Editor Help: text corrections.

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Wedge009 2024-10-23 12:59:51 +11:00 committed by Charles Dang
parent dc78046d0f
commit b3ed22d697

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@ -358,7 +358,7 @@ The map wont look exactly the same in the game as it does in the editor, beca
• Event handlers and scripting
The editor is not a tool to help you scripting the scenarios event handlers.
The editor is not a tool to help you with scripting the scenarios event handlers.
• Infinite Backwards Compatibility
@ -436,7 +436,7 @@ If your add-on will only be used on 1.18 and later, it is instead recommended to
[topic]
id=editor_masks
title= _ "Editor Mask Usage"
text= _ "Masks can be applied to a base map for reusal in several scenarios playing at the same locations."
text= _ "Masks can be applied to a base map for reuse in several scenarios playing at the same locations."
[/topic]
# wmllint: markcheck on
@ -483,7 +483,7 @@ There is a filter function to show only a subset of the available items — this
" + _ "<header>Native</header>
A map file consists of rows with comma separated terrain code strings. The only non-terrain information provided by the map syntax is the set of locations created by the <ref dst='editor_tool_starting'>Starting Locations Tool</ref>. The files can be edited with a general purpose text editor like notepad.
A map file consists of rows with comma-separated terrain code strings. The only non-terrain information provided by the map syntax is the set of locations created by the <ref dst='editor_tool_starting'>Starting Locations Tool</ref>. The files can be edited with a general purpose text editor like Notepad.
These files can be used directly for multiplayer games, the number of players is automatically determined by the number of starting positions. When saved in the default directory, the map can be found in the “Custom Maps” game type of the multiplayer “Create Game” dialog; you may need to refresh the cache (press F5 on the title screen) before a newly-created map appears.
@ -496,7 +496,7 @@ The <italic>map_file</italic> method is preferred over using a preprocessor incl
" + _ "<header>Embedded</header>
The map data can stored as part of a scenarios .cfg file, directly in the <italic>map_data</italic> attribute. In other words, in the place that the preprocessor would include it when using the preprocessor-include method.
The map data can be stored as part of a scenarios .cfg file, directly in the <italic>map_data</italic> attribute. In other words, in the place that the preprocessor would include it when using the preprocessor-include method.
<header>Using Embedded Format in Terrain Mode</header>