From b35f5119d08a3290ba033328a5d6539c0013ae9a Mon Sep 17 00:00:00 2001 From: mogami Date: Wed, 24 Mar 2004 10:11:42 +0000 Subject: [PATCH] =?utf8?q?falzeus=E6=B0=8F=E3=81=AEtypo=E4=BF=AE=E6=AD=A3?= =?utf8?q?=E3=83=95=E3=82=A1=E3=82=A4=E3=83=AB=E3=82=84=E5=A0=B1=E5=91=8A?= =?utf8?q?=E3=82=92=E5=85=83=E3=81=AB=E3=83=A1=E3=83=83=E3=82=BB=E3=83=BC?= =?utf8?q?=E3=82=B8=E4=BF=AE=E6=AD=A3=E3=80=82?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- lib/help/birth.txt | 6 +++--- lib/help/commdesc.txt | 2 +- lib/help/defend.txt | 6 +++--- lib/help/dungeon.txt | 2 +- lib/help/faq.txt | 14 +++++++------- lib/help/monster.txt | 8 ++++---- lib/help/objects.txt | 4 ++-- lib/help/option.txt | 22 +++++++++++----------- lib/help/raceclas.txt | 4 ++-- lib/help/tang.txt | 6 +++--- lib/help/town.txt | 6 +++--- src/cmd5.c | 2 +- src/cmd6.c | 2 +- 13 files changed, 42 insertions(+), 42 deletions(-) diff --git a/lib/help/birth.txt b/lib/help/birth.txt index 0b260f72e..2d008b8d2 100644 --- a/lib/help/birth.txt +++ b/lib/help/birth.txt @@ -202,7 +202,7 @@ long text will cut down. Once you have generated a character and dead or quit game, you will be asked whether you want to use quick start or not at start up. If you choose to use quick start, you get new character with exactly same -race, class, stat, background and etc.. as your last chatacter. +race, class, stat, background and etc. as your last character. ***** @@ -216,7 +216,7 @@ of 18, and even higher, into the "percentile" range, represented as "18/01" through "18/130". True maximum of each base stat is randomly ranging from 18/70 to 18/130, and average of all your stat maximums are always 18/100. These maximums are chosen randomly when your -character is created or your character quaff a Potion of New Life. +character is created or your character quaffs a Potion of New Life. Actually, every stat can be raised even above these maximum of base stat by modification from race, class, personality and magical equipment, up to a pure maximum of 18/220, which is represented as @@ -364,7 +364,7 @@ Infra-vision distance. This ability works equally well with or with out a light source. The majority of Hengband's creatures are cold-blooded, and will not be detected unless lit up by a light - source. Most non human races have innate infra-vision ability. + source. Most non-human races have innate infra-vision ability. Humans can gain infra-vision only if it is magically enhanced. diff --git a/lib/help/commdesc.txt b/lib/help/commdesc.txt index 2517635fd..3620a9c97 100644 --- a/lib/help/commdesc.txt +++ b/lib/help/commdesc.txt @@ -726,7 +726,7 @@ Command your pets (p) you disallow them to pick up anything. Output list of random artifacts (^V) - This command write file named "randifact.txt" to your user + This command writes file named "randifact.txt" to your user directory with list of all random artifact you have. -- diff --git a/lib/help/defend.txt b/lib/help/defend.txt index 722bbc5fb..cd9cf43a8 100644 --- a/lib/help/defend.txt +++ b/lib/help/defend.txt @@ -173,7 +173,7 @@ of Resistance. of Elvenkind. This is the same as Resistance armor, only generally better - enchanted. It will also make you more stealthy. + enchanted. It will also make you stealthier. of Permanence (Robes Only) These robes provide resistance to fire, cold, acid, and @@ -194,7 +194,7 @@ of Intelligence This item will both increase and sustain your intelligence. of Wisdom - This item and will both increase and sustain your wisdom. + This item will both increase and sustain your wisdom. of Beauty This item will both increase and sustain your charisma. @@ -532,7 +532,7 @@ Healing is available in multiple forms including: Potions and Staves of Cure Light Wounds, Potions of Cure Serious Wounds, Potions of Cure Critical Wounds, Potions, Staves and Rods of Healing, Potions of *Healing* and Potions of Life, from weakest to strongest. Both the Life -and Nature realms contains spells to heal the player. +and Nature realms contain spells to heal the player. Cure Light Wounds restores 2d8 hitpoints and removes cuts, blindness and berserk. diff --git a/lib/help/dungeon.txt b/lib/help/dungeon.txt index 8d447e36d..66dfbb529 100644 --- a/lib/help/dungeon.txt +++ b/lib/help/dungeon.txt @@ -107,7 +107,7 @@ glow with their own never-ending light. === Objects In The Dungeon === The dungeons are full of objects just waiting to be picked up and used. -How did they get there? Well, the main source for useful items are all +How did they get there? Well, the main sources for useful items are all the foolish adventurers that proceeded into the dungeon before you. They get killed, and the helpful creatures scatter the