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Commit 1aa9eea3 authored by dg's avatar dg
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typos

git-svn-id: http://svn.net-core.org/repos/t-engine4@2675 51575b47-30f0-44d4-a5cc-537603b46e54
parent f94f2ac8
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......@@ -51,7 +51,6 @@ end
local function copy_recurs(dst, src, deep)
for k, e in pairs(src) do
print("================",k,e)
if type(e) == "table" and e.__CLASSNAME then
dst[k] = e
elseif dst[k] == nil then
......
......@@ -216,7 +216,7 @@ newEntity{ base = "BASE_NPC_HORROR",
newEntity{ base = "BASE_NPC_HORROR", define_as = "BASE_NPC_ELDRICTH_EYE",
name = "eldritch eye", color=colors.SLATE, is_eldritch_eye=true,
desc ="A small bloadshot eye floats here.",
desc ="A small bloodshot eye floats here.",
level_range = {30, nil}, exp_worth = 1,
life_rating = 7,
rank = 2,
......
......@@ -817,7 +817,7 @@ newEntity{ base = "BASE_WAND", define_as = "ROD_OF_ANNULMENT",
material_level = 2,
max_power = 30, power_regen = 1,
use_power = { name = "force your some foe's infusions, runes or talents on cooldown", power = 30,
use_power = { name = "force some of your foes infusions, runes or talents on cooldown", power = 30,
use = function(self, who)
local tg = {type="bolt", range=5}
local x, y = who:getTarget(tg)
......
......@@ -1014,7 +1014,7 @@ newEntity{ base = "BASE_GLOVES",
newEntity{ base = "BASE_GAUNTLETS",
power_source = {arcane=true},
unique = true,
name = "Storm Bringer's Guantlets", color = colors.LIGHT_STEEL_BLUE,
name = "Storm Bringer's Gauntlets", color = colors.LIGHT_STEEL_BLUE,
unided_name = "fine-mesh gauntlets",
desc = [[This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic.]],
level_range = {25, 35},
......
......@@ -138,7 +138,7 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[You start absorbing half of all damage you take into your shield. Once you're shield has absorbed %0.2f damage it will explode in a burst of light, inflicting damage equal to absorbed damage in a radius of %d.
return ([[You start absorbing half of all damage you take into your shield. Once your shield has absorbed %0.2f damage it will explode in a burst of light, inflicting damage equal to absorbed damage in a radius of %d.
The amount absorbed will increase with the Magic stat.]]):
format(damDesc(self, DamageType.LIGHT, damage), self:getTalentRange(t))
end,
......
......@@ -46,7 +46,7 @@ end
newEntity{
define_as = "ALTAR",
name = "corrupted alter", image = "terrain/grass_burnt1.png", add_displays = {class.new{image = "terrain/floor_pentagram.png"}},
name = "corrupted altar", image = "terrain/grass_burnt1.png", add_displays = {class.new{image = "terrain/floor_pentagram.png"}},
display = ';', color=colors.RED, back_color=colors.DARK_UMBER,
notice = true,
always_remember = true,
......
......@@ -123,7 +123,7 @@ return {
Dialog:simplePopup("Temporal Rift", "Space and time distort and lose meaning as you pass through the rift. This place is alien.")
game.level.shown_warning = true
elseif lev == 2 and not game.level.shown_warning then
Dialog:simplePopup("Temporal Rift", "This looks like Maj'Eyal's forest but it looks strangely distorbed, beware...")
Dialog:simplePopup("Temporal Rift", "This looks like Maj'Eyal's forest but it looks strangely distorted, beware...")
game.level.shown_warning = true
require("engine.generator.actor.Random").new(game.zone, game.level.map, game.level, {}):generateGuardian("BEN_CRUTHDAR_ABOMINATION")
elseif lev == 3 and not game.level.shown_warning then
......
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