From: <oti...@us...> - 2013-04-17 06:04:46
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Revision: 19953 http://sourceforge.net/p/pcgen/code/19953 Author: otiendikil Date: 2013-04-17 06:04:41 +0000 (Wed, 17 Apr 2013) Log Message: ----------- Fixed trivial errors (typos, etc.) on doc page globalfilesother Issue#: DOCS-273 Modified Paths: -------------- Trunk/pcgen/docs/listfilepages/globalfilestagpages/globalfilesother.html Modified: Trunk/pcgen/docs/listfilepages/globalfilestagpages/globalfilesother.html =================================================================== --- Trunk/pcgen/docs/listfilepages/globalfilestagpages/globalfilesother.html 2013-04-16 21:42:42 UTC (rev 19952) +++ Trunk/pcgen/docs/listfilepages/globalfilestagpages/globalfilesother.html 2013-04-17 06:04:41 UTC (rev 19953) @@ -30,7 +30,7 @@ <p>This page is broken into two sections.</p> <ol class="indent0"> - <li>The first section covers miscelaneous tags that can be used in all data-files (excluding + <li>The first section covers miscellaneous tags that can be used in all data-files (excluding the pcc and specialist files).</li> <li>The second section covers sub-tags that can be used in many tags whether global or not.</li> </ol> @@ -256,7 +256,7 @@ <li>When including the <code>TYPE=Text</code> or <code>TYPE,Text</code> sub-tag you may use a period-delimted (.) list of weapon types. This will grant the character proficiency with weapons that meet all of the listed weapon types.</li> - <li>When using the <code>DEITYWEAPONS</code> sub-tag, all of the deities favored weapons, except + <li>When using the <code>DEITYWEAPONS</code> sub-tag, all of the deity's favored weapons, except for natural weapons, are added. If the deity specifies "ALL" or "ANY" for its favored weapon, no weapons will be added.</li> <li>PRExxx tags are allowed with this tag and use the pipe-delimited (|) syntax.</li> @@ -322,7 +322,7 @@ <p class="indent2"><code>CLASS:Blackguard.MOD <tab> CSKILL:.CLEAR <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot</code></p> <p class="indent3">Modified Class that removes all class skills in the object previously, then adds in the specific list.</p> <p class="indent2"><code>CLASS:Blackguard.MOD <tab> CSKILL:.CLEAR.Handle Animal|.CLEAR.Ride|Heal <tab> CSKILL:Pilot</code></p> - <p class="indent3">Modified Class that removes only Handle Animal and Ride from the origianl class skill list, and then adds Heal and Pilot.</p> + <p class="indent3">Modified Class that removes only Handle Animal and Ride from the original class skill list, and then adds Heal and Pilot.</p> <p></p> <hr> @@ -332,14 +332,14 @@ <p class="indent1"><strong>Variables Used (x):</strong> Text (Type.<Skill Type>)</p> <p class="indent1"><strong>Variables Used (x):</strong> LIST</p> <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">Grants the listed exclusive skills as cross class skills.</p> + <p class="indent2">Grants the listed exclusive skills as cross-class skills.</p> <p class="indent1"><strong>Examples:</strong></p> <p class="indent2"><code>CCSKILL:Listen|Spot</code></p> - <p class="indent3">The "Listen" and "Spot" skills are made cross class skills.</p> + <p class="indent3">The "Listen" and "Spot" skills are made cross-class skills.</p> <p class="indent2"><code>CCSKILL:Search|TYPE.Knowledge</code></p> - <p class="indent3">The "Search" and "Knowledge" type skills are made cross class skills.</p> + <p class="indent3">The "Search" and "Knowledge" type skills are made cross-class skills.</p> <p class="indent2"><code>CCSKILL:LIST</code></p> - <p class="indent3">Skills selected in the associated choice are made cross class skills.</p> + <p class="indent3">Skills selected in the associated choice are made cross-class skills.</p> <p class="indent2"><code>CLASS:Blackguard.MOD <tab> STARTSKILLPTS:2 <tab> CSKILL:.CLEAR|Handle Animal|Ride <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot <tab> CCSKILL:Handle Animal|Ride</code></p> <p class="indent3">Modified Class that changes all of these Tags from their starting values..</p> <p></p> @@ -403,7 +403,7 @@ <p class="indent1"><strong>What it does:</strong> </p> <p class="indent2">Locks the specified ability score to a specific value regardless of any other bonuses to that ability. If the locked value is 10 the OS will output an asterisk (*) instead of the number. - This is commonly used when a creature has a non-ability such as the undeads lack of a constitution score.</p> + This is commonly used when a creature has a non-ability such as the undead's lack of a constitution score.</p> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>DEFINE:LOCK.CON|10</code></p> <p class="indent3">Constitution is set to 10 and an asterisk is output.</p> @@ -528,7 +528,7 @@ <li>This defines the damage reduction this feat/class/template/etc. bestows.</li> <li>Multiple damage types can be specified by separating them with "and" or "or" as appropriate.</li> <li>DR tags with the same damage types do not stack, only the DR tag with the highest value will be used.</li> - <li>Damage Reduction's must be first defined in this manner before a + <li>Damage Reductions must be first defined in this manner before a <a href="globalfilesbonus.html#DR">BONUS:DR</a> tag can be used to add to them.</li> <li>If a lst file tries to do a BONUS:DR|+1|10 and no DR:xx/+1 has ever been defined, the bonus will do nothing.</li> @@ -571,7 +571,7 @@ <p class="indent1"><strong>Variables Used (x): </strong>Number (number of options user may select).