Index: game/modules/tome/class/interface/TooltipsData.lua =================================================================== --- game/modules/tome/class/interface/TooltipsData.lua (revision 6265) +++ game/modules/tome/class/interface/TooltipsData.lua (working copy) @@ -38,7 +38,7 @@ ]] TOOLTIP_LIFE = [[#GOLD#Life#LAST# -This is your life force, when you take damage this is reduced more and more. +This is your life force. When you take damage this is reduced more and more. If it reaches below zero you die. Death is usually permanent so beware! It is increased by Constitution. @@ -50,23 +50,23 @@ ]] TOOLTIP_UNNATURAL_BODY = [[#GOLD#Unnatrual Body Regeneration#LAST# -Your Unnatural Body talent allows you to feed of the life of your fallen foes. +Your Unnatural Body talent allows you to feed off the life of your fallen foes. Each time you kill a creature your maximum regeneration pool increases and each turn some of it transfers into your own life. ]] TOOLTIP_LIFE_REGEN = [[#GOLD#Life Regeneration#LAST# -How many life you regenerate per turn. +How much life you regenerate per turn. This value can be improved with spells, talents, infusions, equipment. ]] TOOLTIP_HEALING_MOD = [[#GOLD#Healing mod#LAST# -This represents how effective is healing for you. +This represents how effective healing is for you. All healing values are multiplied by this value (including life regeneration). ]] TOOLTIP_AIR = [[#GOLD#Air#LAST# The breath counter only appears when you are suffocating. -If it reaches zero you will die. Being stuck in a wall, being in deep water, ... all those kind of situations will decrease your air. +If it reaches zero you will die. Being stuck in a wall, being in deep water, ... all those kinds of situations will decrease your air. When you come back into a breathable atmosphere you will slowly regain your air level. ]] @@ -93,7 +93,7 @@ TOOLTIP_VIM = [[#GOLD#Vim#LAST# Vim represents the amount of life energy you control. Each corruption talent requires some. -It does not regenerate naturally, you need to drain it from yourself or your victims. +It does not regenerate naturally; you need to drain it from yourself or your victims. Each time you kill a creature you drain 10% of your Willpower as Vim. Also if you used a Corruption spell that cost Vim to kill a creature, that cost is refunded on death. ]] @@ -105,7 +105,7 @@ TOOLTIP_HATE = [[#GOLD#Hate#LAST# Hate represents your inner rage against all that lives and dares face you. -It replenished by killing creatures and through the application of your talents. +It is replenished by killing creatures and through the application of your talents. All afflicted talents are based on Hate, and many are more effective at higher levels of hate. ]] @@ -143,14 +143,14 @@ Each time you level you gain stat and talent points to use to improve your character. ]] -TOOLTIP_ENCUMBERED = [[#GOLD#Encumberance#LAST# -Each object you carry has an encumberance value, your maximum carrying capacity is determined by your strength. -You can not move while encumbered, drop some items. +TOOLTIP_ENCUMBERED = [[#GOLD#Encumbrance#LAST# +Each object you carry has an encumbrance value. Your maximum carrying capacity is determined by your strength. +You cannot move while encumbered; drop some items. ]] TOOLTIP_INSCRIPTIONS = [[#GOLD#Inscriptions#LAST# The people of Eyal have found a way to create herbal infusions and runes that can be inscribed on the skin of a creature. -Those inscriptions give the bearer always accessible powers. Usually most people have a simple regeneration infusion, but there are other kind of potion inscriptions. +Those inscriptions give the bearer always-accessible powers. Usually most people have a simple regeneration infusion, but there are other kind of potion inscriptions. ]] ------------------------------------------------------------- @@ -158,28 +158,28 @@ ------------------------------------------------------------- TOOLTIP_SPEED_GLOBAL = [[#GOLD#Global Speed#LAST# Global speed affects everything you do. -It represents how much "energy" you get per game turn, once you reach a certain point you can act. -I.E: at 200% global speed you get twice as much energy per game turn and thus can act twice when other creatures only act once. +It represents how much "energy" you get per game turn. Once you reach a certain point you can act. +E.g.: at 200% global speed you get twice as much energy per game turn and thus can act twice when other creatures only act once. ]] TOOLTIP_SPEED_MOVEMENT = [[#GOLD#Movement Speed#LAST# The additional time you have to move. It represents how many more movements you can do in the same time. -I.E: at 100% you will be able to do 100% more movements (aka twice as many) in the same time it would have taken you to do one at 0% speed. +E.g.: at 100% you will be able to do 100% more movements (aka twice as many) in the same time it would have taken you to do one at 0% speed. ]] TOOLTIP_SPEED_SPELL = [[#GOLD#Spell Speed#LAST# The additional time you have cast a spell. It represents how many more spells you can cast in the same time. -I.E: at 100% you will be able to cast 100% more spells (aka twice as many) in the same time it would have taken you to do one at 0% speed. +E.g.: at 100% you will be able to cast 100% more spells (aka twice as many) in the same time it would have taken you to do one at 0% speed. ]] TOOLTIP_SPEED_ATTACK = [[#GOLD#Attack Speed#LAST# The additional time you have to attack (in melee or ranged). It represents how many more attacks you can do in the same time. -I.E: at 100% you will be able to do 100% more attacks (aka twice as many) in the same time it would have taken you to do one at 0% speed. +E.g.: at 100% you will be able to do 100% more attacks (aka twice as many) in the same time it would have taken you to do one at 0% speed. ]] TOOLTIP_SPEED_MENTAL = [[#GOLD#Mental Speed#LAST# The additional time you have to use a mental power. It represents how many more mental powers you can do in the same time. -I.E: at 100% you will be able to do 100% more attacks (aka twice as many) in the same time it would have taken you to do one at 0% speed. +E.g.: at 100% you will be able to do 100% more attacks (aka twice as many) in the same time it would have taken you to do one at 0% speed. ]] ------------------------------------------------------------- -- Stats @@ -219,14 +219,14 @@ TOOLTIP_COMBAT_DAMAGE = [[#GOLD#Damage#LAST# This is the damage you inflict on your foes when you hit them. This damage can be reduced by the target's armour or by percentile damage resistances. -It is improved by both Strength and Dexterity, some talents can change the stats that affect it. +It is improved by Strength or Dexterity, depending on your weapon. Some talents can change the stats that affect it. ]] TOOLTIP_COMBAT_APR = [[#GOLD#Armour Penetration#LAST# Armour penetration allows you to ignore a part of the target's armour (this only works for armour, not damage resistance). This can never increase the damage you do beyond reducing armour, so it is only useful against armoured foes. ]] TOOLTIP_COMBAT_CRIT = [[#GOLD#Critical chance#LAST# -Each time you deal damage you have a chance to make a critical hit that deals 150% of the normal damage. +Each time you deal damage you have a chance to make a critical hit that deals extra damage. Some talents allow you to increase this percentage. It is improved by Cunning. ]] @@ -239,35 +239,35 @@ ]] TOOLTIP_COMBAT_AMMO = [[#GOLD#Ammo remaining#LAST# This is the amount of ammo you have left. -Bows and sling have a "basic" infinite ammo so you can fire even when this reaches 0. -Alchemists use gems to throw bombs, they require ammo. +Bows and slings must be reloaded when this reaches 0. +Alchemists use gems as ammo to throw bombs. ]] ------------------------------------------------------------- -- Defense ------------------------------------------------------------- TOOLTIP_FATIGUE = [[#GOLD#Fatigue#LAST# -Fatigue is a percentile value that increases the cost of all your talents and spells. +Fatigue is a percentile value that increases the cost of your talents and spells. It represents the fatigue created by wearing heavy equipment. Not all talents are affected; notably, Wild Gifts are not. ]] TOOLTIP_ARMOR = [[#GOLD#Armour#LAST# -Armour value is a damage reduction from every incoming melee and ranged physical attacks. +Armour value is a damage reduction from all incoming melee and ranged physical attacks. Absorbs (hardiness)% of incoming physical damage, up to a maximum of (armour) damage absorbed. This is countered by armour penetration and is applied before all kinds of critical damage increase, talent multipliers and damage multiplier, thus making even small amounts have greater effects. ]] TOOLTIP_ARMOR_HARDINESS = [[#GOLD#Armour Hardiness#LAST# -Armour hardiness value represents how much of every incoming blows the armour will affect. +Armour hardiness represents how much of each incoming blows the armour will affect. Absorbs (hardiness)% of incoming physical damage, up to a maximum of (armour) damage absorbed. ]] TOOLTIP_CRIT_REDUCTION = [[#GOLD#Crit Reduction#LAST# Crit reduction reduces the chance an opponent has of landing a critical strike with a melee or ranged attack. ]] TOOLTIP_DEFENSE = [[#GOLD#Defense#LAST# -Defense represents your chance to avoid physical melee attacks and reduces the chance you'll be knocked off-balance by an enemies attack. It is measured against the attacker's Accuracy. +Defense represents your chance to avoid physical melee attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy. ]] TOOLTIP_RDEFENSE = [[#GOLD#Ranged Defense#LAST# -Defense represents your chance to avoid physical ranged attacks and reduces the chance you'll be knocked off-balance by an enemies attack. It is measured against the attacker's Accuracy. +Defense represents your chance to avoid physical ranged attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy. ]] TOOLTIP_PHYS_SAVE = [[#GOLD#Physical saving throw#LAST# Increases chance to shrug off physically-induced effects. Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect. @@ -283,37 +283,37 @@ -- Spells ------------------------------------------------------------- TOOLTIP_SPELL_POWER = [[#GOLD#Spellpower#LAST# -Your spellpower value represents how powerful your spells are. +Your spellpower represents how powerful your magical spells are. In addition, when your spells inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your spellpower will reduce the duration of the effect by 5%. ]] TOOLTIP_SPELL_CRIT = [[#GOLD#Spell critical chance#LAST# -Each time you deal damage with a spell you may have a chance to make a critical hit that deals 150% of the normal damage. +Each time you deal damage with a spell you may have a chance to make a critical hit that deals extra damage. Some talents allow you to increase this percentage. It is improved by Cunning. ]] TOOLTIP_SPELL_SPEED = [[#GOLD#Spellcasting speed#LAST# Spellcasting speed represents how fast your spellcasting is compared to a normal turn. -The lower it is the faster it is. +The lower the number, the faster it is. ]] TOOLTIP_SPELL_COOLDOWN = [[#GOLD#Spellcooldown#LAST# Spell cooldown represents how fast your spells will come off of cooldown. -The lower it is the more often you'll be able to use your spell talents and runes. +The lower it is, the more often you'll be able to use your spell talents and runes. ]] ------------------------------------------------------------- -- Mental ------------------------------------------------------------- TOOLTIP_MINDPOWER = [[#GOLD#Mindpower#LAST# -Your mindpower value represents how powerful your mental abilities are. -In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your mindpower will reduce the duration of the effect by 5%. +Your mindpower represents how powerful your mental abilities are. +In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your mindpower will reduce the duration of the effect by 5%. ]] TOOLTIP_MIND_CRIT = [[#GOLD#Mental critical chance#LAST# -Each time you deal damage with a mental attack you may have a chance to make a critical hit that deals 150% of the normal damage. +Each time you deal damage with a mental attack you may have a chance to make a critical hit that deals extra damage. Some talents allow you to increase this percentage. It is improved by Cunning. ]] TOOLTIP_MIND_SPEED = [[#GOLD#Mental speed#LAST# Mental speed represents how fast you use psionic abilities compared to a normal turn. -The lower it is the faster it is. +The lower the number, the faster it is. ]] ------------------------------------------------------------- -- Damage and resists @@ -325,8 +325,8 @@ TOOLTIP_INC_DAMAGE = [[#GOLD#Damage increase: specific#LAST# All damage of this type that you deal, through any means, is increased by this percentage. ]] -TOOLTIP_INC_CRIT_POWER = [[#GOLD#Critical multiplicator#LAST# -All critical damage (melee, spells, ...) do this much damage. +TOOLTIP_INC_CRIT_POWER = [[#GOLD#Critical multiplier#LAST# +All critical hits (melee, spells, ...) do this much damage. ]] TOOLTIP_RESIST_ALL = [[#GOLD#Damage resistance: all#LAST# All damage you receive, through any means, is decreased by this percentage. @@ -339,7 +339,7 @@ This represents your chance to completely avoid the effect in question. ]] TOOLTIP_ON_HIT_DAMAGE = [[#GOLD#Damage when hit#LAST# -Each time a creature hits your in melee it will suffer damage. +Each time a creature hits you in melee it will suffer damage. ]] TOOLTIP_RESISTS_PEN_ALL = [[#GOLD#Damage penetration: all#LAST# Reduces the amount of effective resistance of your foes to any damage you deal by this percent. @@ -347,7 +347,7 @@ This stacks with individual damage type penetrations. ]] TOOLTIP_RESISTS_PEN = [[#GOLD#Damage penetration: specific#LAST# -Reduces the amount of effective resistance of your foes to all damage of this type you deal by this percent. +Reduces the amount of effective resistance of your foes to all damage you deal of this type by this percent. If you have 50% penetration against a creature with 50% resistance it will have an effective resistance of 25%. ]] @@ -364,27 +364,27 @@ Allows you to sense any creatures even if they are not currently in your line of sight. ]] TOOLTIP_VISION_LITE = [[#GOLD#Lite radius#LAST# -The maximun distance your lite can light up, anything further can not be see by natural means, unless the place itself is lit. +The maximum distance your lite can light up. Anything further cannot be seen by natural means, unless the place itself is lit. ]] TOOLTIP_VISION_SIGHT = [[#GOLD#Sight range#LAST# -How far your sight can see, this only works in lit areas. +How far you can see. This only works within your lite radius, or in lit areas. ]] TOOLTIP_VISION_INFRA = [[#GOLD#Infravision#LAST# A secondary sight that allows you to