various treasure throughout the dungeon. Most cursed items are placed there by the diff --git a/lib/help/faq.txt b/lib/help/faq.txt index def8ecf9d..8231b4c45 100644 --- a/lib/help/faq.txt +++ b/lib/help/faq.txt @@ -8,7 +8,7 @@ Q. I want to play as an Android, Balrog, Golem, Skeleton, Zombie, How do I avoid starvation? A. Scroll of Satisfy Hunger and Berserker's ability of Satisfy Hunger - are obsoleted. And races which previously relyed on Satisfy Hunger + are obsoleted. And races which previously relied on Satisfy Hunger have new sources of nutrition now; Android can quaff oil. Balrogs can sacrifice human corpse using the 'E'at command. Golems, Skeletons, Zombies, and Spectres can absorb mana from staves and @@ -16,7 +16,7 @@ A. Scroll of Satisfy Hunger and Berserker's ability of Satisfy Hunger potions. -Q. I got through the Yeek cave and I headed into the wilderness....and +Q. I got through the Yeek cave and I headed into the wilderness... and I'm still there searching endlessly down one road after another looking for a town. Where are other towns and dungeons? @@ -30,12 +30,12 @@ Q. I'm playing as a berserker, and cannot read scrolls. How do I remove curse? A. You can simply 't'ake off cursed equipments. Since cursed - equipments are strongly sticking, you need to try 't'ake off + equipments are strongly sticking; you need to try 't'ake off command many times. Q. I know Berserkers cannot use scrolls, and rods. How do I recall - from dungeon? Maybe I need to travel completely on foot?!! + from dungeon? Maybe I need to travel completely on foot!? A. Berserkers gain a class power 'Recall' at level 10. Press the 'U'(original keyset) or 'O'(Roguelike keyset) to use class power. @@ -109,9 +109,9 @@ A. You cannot directly control your mount unless you use one hand to Q. Where is the score server? And how do I register my character dumps? -A. Here;'http://hengband.sourceforge.jp/en/score.html'. +A. Here; 'http://hengband.sourceforge.jp/en/score.html'. When you die, Hengband will ask you as 'Do you send score to the - world score sever?'. And if you answer 'y', Hengband will + world score server?'. And if you answer 'y', Hengband will automatically register your character dump and screen shot. @@ -130,7 +130,7 @@ A. Hengband is mainly based on ZAngband 2.2.8 Japanese version. addition to simple translation. Hengband also includes codes from many other variants including - ToME, OAngband, etc... Mr.Hoge wrote the first original part of + ToME, OAngband, etc. Mr.Hoge wrote the first original part of Hengband. And currently, it is maintained by Hengband Development Team including Mr.Hoge, Habu, Henkma, iks, Kuwa, Mogami, nsk, and @nothere. diff --git a/lib/help/monster.txt b/lib/help/monster.txt index f71cea003..4559c0b47 100644 --- a/lib/help/monster.txt +++ b/lib/help/monster.txt @@ -73,7 +73,7 @@ will probably get cleaned up. === Monster Memories === Because there are so many monsters and because often different monsters -share similar colors and symbols, it is very difficult to keep track of +share similar colors and symbols; it is very difficult to keep track of the capabilities of various creatures. Luckily, Hengband automatically keeps track of your experiences with a particular creature. @@ -86,14 +86,14 @@ that fact is noted. If you have killed enough of a particular creature, or suffered enough attacks, recalling the monster memory may also provide you with -information not otherwise available, such as a armor class or hit dice. +information not otherwise available, such as an armor class or hit dice. These are not explained, but may be useful to give the relative danger of each creature. Your monster memory may be accessed by pressing '/' and then entering the symbol you wish to research. Each monster with that symbol of which you have some knowledge will displayed in turn beginning with the -deepest. Alternatively, you may enter targetting mode by pressing '*' +deepest. Alternatively, you may enter targeting mode by pressing '*' and, with the cursor over the creature in question, press 'r' to recall details. @@ -106,7 +106,7 @@ character. ***** === Unique Monsters === -The monsters in Hengband are unique in that each variety of monster +The monsters in Hengband are unique in that each variety of monsters has its own set of physical and, where applicable, magical abilities. However, some monsters in Hengband are truly unique and this group of monsters are often referred to as "Uniques". diff --git a/lib/help/objects.txt b/lib/help/objects.txt index c62211ec2..05453405e 100644 --- a/lib/help/objects.txt +++ b/lib/help/objects.txt @@ -333,7 +333,7 @@ Of all the objects in Hengband that