</p> <p class="indent1"><strong>Variables Used (y): </strong>Text (Name of kit).</p> <p class="indent1"><strong>What it does:</strong></p> - <p class="indent2">Offers a choice starting kits.</p> + <p class="indent2">Offers a choice of starting kits.</p> <p class="indent1"><strong>Examples:</strong></p> <p class="indent2"><code>KIT:1|Wizard1|Illusionist1</code></p> <p class="indent3">Offers a choice of the Wizard1 or Illusionist1 starting kits.</p> @@ -592,7 +592,7 @@ <p class="indent2"><code>Human.MOD <tab> LANGAUTO:Remarian <tab> LANGAUTO:.CLEAR <tab> LANGBONUS:Aeylamdyarian,Calisian,Desolati,Galkarnic,Homish,Launhymian</code></p> <p class="indent3">The language "Remarian" is added and then all languages are cleared, including the newly added "Remarian" and any free racial and class languages, and the languages "Aeylamdyarian", "Calisian", "Desolati", "Galkarnic", "Homish", - and "Launhymian" are granted by the <code>LANGBONUS</code> tag. Note that the >CLEAR should be performed first.</p> + and "Launhymian" are granted by the <code>LANGBONUS</code> tag. Note that the .CLEAR should be performed first.</p> <p class="indent1"><strong>Example Conversion to New Syntax:</strong></p> <p class="indent2"><code>LANGAUTO:Common,Gnome</code> becomes <code>AUTO:LANG|Common|Gnome</code></p> <p class="indent2"><code>Gnome.MOD <tab> LANGAUTO:.CLEAR <tab> LANGAUTO:Low Coryani,Gnome</code> becomes</p> @@ -668,12 +668,12 @@ treated as a primary weapon and the second is treated as a secondary attack.</li> <li>Natural weapon types (x) should be period-delimited (.). This must always start with "Weapon" and "Natural" and must be followed - by either "Melee" or "Ranged". After that the weapons + by either "Melee" or "Ranged". After that the weapon's damage types are listed which can be "Bludgeoning", "Piercing" or "Slashing" or any combination of the three.</li> <li>If the number of attacks (y) has an asterisk in front of the number it indicates that the number of attacks is non-iterative, that is it is not - based on the creatures attack progression but rather how many of the + based on the creature's attack progression but rather how many of the natural weapons it possesses.</li> <li>The damage the natural weapon does is entered in the standard dice notation such as "1d8" and "4d10".</li> @@ -844,13 +844,13 @@ <p class="indent2"><code>SAB:.CLEAR.+1d6 to natural weapons <tab> SAB:+1d8 to natural weapons </code></p> <p class="indent3">Clears the "Natural Weapons" value and makes it +1d8 instead.</p> <p class="indent2"><code>SAB:Banana toss|PRERACE:monkey</code></p> - <p class="indent3">Grants the special ability "Banana toss" if the characters race is "monkey".</p> + <p class="indent3">Grants the special ability "Banana toss" if the character's race is "monkey".</p> <p class="indent2"><code>SAB:Banana toss via (%CHOICE) <tab> STACK:NO <tab> MULT:YES <tab> CHOOSE:Air|Earth|Fire|Water</code></p> <p class="indent3">Offers a Choice between Air/Earth/Fire/Water for banana tossing, may be used multiple times, but selected only once.</p> <p class="indent2"><code> 4 <tab> SAB:.CLEAR.Shield Brother (full round action) <tab> SAB:Shield Brother (standard action)</code></p> - <p class="indent3">Clears the 4th level value and makes it "Shield Brother (standard action)"instead.</p> + <p class="indent3">Clears the 4th level value and makes it "Shield Brother (standard action)" instead.</p> <p class="indent2"><code>SAB:.CLEAR.Poison</code></p> <p class="indent3">Clears the "Poison" value and replaces it with nothing.</p> <p class="indent2"><code>CLASS:Toto</code></p> @@ -1082,7 +1082,7 @@ <li>PRExxx's apply to the whole tag.</li> </ul> </li> - <li>Formulas which use comma's within them should be encapsulated using parentheses "( )".</li> + <li>Formulas which use commas within them should be encapsulated using parentheses "( )".</li> <li>Because the <code>SPELLS</code> tag is not associated with any one class the variable "CL" will not work in it.</li> <li><a href="../../listfilepages/listfileLSTstandards.html#STDSPELLNAME">Standard Spellbook Names</a></li> </ul> @@ -1110,7 +1110,7 @@ <p class="indent2">This indicates the Spell Resistance this feat/class/template/etc. bestows.</p> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>SR:TL+10</code></p> - <p class="indent3">This would set the Spell Resistance to be the characters total + <p class="indent3">This would set the Spell Resistance to be the character's total class levels + 10 on output for their total spell resistance.</p> <p></p> @@ -1181,7 +1181,7 @@ <li>If nine (9) fields are included, they will represent the damage done for each size, from left to right, "Fine" to "Colossal".</li> <li>If only one (1) field is included, it will represent the damage done irrespective of the - creatures size.</li> + creature's size.</li> </ul> <p class="indent1"><strong>Example:</strong></p> <p class="indent2"><code>UDAM:1,1d2,1d3,1d4,1d6,1d8,1d10,1d12,2d8</code></p> @@ -1279,7 +1279,7 @@ <ul class="indent1"> <li>This tag grants the specified pipe-delimited (|) list of vision types to the character</li> <li>.CLEAR. will clear the vision listed after it from the character.</li> - <li>.SET. will change the characters vision to the new vision.</li> + <li>.SET. will change the character's vision to the new vision.</li> </ul> <p class="indent1"><strong>Examples:</strong></p> <p class="indent2"><code>VISION:Low-light</code></p> This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |