Fix some spelling errors

develop
lethosor 2020-07-22 02:23:29 -04:00
parent 73cb79d0ad
commit 655b363238
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7 changed files with 20 additions and 20 deletions

@ -112,7 +112,7 @@ in the platform-specific sections below first, then come back here.
Generator Generator
--------- ---------
The ``Ninja`` CMake build generator is the prefered build method on Linux and The ``Ninja`` CMake build generator is the preferred build method on Linux and
macOS, instead of ``Unix Makefiles``, which is the default. You can select Ninja macOS, instead of ``Unix Makefiles``, which is the default. You can select Ninja
by passing ``-G Ninja`` to CMake. Incremental builds using Unix Makefiles can be by passing ``-G Ninja`` to CMake. Incremental builds using Unix Makefiles can be
much slower than Ninja builds. Note that you will probably need to install much slower than Ninja builds. Note that you will probably need to install

@ -15,12 +15,12 @@ DFHack commands can be implemented in three ways, all of which
are used in the same way: are used in the same way:
:builtin: commands are implemented by the core of DFHack. They manage :builtin: commands are implemented by the core of DFHack. They manage
other DFhack tools, interpret commands, and control basic other DFHack tools, interpret commands, and control basic
aspects of DF (force pause or quit). aspects of DF (force pause or quit).
:plugins: are stored in ``hack/plugins/`` and must be compiled with the :plugins: are stored in ``hack/plugins/`` and must be compiled with the
same version of DFHack. They are less flexible than scripts, same version of DFHack. They are less flexible than scripts,
but used for complex or ongoing tasks becasue they run faster. but used for complex or ongoing tasks because they run faster.
:scripts: are Ruby or Lua scripts stored in ``hack/scripts/``. :scripts: are Ruby or Lua scripts stored in ``hack/scripts/``.
Because they don't need to be compiled, scripts are Because they don't need to be compiled, scripts are
@ -88,7 +88,7 @@ but ``dfhack-run`` can be useful in a variety of circumstances:
- if the console is unavailable - if the console is unavailable
- with the init setting ``PRINT_MODE:TEXT`` - with the init setting ``PRINT_MODE:TEXT``
- while running an interactive command (eg. `liquids` or `tiletypes`) - while running an interactive command (e.g. `liquids` or `tiletypes`)
- from external programs or scripts - from external programs or scripts
- if DF or DFHack are not responding - if DF or DFHack are not responding
@ -113,7 +113,7 @@ second (Windows) example uses `kill-lua` to stop a Lua script.
Built-in Commands Built-in Commands
================= =================
The following commands are provided by the 'core' components The following commands are provided by the 'core' components
of DFhack, rather than plugins or scripts. of DFHack, rather than plugins or scripts.
.. contents:: .. contents::
:local: :local:
@ -419,7 +419,7 @@ onLoad*.init
When a world is loaded, DFHack looks for files of the form ``onLoad*.init``, When a world is loaded, DFHack looks for files of the form ``onLoad*.init``,
where ``*`` can be any string, including the empty string. where ``*`` can be any string, including the empty string.
All matching init files will be executed in alphebetical order. All matching init files will be executed in alphabetical order.
A world being loaded can mean a fortress, an adventurer, or legends mode. A world being loaded can mean a fortress, an adventurer, or legends mode.
These files are best used for non-persistent commands, such as setting These files are best used for non-persistent commands, such as setting
@ -444,7 +444,7 @@ Other init files
* ``onMapLoad*.init`` and ``onMapUnload*.init`` are run when a map, * ``onMapLoad*.init`` and ``onMapUnload*.init`` are run when a map,
distinct from a world, is loaded. This is good for map-affecting distinct from a world, is loaded. This is good for map-affecting
commands (eg `clean`), or avoiding issues in Legends mode. commands (e.g. `clean`), or avoiding issues in Legends mode.
* Any lua script named ``raw/init.d/*.lua``, in the save or main DF * Any lua script named ``raw/init.d/*.lua``, in the save or main DF
directory, will be run when any world or that save is loaded. directory, will be run when any world or that save is loaded.

@ -53,7 +53,7 @@ directive - anything between the tokens is copied into the appropriate scripts
documentation page. For Ruby, we follow the built-in docstring convention documentation page. For Ruby, we follow the built-in docstring convention
(``=begin`` and ``=end``). For Lua, the tokens are ``[====[`` and ``]====]`` (``=begin`` and ``=end``). For Lua, the tokens are ``[====[`` and ``]====]``
- ordinary multi-line strings. It is highly encouraged to reuse this string - ordinary multi-line strings. It is highly encouraged to reuse this string
as the in-console documentation by (eg.) printing it when a ``-help`` argument as the in-console documentation by (e.g.) printing it when a ``-help`` argument
is given. is given.
The docs **must** have a heading which exactly matches the command, underlined The docs **must** have a heading which exactly matches the command, underlined
@ -101,7 +101,7 @@ describe the effect::
If it would be helpful to mention another DFHack command, don't just type the If it would be helpful to mention another DFHack command, don't just type the
name - add a hyperlink! Specify the link target in backticks, and it will be name - add a hyperlink! Specify the link target in backticks, and it will be
replaced with the corresponding title and linked: eg ```autolabor``` replaced with the corresponding title and linked: e.g. ```autolabor```
=> `autolabor`. Link targets should be equivalent to the command => `autolabor`. Link targets should be equivalent to the command
described (without file extension), and placed above the heading of that described (without file extension), and placed above the heading of that
section like this:: section like this::
@ -159,7 +159,7 @@ Once pip is available, you can then install Sphinx with::
pip3 install sphinx pip3 install sphinx
If you run this as an unpriviliged user, it may install a local copy of Sphinx If you run this as an unprivileged user, it may install a local copy of Sphinx
for your user only. The ``sphinx-build`` executable will typically end up in for your user only. The ``sphinx-build`` executable will typically end up in
``~/.local/bin/`` in this case. Alternatively, you can install Sphinx ``~/.local/bin/`` in this case. Alternatively, you can install Sphinx
system-wide by running pip with ``sudo``. In any case, you will need the folder system-wide by running pip with ``sudo``. In any case, you will need the folder

@ -42,11 +42,11 @@ to lua code as a tree of objects and functions under the ``df`` global, which
also broadly maps to the ``df`` namespace in the headers generated for C++. also broadly maps to the ``df`` namespace in the headers generated for C++.
.. warning:: .. warning::
The wrapper provides almost raw access to the memory
of the game, so mistakes in manipulating objects are as likely to
crash the game as equivalent plain C++ code would be.
eg. NULL pointer access is safely detected, but dangling pointers aren't. The wrapper provides almost raw access to the memory of the game, so
mistakes in manipulating objects are as likely to crash the game as
equivalent plain C++ code would be - e.g. null pointer access is safely
detected, but dangling pointers aren't.
Objects managed by the wrapper can be broadly classified into the following groups: Objects managed by the wrapper can be broadly classified into the following groups:

@ -191,7 +191,7 @@ Usage and related commands:
:revflood: Hide everything, then reveal tiles with a path to the cursor :revflood: Hide everything, then reveal tiles with a path to the cursor
(useful to make walled-off rooms vanish) (useful to make walled-off rooms vanish)
:revforget: Discard info about what was visible before revealing the map. :revforget: Discard info about what was visible before revealing the map.
Only useful where (eg) you abandoned with the fort revealed Only useful where (e.g.) you abandoned with the fort revealed
and no longer want the data. and no longer want the data.
.. _showmood: .. _showmood:
@ -737,7 +737,7 @@ by moving the view manually.
mousequery mousequery
========== ==========
Adds mouse controls to the DF interface, eg click-and-drag designations. Adds mouse controls to the DF interface, e.g. click-and-drag designations.
Options: Options:
@ -840,10 +840,10 @@ See `gui/stockpiles` for an in-game interface.
:savestock: Saves the currently highlighted stockpile's settings to a file in your Dwarf :savestock: Saves the currently highlighted stockpile's settings to a file in your Dwarf
Fortress folder. This file can be used to copy settings between game saves or Fortress folder. This file can be used to copy settings between game saves or
players. eg: ``savestock food_settings.dfstock`` players. e.g.: ``savestock food_settings.dfstock``
:loadstock: Loads a saved stockpile settings file and applies it to the currently selected :loadstock: Loads a saved stockpile settings file and applies it to the currently selected
stockpile. eg: ``loadstock food_settings.dfstock`` stockpile. e.g.: ``loadstock food_settings.dfstock``
To use savestock and loadstock, use the :kbd:`q` command to highlight a stockpile. To use savestock and loadstock, use the :kbd:`q` command to highlight a stockpile.
Then run savestock giving it a descriptive filename. Then, in a different (or Then run savestock giving it a descriptive filename. Then, in a different (or

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Subproject commit af749e7086739a058cd5095a6ee1a60d7e795a7c Subproject commit a5e385bb2a3c72f878be614cb0cc004aafa17f79