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Merge pull request #82552 from sparr/npc_tutorial_typos
Fix some typos, mostly in NPC tutorial
2 parents 74a1ffd + 48585a2 commit fe9e0fe

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data/json/npcs/TALK_ALLY_TUTORIAL.json

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@@ -102,7 +102,7 @@
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{
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"id": "TALK_ALLY_TUTORIAL_TRAINING",
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"type": "talk_topic",
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"dynamic_line": "If I'm better at a skill than you, I can help you improve. But it's boring to teach a lot, so I'm not going to do it very often. And I'm not going to do it when we're in danger or if I'm hungry or tired or if you're driving.\n If we're someplace safe and you're reading a book that improves skills, I'll listen if I don't have that skill. You can even read me books for skills that you already have.\n If you give me a book that teaches a skill and that's accessible to someone with my current skill, you can ask me about my current activity and tell me to read it, and I'll learn from the book. But while I'm reading, I won't be following you around, so make sure I'm in a safe place.\n And don't bother asking me about learning or teaching martial arts style. My brain just doesn't work that way, so I don't know any to teach you and it's pointless trying to get me to learn any.",
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"dynamic_line": "If I'm better at a skill than you, I can help you improve. But it's boring to teach a lot, so I'm not going to do it very often. And I'm not going to do it when we're in danger or if I'm hungry or tired or if you're driving.\n If we're someplace safe and you're reading a book that improves skills, I'll listen if I don't have that skill. You can even read me books for skills that you already have.\n If you give me a book that teaches a skill and that's accessible to someone with my current skill, you can ask me about my current activity and tell me to read it, and I'll learn from the book. But while I'm reading, I won't be following you around, so make sure I'm in a safe place.\n And don't bother asking me about learning or teaching martial arts styles. My brain just doesn't work that way, so I don't know any to teach you and it's pointless trying to get me to learn any.",
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"responses": [ { "text": "Instead of reading to you, can we just talk?", "topic": "TALK_ALLY_TUTORIAL_SOCIAL" } ]
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},
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{
@@ -151,12 +151,12 @@
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"id": "TALK_ALLY_TUTORIAL_HORSES",
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"type": "talk_topic",
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"dynamic_line": "If there's a friendly horse with a saddle nearby, you tell me to mount up, I'll go over and get on it. You may need to feed a feral horse some cattle fodder to get it act tame and friendly, and e'x'amine it while you have a saddle in your inventory in order to put the saddle on. You can also ride yourself, if you know how how.\n You want me to get off a horse, you just tell me. You can get off a horse with the vehicle control key (keybind '^').\n While we're on horses, we'll just move normally, but a lot faster. It's a good way to get places more quickly than we could on our own two feet.",
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"responses": [ { "text": "You said something about being to go places.", "topic": "TALK_ALLY_TUTORIAL_MOVEMENT" } ]
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"responses": [ { "text": "You said something about being able to go places.", "topic": "TALK_ALLY_TUTORIAL_MOVEMENT" } ]
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},
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{
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"id": "TALK_ALLY_TUTORIAL_GUARD",
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"type": "talk_topic",
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"dynamic_line": "You tell me to guard, I'll stay where I am and guard it - unless I'm in a vehicle, in which case I'll stick with the vehicle. I might not be able to sop a horde of zombies, but I can keep people other people from stealing our stuff. Well, unless they try to kill me.\n Also, I'm not a potted plant, so if I hear something dangerous happening, I'm going to go see what it is instead of getting jumped in the dark. If you want me to stay put, tell me not to investigate noises - but if I get shot by some bandit because I can't see where he is and you don't want me to go looking, I won't be happy.\n You can also use the zone manager (keybind 'Y') to set up no-investigate zone, so if there's some monsters behind a door that you know about, I can ignore them. You can also set on an investigate-only zone, and I won't investigate noises coming from outside the zone. The no-investigate zone takes precedence over the investigate-only, if there's a noise coming from some place in both zones. And if you've got an investigate-only zone set anywhere, even if it's far away, I won't investigate noises coming from outside of it, so be careful with those zones. Like I said, I don't want to get sniped by some bandit because you told me not to go looking for him - but I also don't want to go investigate something pounding at door only to find out it's some horrible monster you forgot to warn me about.",