see even in the dark, but only creatures can be seen this way. ]] TOOLTIP_VISION_STEALTH = [[#GOLD#Stealth#LAST# To use stealth one must possess the 'Stealth' talent. -Stealth allows you to try to hide from any creatures that would otehrwise see you. +Stealth allows you to try to hide from any creatures that would otherwise see you. Even if they have seen you they will have a harder time hitting you. -Any creature can try to see you through stealth. +Any creature can try to see through your stealth. ]] TOOLTIP_VISION_SEE_STEALTH = [[#GOLD#See stealth#LAST# -Your power to see stealthed creatures, the higher it is the more likely you are to see them (based on their own stealth score). +Your power to see stealthed creatures. The higher it is, the more likely you are to see them (based on their own stealth score). ]] TOOLTIP_VISION_INVISIBLE = [[#GOLD#Invisibility#LAST# Invisible creatures are magically removed from the sight of all others. They can only be see by creatures that can see invisible. ]] TOOLTIP_VISION_SEE_INVISIBLE = [[#GOLD#See invisible#LAST# -Your power to see invisible creatures, the higher it is the more likely you are to see them (based on their own invisibility score). +Your power to see invisible creatures. The higher it is, the more likely you are to see them (based on their own invisibility score). If you do not have any see invisible score you will never be able to see invisible creatures. ]] Index: game/modules/tome/class/interface/ActorLife.lua =================================================================== --- game/modules/tome/class/interface/ActorLife.lua (revision 6265) +++ game/modules/tome/class/interface/ActorLife.lua (working copy) @@ -40,9 +40,9 @@ end end if self:hasEffect(self.EFF_PRECOGNITION) then - game.log("%s dies during his precognition, ending the effect!", self.name:capitalize()) + game.log("%s dies during precognition, ending the effect!", self.name:capitalize()) self:removeEffect(self.EFF_PRECOGNITION) return false, 0 end return false, value -end \ No newline at end of file +end Index: game/modules/tome/class/Party.lua =================================================================== --- game/modules/tome/class/Party.lua (revision 6265) +++ game/modules/tome/class/Party.lua (working copy) @@ -324,7 +324,7 @@ local def = self.members[actor] if order == "leash" then - game:registerDialog(GetQuantity.new("Set action radius: "..actor.name, "Set the maximun distance this creature can go from the party master", actor.ai_state.tactic_leash, actor.ai_state.tactic_leash_max or 100, function(qty) + game:registerDialog(GetQuantity.new("Set action radius: "..actor.name, "Set the maximum distance this creature can go from the party master", actor.ai_state.tactic_leash, actor.ai_state.tactic_leash_max or 100, function(qty) actor.ai_state.tactic_leash = util.bound(qty, 1, actor.ai_state.tactic_leash_max or 100) game.logPlayer(game.player, "%s maximum action radius set to %d.", actor.name:capitalize(), actor.ai_state.tactic_leash) end), 1) Index: game/modules/tome/data/general/npcs/naga.lua =================================================================== --- game/modules/tome/data/general/npcs/naga.lua (revision 6265) +++ game/modules/tome/data/general/npcs/naga.lua (working copy) @@ -71,7 +71,7 @@ newEntity{ base = "BASE_NPC_NAGA", name = "naga tide huntress", color=colors.RED, image="npc/naga_tide_huntress.png", - desc = [[Though the sharp point of an arrow pointed steadily at your head is of concern, more unnerving is the creature that wields it. A slim and lithe woman from the waist up, but a terrifying giant serpent beneath, her tail stretching for several feet behind her. Her eyes turn cold and ice seems to magically condense on the tip of her barbed arrow. Suddenly it is of concern again.]], + desc = [[Though the sharp point of an arrow pointed steadily at your head is of concern, more unnerving is the creature that wields it: a slim and lithe woman from the waist up, but a terrifying giant serpent beneath, her tail stretching for several feet behind her. Her eyes turn cold and ice seems to magically condense on the tip of her barbed arrow. Suddenly it is of concern again.]], level_range = {34, nil}, exp_worth = 1, rarity = 4, rank = 3, Index: game/modules/tome/data/general/npcs/swarm.lua =================================================================== --- game/modules/tome/data/general/npcs/swarm.lua (revision 6265) +++ game/modules/tome/data/general/npcs/swarm.lua (working copy) @@ -65,7 +65,7 @@ newEntity{ base = "BASE_NPC_INSECT", name = "hornet swarm", color=colors.YELLOW, image="npc/hornet_swarm.png", - desc = "You have intruded on their grounds, and they will defend it at all costs.", + desc = "You have intruded on their ground, and they will defend it at all costs.", sound_moam = {"creatures/bee/bee_%d", 1, 4}, sound_die = "creatures/bee/bee_die", sound_random = {"creatures/bee/bee_%d", 1, 4}, @@ -79,7 +79,7 @@ newEntity{ base = "BASE_NPC_INSECT", name = "hummerhorn", color=colors.YELLOW, image="npc/hummerhorn.png", - desc = "A giant buzzing wasp, its stinger drips venom.", + desc = "A giant buzzing wasp, its stinger dripping venom.", sound_moam = {"creatures/bee/bee_%d", 1, 4}, sound_die = "creatures/bee/bee_die", sound_random = {"creatures/bee/bee_%d", 1, 4}, Index: game/modules/tome/data/general/npcs/snake.lua =================================================================== --- game/modules/tome/data/general/npcs/snake.lua (revision 6265) +++ game/modules/tome/data/general/npcs/snake.lua (working copy) @@ -114,7 +114,7 @@ newEntity{ base = "BASE_NPC_SNAKE", name = "anaconda", color=colors.YELLOW_GREEN, image="npc/yellow-green-snake.png", - desc = [[You recoil in fear as you notice this huge, 10-meter-long snake. It seeks to crush the life out of you.]], + desc = [[You recoil in fear as you notice this gigantic snake. It seeks to crush the life out of you.]], level_range = {20, nil}, exp_worth = 1, rarity = 5, rank = 3, Index: game/modules/tome/data/general/npcs/major-demon.lua =================================================================== --- game/modules/tome/data/general/npcs/major-demon.lua (revision 6265) +++ game/modules/tome/data/general/npcs/major-demon.lua (working copy) @@ -290,7 +290,7 @@ name = "Khulmanar, General of Urh'Rok", color=colors.DARK_RED, unique=true, resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/demon_major_general_of_urh_rok.png", display_h=2, display_y=-1}}}, - desc = [[This massive form, sheathed in dark flames, stands tall above a legion of lesser demons. In his hands he holds a massive blacked battleaxe, flames dancing around the blades.]], + desc = [[This massive form, sheathed in dark flames, stands tall above a legion of lesser demons. In his hands he holds a massive blackened battleaxe, flames dancing around the blades.]], level_range = {40, nil}, exp_worth = 1, rarity = 50, rank = 3.5, Index: game/modules/tome/data/general/npcs/horror.lua =================================================================== --- game/modules/tome/data/general/npcs/horror.lua (revision 6265) +++ game/modules/tome/data/general/npcs/horror.lua (working copy) @@ -44,8 +44,8 @@ newEntity{ base = "BASE_NPC_HORROR", name = "worm that walks", color=colors.SANDY_BROWN, - desc = [[A bulging rotten robe seems to tear at the seams, with masses of bloated worms spilling from out and around the moving form. Two arm-like appendages, each made up of overlapping mucous-drenched maggots, grasp tightly around the handles of bile-coated waraxes. -Each swing drips pestulant fluid before it, and each droplet writhes and wriggles in the air before splashing against the ground.]], + desc = [[A bulging rotten robe seems to tear at the seams, with masses of bloated worms spilling out all around the moving form. Two arm-like appendages, each made up of overlapping mucous-drenched maggots, grasp tightly around the handles of bile-coated waraxes. +Each swing drips pustulant fluid before it, and each droplet writhes and wriggles in the air before splashing against the ground.]], level_range = {25, nil}, exp_worth = 1, rarity = 5, max_life = resolvers.rngavg(150,170), @@ -113,7 +113,7 @@ newEntity{ base = "BASE_NPC_HORROR", name = "bloated horror", color=colors.WHITE, - desc ="A bulbous humanoid form floats here. Its bald, child-like head is disproportionately large compared to its body, and its skin is pock-marked in nasty red sores.", + desc ="A bulbous humanoid form floats here. Its bald, child-like head is disproportionately large compared to its body, and its skin is pock-marked with nasty red sores.", level_range = {10, nil}, exp_worth = 1, rarity = 1, rank = 2, @@ -544,7 +544,7 @@ newEntity{ base = "BASE_NPC_HORROR", subtype = "eldritch", name = "oozing horror", color=colors.GREEN, - desc = "A massive, amorphous blob of green slime crawls on the ground towards you. Eyes, drifting through the viscous mass, scanning for potential prey.", + desc = "A massive, amorphous blob of green slime crawls on the ground towards you. Eyes drift through the viscous mass, scanning for potential prey.", level_range = {16, nil}, exp_worth = 1, rarity = 7, rank = 3, @@ -1075,4 +1075,4 @@ game.logSeen(self, "#AQUAMARINE#With the horror's death the chaotic blade clatters to the ground!") end end, -} \ No newline at end of file +} Index: game/modules/tome/data/general/npcs/ghoul.lua =================================================================== --- game/modules/tome/data/general/npcs/ghoul.lua (revision 6265) +++ game/modules/tome/data/general/npcs/ghoul.lua (working copy) @@ -118,7 +118,7 @@ newEntity{ base = "BASE_NPC_GHOUL", define_as = "RISEN_CORPSE", display = "z", color=colors.GREY, image="npc/undead_ghoul_ghoul.png", name = "risen corpse", - desc = [[a body raised through dark magic]], + desc = [[A body raised through dark magic.]], exp_worth = 1, combat_armor = 