you might find, by far the most important group are artifacts. Artifacts are unique items with additional properties such as increasing or sustaining one or more of your stats and granting resistances or abilities. Often an -artifact cab be 'A'ctivated for a magical effect. These can be +artifact can be 'A'ctivated for a magical effect. These can be Extremely useful - especially for classes that are weak in magic. There are two types of artifacts - fixed and random. The fixed @@ -783,7 +783,7 @@ Rods ('-') Spellbooks ('?') There are four spell books for each of the magic realms and which are found either in the shops or at varying depths in the dungeons. - If you are are a spellcaster, you may 'b'rowse any book belonging + If you are a spellcaster, you may 'b'rowse any book which belonging to your chosen realm(s) to see what spells it contains. You may not browse books from realms other than those that your character has chosen. You may learn new spells with the 'g' command and cast them diff --git a/lib/help/option.txt b/lib/help/option.txt index aae3a7752..15ad1875e 100644 --- a/lib/help/option.txt +++ b/lib/help/option.txt @@ -9,8 +9,8 @@ which is shown on the "options" screen, plus the internal name of the option in brackets, followed by a textual description of the option. Note that the internal name of the option can be used in user pref -files to force the option to a given setting, see "command.txt" for -more info. +files to force the option to a given setting (see "command.txt" for +more info). Various concepts are mentioned in the descriptions below, including "disturb", (cancel any running, resting, or repeated commands, which @@ -96,7 +96,7 @@ Prompt before exiting a quest level [confirm_quest] Allow targetting pets [target_pet] Normally, the program doesn't automatically choose pets as target in the targeting mode of attack spells. If this option is set, the - program always choose every monsters in sight as target. + program always chooses every monster in sight as target. ***** Automatically open doors [easy_open] @@ -106,7 +106,7 @@ Automatically open doors [easy_open] ***** Automatically disarm traps [easy_disarm] - Makes it easy for your character disarm a trap: simply by walking into + Makes it easy for your character disarms a trap: simply by walking into it! Also the disarm command will automatically select one direction if only one known trap is near you. @@ -413,7 +413,7 @@ Always create unusually small dungeon levels [always_small_levels] ***** Allow empty 'arena' levels [empty_levels] Normal dungeon levels consist mostly of rock. If this option is in - use, levels which have empty floor instead of solid rock may also + use, levels which have empty floor instead of solid rock may also be created (somewhat reminiscent of Nethack's "big-room" levels). These levels can be extremely deadly, especially with breathing monsters (since there are few obstructions to shield). Arena levels @@ -636,12 +636,12 @@ Record when destroy unique monster [record_destroy_uniq] ***** Record fixed quests [record_fix_quest] - If this option is set, result of every fixed quests will be + If this option is set, result of every fixed quest will be written in the Play-record. ***** Record random quests [record_rand_quest] - If this option is set, result of every random quests will be + If this option is set, result of every random quest will be written in the Play-record. ***** @@ -661,7 +661,7 @@ Record purchased items [record_buy] ***** Record sold items [record_sell] - If this option is set, names and numbers of every items you sold + If this option is set, names and numbers of every item you sold will be written in the Play-record. ***** @@ -846,7 +846,7 @@ Manually haggle in stores [manual_haggle] ***** Easy Mode (*) [easy_band] This option enables easy game mode for beginners. If this option is - set, you takes only half damage from any enemy's attack compared + set, you take only half damage from any enemy's attack compared to normal mode, and monster's summoning spells become much weaker. But your score will be estimated to be negative number, and you cannot send score record to world score board. @@ -899,7 +899,7 @@ Disable recall and use of up stairs (*) [ironman_downward] ***** Always create empty 'arena' levels (*) [ironman_empty_levels] If this option is enabled, then every level will be empty 'arena' - level . See the "Allow empty 'arena' levels" option above. + level. See the "Allow empty 'arena' levels" option above. ***** Always generate very unusual rooms (*) [ironman_rooms] @@ -932,7 +932,7 @@ Preserve artifacts (*) [preserve_mode] ***** Allow use of autoroller for stats (*) [autoroller] If you choose to use the auto-roller, you can specify minimum - limit of each stats. Once you have specified your desired + limit of each stat. Once you have specified your desired statistics, the computer will then randomly roll successive start-up characters and compare them to your specified criteria. Each stat is rolled as a number from 8 to 17, with a diff --git a/lib/help/raceclas.txt b/lib/help/raceclas.txt index e3f65085a..93e3f688a 100644 --- a/lib/help/raceclas.txt +++ b/lib/help/raceclas.txt @@ -915,8 +915,8 @@ command("U"/"O"). their special combat techniques when surrounded by an anti-magic barrier. Berserkers, however, cannot use any magical devices or read any scrolls, and are hopeless at all non-combat skills. - Since Berserker Amberite or Spectres are quite easy to *win* with, - their scores are lowered. + Since Berserker Spectres are quite easy to *win* with, their + scores are lowered. Berserkers use a unique system of techniques called 'Rage'. They gain more techniques as they gain levels. They use no magic: diff --git a/lib/help/tang.txt b/lib/help/tang.txt index 596b5f601..c131302b9 100644 --- a/lib/help/tang.txt +++ b/lib/help/tang.txt @@ -441,7 +441,7 @@ An arrow (1d5) (+0, +0) (26/26) The first number is the average damage per shot, and the second is average damage per round. The two numbers can differ because the -shooting weapons have differing energy requirements per shot (unlike +shooting weapons have different energy requirements per shot (unlike melee weapons.) === On Slays === @@ -550,10 +550,10 @@ watchful for opportunities to get a double move on monsters, and be aware that they can do the same to you! This rule change has a lot of consequences; playing the game will teach them to you... -Apart from this, things are pretty familar. The amount of energy you +Apart from this, things are pretty familiar. The amount of energy you can gain each game turn is 10 for an average-speed player or monster, can be almost 50 for very fast ones, and most actions you take cost 100 -energy to perform. The biggest exception are weapons of Extra Shots; +energy to perform. The biggest exception is weapons of Extra Shots; firing one of these takes less energy, making monsters appear to move in slow motion. diff --git a/lib/help/town.txt b/lib/help/town.txt index e567ebdc9..daf2f8c56 100644 --- a/lib/help/town.txt +++ b/lib/help/town.txt @@ -76,7 +76,7 @@ The world of Hengband includes five towns separated by a wilderness and many dungeons. Fixed quests (see below [d]) could be begun by entering certain buildings in the towns. -While most people welcome these large world, they are not for everyone +While most people welcome this large world, they are not for everyone and consequently, there are three possible town options in Hengband - the 'Standard' town(s), the 'Lite' town and the 'Vanilla' town. The default is the standard town and the lite town and the vanilla town @@ -135,7 +135,7 @@ for computer efficiency reasons. --- The 'Vanilla' Town --- The vanilla town consists of the nine standard shops only and an -impenetrable wall which surrounds the town. There are no other +impenetrable wall which surrounds the town. There is no other embellishments. The special buildings and the fixed quests are unavailable if you select this option as is the wilderness. @@ -149,7 +149,7 @@ to come out of the woodwork when excited. Blubbering idiots are a constant annoyance, but not harmful. Public drunks wander about the town singing, and are of no threat to anyone. Sneaky rogues who work for the black market are always greedily eyeing your backpack for -potential new 'purchases'. . . And finally, what town would be complete +potential new 'purchases'... And finally, what town would be complete without a swarm of half drunk warriors, who take offense or become annoyed just for the fun of it. diff --git a/src/cmd5.c b/src/cmd5.c index e62f049f4..f1e58a90a 100644 --- a/src/cmd5.c +++ b/src/cmd5.c @@ -27,7 +27,7 @@ cptr spell_category_name(int tval) return "¼öʸ"; #else case TV_HISSATSU_BOOK: - return "arts"; + return "art"; case TV_LIFE_BOOK: return "prayer"; case TV_MUSIC_BOOK: diff --git a/src/cmd6.c b/src/cmd6.c index 7e178e9c8..4022d4a32 100644 --- a/src/cmd6.c +++ b/src/cmd6.c @@ -6849,7 +6849,7 @@ static int select_magic_eater(bool only_browse) prt(format(" %s staff", (menu_line == 1) ? "> " : " "), 2, 14); prt(format(" %s wand", (menu_line == 2) ? "> " : " "), 3, 14); prt(format(" %s rod", (menu_line == 3) ? "> " : " "), 4, 14); - prt("Which type of magic do you usu?", 0, 0); + prt("Which type of magic do you use?", 0, 0); #endif choice = inkey(); switch(choice) -- 2.11.0