# and the '.png' suffix
tile_image = "off-map/alpha.png"
[/main_map_border]
@ -557,7 +557,7 @@
image=button_normal/button_H22
rect="=+17,=+3,+80,+20"
[/change]
# adjust allowed heigth for displaying weapon stuff
# adjust allowed height for displaying weapon stuff
[change]
id=unit-weapons
ref=unit-defense