5, combat_def = 3, resolvers.equip{ Index: game/modules/tome/data/general/npcs/wild-drake.lua =================================================================== --- game/modules/tome/data/general/npcs/wild-drake.lua (revision 6265) +++ game/modules/tome/data/general/npcs/wild-drake.lua (working copy) @@ -74,7 +74,7 @@ newEntity{ base = "BASE_NPC_WILD_DRAKE", name = "blinkwyrm", color=colors.YELLOW, display="D", - desc = [[A shifting, writhing, snake-like dragon, blinking in and out of existance, just waiting for you to turn your back.]], + desc = [[A shifting, writhing, snake-like dragon, blinking in and out of existence, just waiting for you to turn your back.]], resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/dragon_wild_blinkwyrm.png", display_h=2, display_y=-1}}}, level_range = {40, nil}, exp_worth = 1, rarity = 7, Index: game/modules/tome/data/general/npcs/xorn.lua =================================================================== --- game/modules/tome/data/general/npcs/xorn.lua (revision 6265) +++ game/modules/tome/data/general/npcs/xorn.lua (working copy) @@ -92,7 +92,7 @@ newEntity{ base = "BASE_NPC_XORN", name = "The Fragmented Essence of Harkor'Zun", color=colors.VIOLET, unique=true, resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/elemental_xorn_fragmented_harkor_zun.png", display_h=2, display_y=-1}}}, - desc = [[Fragmented essence... maybe it'd be best if it stayed fragmented.]], + desc = [[Fragmented essence... maybe it'd be best if it stayed fragmented.]], level_range = {17, nil}, exp_worth = 0, rank = 3.5, size_category = 4, Index: game/modules/tome/data/general/npcs/ooze.lua =================================================================== --- game/modules/tome/data/general/npcs/ooze.lua (revision 6265) +++ game/modules/tome/data/general/npcs/ooze.lua (working copy) @@ -114,8 +114,8 @@ newEntity{ base = "BASE_NPC_OOZE", name = "gelatinous cube", color=colors.BLACK, - desc = [["It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols. -Through its transparent jelly structure you can see treasures it has engulfed, and a few corpses as well. "]], + desc = [[It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols. +Through its transparent jelly structure you can see treasures it has engulfed, and a few corpses as well.]], level_range = {12, nil}, exp_worth = 1, rarity = 3, max_life = resolvers.rngavg(50,100), Index: game/modules/tome/data/general/npcs/horror-corrupted.lua =================================================================== --- game/modules/tome/data/general/npcs/horror-corrupted.lua (revision 6265) +++ game/modules/tome/data/general/npcs/horror-corrupted.lua (working copy) @@ -157,7 +157,7 @@ newEntity{ base = "BASE_NPC_CORRUPTED_HORROR", name = "brecklorn", color=colors.PINK, -- gloom bat - desc = "A giant hairless bat with the face of a Dwarf twisted into a constant scream. Pestulant sores cover its malformed body, and your heart weakens as it nears.", + desc = "A giant hairless bat with the face of a Dwarf twisted into a constant scream. Pustulant sores cover its malformed body, and your heart weakens as it nears.", level_range = {1, nil}, exp_worth = 1, combat = { atk=10, dammod={dex=0.6} }, Index: game/modules/tome/data/general/npcs/losgoroth.lua =================================================================== --- game/modules/tome/data/general/npcs/losgoroth.lua (revision 6265) +++ game/modules/tome/data/general/npcs/losgoroth.lua (working copy) @@ -24,7 +24,7 @@ type = "elemental", subtype = "void", blood_color = colors.DARK_GREY, display = "E", color=colors.DARK_GREY, - desc = [[Losgoroth are mighty void elementals, native to the void between the stars, they are rarely seen on the planet's surface.]], + desc = [[Losgoroth are mighty void elementals, native to the void between the stars. They are rarely seen on a planet's surface.]], combat = { dam=resolvers.levelup(resolvers.mbonus(40, 15), 1, 1.2), atk=15, apr=15, dammod={mag=0.8}, damtype=DamageType.ARCANE }, @@ -71,7 +71,7 @@ newEntity{ base = "BASE_NPC_LOSGOROTH", name = "manaworm", color=colors.BLUE, level_range = {2, nil}, exp_worth = 1, - desc = [[Manaworms are losgoroth which feed of the mana of arcane users. If they ever come in melee contact with a spellcaster they latch onto him and start draining their mana away.]], + desc = [[Manaworms are losgoroth which feed on the mana of arcane users. If they ever come in contact with a spellcaster, they latch on and start draining mana away.]], rarity = 3, max_life = resolvers.rngavg(40,60), movement_speed = 0.7, Index: game/modules/tome/data/general/npcs/spider.lua =================================================================== --- game/modules/tome/data/general/npcs/spider.lua (revision 6265) +++ game/modules/tome/data/general/npcs/spider.lua (working copy) @@ -329,7 +329,7 @@ color = colors.VIOLET, rarity = 50, resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/spiderkin_spider_ninandra_the_great_weaver.png", display_h=2, display_y=-1}}}, - desc = [[A huge blue and white spiderkin who's form shifts and shimmers in and out of reality. She spins the threads of fate and binds the destiny of all with in her web.]], + desc = [[A huge blue and white spiderkin whose form shifts and shimmers in and out of reality. She spins the threads of fate and binds the destiny of all within her web.]], level_range = {45, nil}, exp_worth = 4, max_life = 400, life_rating = 25, fixed_rating = true, rank = 3.5, Index: game/modules/tome/data/general/npcs/troll.lua =================================================================== --- game/modules/tome/data/general/npcs/troll.lua (revision 6265) +++ game/modules/tome/data/general/npcs/troll.lua (working copy) @@ -145,7 +145,7 @@ newEntity{ base = "BASE_NPC_TROLL", unique=true, name = "Forest Troll Hedge-Wizard", color=colors.YELLOW_GREEN, resolvers.nice_tile{tall=1}, - desc = [[This old looking troll glares at you with malice. His muscles appear atrophied, but a certain power surrounds him nonetheless.]], + desc = [[This old-looking troll glares at you with malice. His muscles appear atrophied, but a certain power surrounds him nonetheless.]], level_range = {3, nil}, exp_worth = 2, rank=3.5, rarity = 40, Index: game/modules/tome/data/general/npcs/orc-gorbat.lua =================================================================== --- game/modules/tome/data/general/npcs/orc-gorbat.lua (revision 6265) +++ game/modules/tome/data/general/npcs/orc-gorbat.lua (working copy) @@ -144,7 +144,7 @@ newEntity{ base = "BASE_NPC_ORC_GORBAT", name = "orc mage-hunter", color=colors.HONEYDEW, - desc = [[An orc clad in massive armour, magic seems to die down all around him.]], + desc = [[An orc clad in massive armour. Magic seems to die down all around him.]], level_range = {30, nil}, exp_worth = 1, rarity = 4, rank = 3, Index: game/modules/tome/data/general/events/cultists.lua =================================================================== --- game/modules/tome/data/general/events/cultists.lua (revision 6265) +++ game/modules/tome/data/general/events/cultists.lua (working copy) @@ -59,7 +59,7 @@ local m = mod.class.NPC.new{ type = "humanoid", subtype = "shalore", image = "npc/humanoid_shalore_elven_corruptor.png", name = "Cultist", - desc = [[An elven cultist, he doesnt seem to mind you.]], + desc = [[An elven cultist. He doesn't seem to mind you.]], display = "p", color=colors.ORCHID, faction = "unaligned", combat = { dam=resolvers.rngavg(5,12), atk=2, apr=6, physspeed=2 }, @@ -117,7 +117,7 @@ game.level.turn_counter = 10 * 210 game.level.max_turn_counter = 10 * 210 game.level.turn_counter_desc = "Something the cultists are doing is coming. Beware." - require("engine.ui.Dialog"):simplePopup("Cultist", "The cultist soul seems to be absorbed by the strange stone he was guarding. You feel like something is about to happen...") + require("engine.ui.Dialog"):simplePopup("Cultist", "The cultist's soul seems to be absorbed by the strange stone he was guarding. You feel like something is about to happen...") end end, } Index: game/modules/tome/data/general/events/snowstorm.lua =================================================================== --- game/modules/tome/data/general/events/snowstorm.lua (revision 6265) +++ game/modules/tome/data/general/events/snowstorm.lua (working copy) @@ -45,6 +45,6 @@ end -require("engine.ui.Dialog"):simplePopup("Snowstorm", "As you walk into the area you notice a huge snowstorm over your head, beware.") +require("engine.ui.Dialog"):simplePopup("Snowstorm", "As you walk into the area you notice a huge snowstorm over your head. Beware!") return true Index: game/modules/tome/data/general/events/meteor.lua =================================================================== --- game/modules/tome/data/general/events/meteor.lua (revision 6265) +++ game/modules/tome/data/general/events/meteor.lua (working copy) @@ -87,7 +87,7 @@ world:gainAchievement("EVENT_METEOR", game:getPlayer(true)) game:getPlayer(true):attr("meteoric_crash", 1) - require("engine.ui.Dialog"):simplePopup("Meteor!", "As you walk you notice a huge rock falling from the sky, it crashes right near you!") + require("engine.ui.Dialog"):simplePopup("Meteor!", "As you walk you notice a huge rock falling from the sky. It crashes right near you!") end end Index: game/modules/tome/data/general/events/weird-pedestals.lua =================================================================== --- game/modules/tome/data/general/events/weird-pedestals.lua (revision 6265) +++ game/modules/tome/data/general/events/weird-pedestals.lua (working copy) @@ -94,7 +94,7 @@ end game.level.map:updateMap(self.pedestal_x, self.pedestal_y) game.level.pedestal_events = (game.level.pedestal_events or 0) + 1 - game.logSeen(self, "%s soul is absorbed by the pedestal. A glowing orb appears.", self.name:capitalize()) + game.logSeen(self, "%s's soul is absorbed by the pedestal. A glowing orb appears.", self.name:capitalize()) if game.level.pedestal_events >= 3 then game.level.pedestal_events = 0 @@ -120,7 +120,7 @@ game.zone:addEntity(game.level, o, "object") m:addObject(m.INVEN_INVEN, o) end - require("engine.ui.Dialog"):simplePopup("Weird Pedestal", "You hear a terrible voice saying 'Their lifes are mine! I am coming!'