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"dynamic_line": "You tell me to guard, I'll stay where I am and guard it - unless I'm in a vehicle, in which case I'll stick with the vehicle. I might not be able to stop a horde of zombies, but I can keep people other people from stealing our stuff. Well, unless they try to kill me.\n Also, I'm not a potted plant, so if I hear something dangerous happening, I'm going to go see what it is instead of getting jumped in the dark. If you want me to stay put, tell me not to investigate noises - but if I get shot by some bandit because I can't see where he is and you don't want me to go looking, I won't be happy.\n You can also use the zone manager (keybind 'Y') to set up no-investigate zone, so if there's some monsters behind a door that you know about, I can ignore them. You can also set up an investigate-only zone, and I won't investigate noises coming from outside the zone. The no-investigate zone takes precedence over the investigate-only, if there's a noise coming from some place in both zones. And if you've got an investigate-only zone set anywhere, even if it's far away, I won't investigate noises coming from outside of it, so be careful with those zones. Like I said, I don't want to get sniped by some bandit because you told me not to go looking for him - but I also don't want to go investigate something pounding at door only to find out it's some horrible monster you forgot to warn me about.",
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"responses": [
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{ "text": "Just in case - how else can I tell you to stay put?", "topic": "TALK_ALLY_TUTORIAL_MISC" },
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{ "text": "Hang on, other people can steal our stuff?", "topic": "TALK_ALLY_TUTORIAL_OTHER_FACTIONS" }
@@ -177,7 +177,7 @@
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{
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"id": "TALK_ALLY_TUTORIAL_MISC",
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"type": "talk_topic",
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"dynamic_line": "You can give me a bunch of instructions. Talk to me about the miscellaneous rules, and I'll tell you what I'm doing and you can give a new instruction. Sometimes you'll have shouted a command that overrides your other instructions, and I'll tell you which instructions are overridden.\n I'm not a chatterbox, but I'll tell you when I see or hear danger or if I'm hurt or hungry or something. You don't want me doing that, you just tell me.\n Also, I'll pulp zombies if you'd like - I would prefer that.\n If I hear something suspicious and can't see if, I'll go take a look, but you can tell me not to do that.\n I'll open and close doors, or open them and leave them ajar, or not going through closed doors. You just tell me what you want.\n I can pick stuff up if want me to, and you can tell me what to pick up. If I've got a bow or crossbow, please tell me to pick up the ammo - it's less fuss for both of us.\n If you've got a vehicle, you can e'x'amine it and use the cre'w' command to assign me a seat. That saves arguments about who needs to sit where.",
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"dynamic_line": "You can give me a bunch of instructions. Talk to me about the miscellaneous rules, and I'll tell you what I'm doing and you can give a new instruction. Sometimes you'll have shouted a command that overrides your other instructions, and I'll tell you which instructions are overridden.\n I'm not a chatterbox, but I'll tell you when I see or hear danger or if I'm hurt or hungry or something. You don't want me doing that, you just tell me.\n Also, I'll pulp zombies if you'd like - I would prefer that.\n If I hear something suspicious and can't see it, I'll go take a look, but you can tell me not to do that.\n I'll open and close doors, or open them and leave them ajar, or not going through closed doors. You just tell me what you want.\n I can pick stuff up if want me to, and you can tell me what to pick up. If I've got a bow or crossbow, please tell me to pick up the ammo - it's less fuss for both of us.\n If you've got a vehicle, you can e'x'amine it and use the cre'w' command to assign me a seat. That saves arguments about who needs to sit where.",
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"responses": [ { "text": "How do shouted commands work?", "topic": "TALK_ALLY_TUTORIAL_SHOUTS" } ]
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},
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{

data/json/npcs/TALK_FACTION_CAMP.json

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@@ -121,7 +121,7 @@
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{
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"id": "TALK_CAMP_TUTORIAL_BUILDING",
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"type": "talk_topic",
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"dynamic_line": "Currently, there are three main types of camps that you can start building: bare bones camps, modular field camps, and established building camps which is a wide range of camps adapted to using specific buildings. The established building list includes fire lookout towers, helipads, lighthouses, light industry, mansions, military outposts, pottery cottages, radio towers, small sealabs, and fire stations. I may have forgotten something here, as my memory may not be completely up to date.\n The bare bones camp is the most flexible kind of camp as it can be built anywhere and doesn't mandate any construction. Modular field camps is the next most flexible kind of camp since you can build them on any field, hay field, farm field, or field dirt road and can locate them to have plenty of space for expansions, but you start with nothing in an open area and have to build every building, so they can require a lot of resources. Established building camps are faster to set up since you start in an existing building, but you have to establish them in a supported type of existing building and there may be limited or no space for expansions.\n Each camp location will have a variety of upgrade missions for it, except for the bare bones one where everything is up to you. The various missions have descriptions. In general, though, you can expand your camp with expansions whenever you want, assuming there are expansions suitable to the adjacent terrain (the general expansions can only be established on the same kind of open areas as field base camps can be placed on), and some missions such as hunting or recruiting will require that you have some kind of kitchen or office that you can use to help schedule activities.\n Regardless of what kind of camp you make, you have to start it by asking a companion to build the camp. If there are more alternatives than just the bare bones camp you'll get a list of the available alternatives.",
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"dynamic_line": "Currently, there are three main types of camps that you can start building: bare bones camps, modular field camps, and established building camps which is a wide range of camps adapted to using specific buildings. The established building list includes fire lookout towers, helipads, lighthouses, light industry, mansions, military outposts, pottery cottages, radio towers, small sealabs, and fire stations. I may have forgotten something here, as my memory may not be completely up to date.\n The bare bones camp is the most flexible kind of camp as it can be built anywhere and doesn't mandate any construction. Modular field camps are the next most flexible kind of camp since you can build them on any field, hay field, farm field, or field dirt road and can locate them to have plenty of space for expansions, but you start with nothing in an open area and have to build every building, so they can require a lot of resources. Established building camps are faster to set up since you start in an existing building, but you have to establish them in a supported type of existing building and there may be limited or no space for expansions.\n Each camp location will have a variety of upgrade missions for it, except for the bare bones one where everything is up to you. The various missions have descriptions. In general, though, you can expand your camp with expansions whenever you want, assuming there are expansions suitable to the adjacent terrain (the general expansions can only be established on the same kind of open areas as field base camps can be placed on), and some missions such as hunting or recruiting will require that you have some kind of kitchen or office that you can use to help schedule activities.\n Regardless of what kind of camp you make, you have to start it by asking a companion to build the camp. If there are more alternatives than just the bare bones camp you'll get a list of the available alternatives.",
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"responses": [
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{ "text": "Tell me about bare bones camps.", "topic": "TALK_CAMP_TUTORIAL_BARE_BONES" },
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{ "text": "Tell me about modular field camps.", "topic": "TALK_CAMP_TUTORIAL_MFC" },
@@ -148,7 +148,7 @@
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{
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"id": "TALK_CAMP_TUTORIAL_BARE_BONES",
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"type": "talk_topic",
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"dynamic_line": "The bare bones camp is the most flexible kind of camp as you can build them anywhere while still having access to almost all camp capabilities, leaving it completely up to you how you design them (the missed functionality is tied to the construction of a radio tower). You start by ordering the companion to build the camp, then construct a bulletin board within it yourself or by ordering your companion to make a zone construction for it, after which you can use the board to order companions to execute camp missions without construction preconditions. You still have to meet all the usual restrictions for companion crafting missions, such as access to fire, tools, etc, but facilities constructed by you or your companions should be available for crafting provided you have covered them with Camp: Supply zones. How you want to construct the camp in your chosen location is up to you, with construction zones available should you want to give the task to your companions.",
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"dynamic_line": "The bare bones camp is the most flexible kind of camp as you can build them anywhere while still having access to almost all camp capabilities, leaving it completely up to you how you design them (the missed functionality is tied to the construction of a radio tower). You start by ordering a companion to build the camp, then construct a bulletin board within it yourself or by ordering your companion to make a zone construction for it, after which you can use the board to order companions to execute camp missions without construction preconditions. You still have to meet all the usual restrictions for companion crafting missions, such as access to fire, tools, etc, but facilities constructed by you or your companions should be available for crafting provided you have covered them with Camp: Supply zones. How you want to construct the camp in your chosen location is up to you, with construction zones available should you want to give the task to your companions.",
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"responses": [
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{ "text": "I want to go back to the list of possible camps.", "topic": "TALK_CAMP_TUTORIAL_BUILDING" },
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{ "text": "Got it. Tell me about expansions.", "topic": "TALK_CAMP_TUTORIAL_EXPANSIONS" },

src/activity_actor.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -8858,7 +8858,7 @@ void pulp_activity_actor::send_final_message( Character &you ) const
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if( acid_corpse ) {
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you.add_msg_if_player( m_bad,
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_( "You cannot pulp acid-filled corpses, and need to be slowly dismembered to prevent acid spraying on your skin." ) );
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_( "You cannot pulp acid-filled corpses, they need to be slowly dismembered to prevent acid spraying on your skin." ) );
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return;
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}
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