.") + require("engine.ui.Dialog"):simplePopup("Weird Pedestal", "You hear a terrible voice saying 'Their lives are mine! I am coming!'") end end end Index: game/modules/tome/data/general/events/thunderstorm.lua =================================================================== --- game/modules/tome/data/general/events/thunderstorm.lua (revision 6265) +++ game/modules/tome/data/general/events/thunderstorm.lua (working copy) @@ -62,6 +62,6 @@ end -require("engine.ui.Dialog"):simplePopup("Thunderstorm", "As you walk into the area you notice a huge thunderstorm over your head, beware.") +require("engine.ui.Dialog"):simplePopup("Thunderstorm", "As you walk into the area you notice a huge thunderstorm over your head. Beware!") return true Index: game/modules/tome/data/general/events/old-battle-field.lua =================================================================== --- game/modules/tome/data/general/events/old-battle-field.lua (revision 6265) +++ game/modules/tome/data/general/events/old-battle-field.lua (working copy) @@ -67,7 +67,7 @@ on_enter = function(lev) game.level.turn_counter = 101 * 10 game.level.max_turn_counter = 101 * 10 - game.level.turn_counter_desc = "Undead are raising from the ground, you must hold on!" + game.level.turn_counter_desc = "Undead are rising from the ground! You must hold on!" game.level.nb_pop = 1 end, on_turn = function(self) @@ -92,7 +92,7 @@ end world:gainAchievement("EVENT_OLDBATTLEFIELD", game:getPlayer(true)) - require("engine.ui.Dialog"):simpleLongPopup("Onslaught", "You have survived the onslaught of undead, you notice a way to climb up you had not seen before in a wall nearby.", 400) + require("engine.ui.Dialog"):simpleLongPopup("Onslaught", "You have survived the onslaught of undead. You notice a way to climb up you had not seen before in a wall nearby.", 400) elseif game.level.turn_counter % 50 == 0 then for i = 1, math.floor(game.level.nb_pop) do local spot = game.level:pickSpot{type="pop", subtype="undead"} Index: game/modules/tome/data/general/encounters/maj-eyal.lua =================================================================== --- game/modules/tome/data/general/encounters/maj-eyal.lua (revision 6265) +++ game/modules/tome/data/general/encounters/maj-eyal.lua (working copy) @@ -76,7 +76,7 @@ who.energy.value = game.energy_to_act game.paused = true who:runStop() - engine.ui.Dialog:yesnoLongPopup("Encounter", "You find an entrance to an old crypt. An aura of terrible evil emanates from this place, you feel threatened just standing there.\nYou hear the muffled cries of a woman coming from inside.", 400, function(ok) + engine.ui.Dialog:yesnoLongPopup("Encounter", "You find an entrance to an old crypt. An aura of terrible evil emanates from this place. You feel threatened just standing there.\nYou hear the muffled cries of a woman coming from inside.", 400, function(ok) if not ok then game.logPlayer(who, "#LIGHT_BLUE#You carefully get away without making a sound.") else @@ -270,4 +270,4 @@ print("[WORLDMAP] Keepsake: Tranquil Meadow at", x, y) return true end, -} \ No newline at end of file +} Index: game/modules/tome/data/general/traps/complex.lua =================================================================== --- game/modules/tome/data/general/traps/complex.lua (revision 6265) +++ game/modules/tome/data/general/traps/complex.lua (working copy) @@ -33,7 +33,7 @@ detect_power = resolvers.mbonus(40, 5), disarm_power = resolvers.mbonus(50, 10), rarity = 3, level_range = {1, nil}, color = colors.UMBER, - message = "@Target@ walks on a trap, there is a loud noise.", + message = "@Target@ walks on a trap, and there is a loud noise.", pressure_trap = true, on_added = function(self, level, x, y) local walls = {} @@ -75,7 +75,7 @@ detect_power = resolvers.mbonus(40, 5), disarm_power = resolvers.mbonus(50, 10), rarity = 3, level_range = {1, nil}, color=colors.PURPLE, - message = "@Target@ walks on a trap, the beam changes.", + message = "@Target@ walks on a trap, and the beam changes.", on_added = function(self, level, x, y) self.x, self.y = x, y self.rad = rng.range(2, 8) Index: game/modules/tome/data/general/traps/alarm.lua =================================================================== --- game/modules/tome/data/general/traps/alarm.lua (revision 6265) +++ game/modules/tome/data/general/traps/alarm.lua (working copy) @@ -54,7 +54,7 @@ rarity = 3, level_range = {10, 50}, color=colors.DARK_UMBER, nb_summon = resolvers.mbonus(3, 2), - message = "A alarm rings!", + message = "An alarm rings!", triggered = function(self, sx, sy, who) for i = 1, self.nb_summon do -- Find space