Standardize on American spellings.

Full internationalization would be much cooler, but that's never going
to happen.  Given that, this will at least prevent folks from constantly
having to look and switch between typing "armor" and "armour", depending
on which zone each item originated in, etc.

I could flip these either way, but a survey of the current state shows
that about 80% of the mixed cases use the American spellings, while 20%
use the British.  And, most words *only* exist in this data in their
American forms.  So, it seems the majority prefer these spellings.

In case anyone likes trivia:
* The most common mixed words in here were "armour" and "colour", each of
  which occured about half as often as "armor" and "color", respectively.
* The most British word in here was "theatre" (including other forms),
  which occured about twice as often as "theater".

This stanardizes all of these (and other forms of these same words):
* armour -> armor
* colour -> color
* favour -> favor
* honour -> honor
* civilise -> civilize
* centre -> center
* theatre -> theater
* defence -> defense
* offence -> offense
* realise -> realize
This commit is contained in:
Steaphan Greene
2019-11-24 11:52:22 -05:00
parent 2fba5240c1
commit 1f7c168121
145 changed files with 694 additions and 694 deletions

View File

@@ -47,7 +47,7 @@ sign~
| |
| The Trade Halls |
| |
| AR AR = Armourer |
| AR AR = Armorer |
| | |
| WP--+--+# WP = Weaponsmith |
| | |
@@ -140,10 +140,10 @@ D1
0 0 23607
S
#23606
The Armourers Stall~
The Armorers Stall~
You are in the corner of the cave, which the dwarves have decided to use as a
trade area. In this, the farthest corner from the entrance, some shining armour
has been laid out on an old sack. Behind it, the assistant to the armoursmith
trade area. In this, the farthest corner from the entrance, some shining armor
has been laid out on an old sack. Behind it, the assistant to the armorsmith
is getting ready to display his merchandise to you. To get back to the center
of the trade halls, you must go south.
~
@@ -153,8 +153,8 @@ D2
~
0 0 23607
E
sack armour armor~
The different pieces of armour have been strewed all over the ground here,
sack armor armor~
The different pieces of armor have been strewed all over the ground here,
but it might be an unwise idea to try to just pick it up. Theft is not looked
lightly upon in the dwarven kingdom.
~
@@ -214,7 +214,7 @@ Entrance to Aldin, City of the Dwarves~
To your west, a rather large gate opens to the trade halls, and to your east a
smaller stone door blocks your entry into the heart of Aldin. This cave
obviously has been set up, so the guards have a place to check people before
they leave the trade halls and enter the city itself. You realise with sudden
they leave the trade halls and enter the city itself. You realize with sudden
brutality the guards are stopping anyone who isn't dwarven...
~
236 8 0 0 0 0
@@ -236,7 +236,7 @@ Passing by the workshops~
almost deafened by the sounds from the nearby workshops. It seems all of the
things traded in the trade halls come from these workshops. To your south the
weaponsmith is working and east of here the armor smith is preparing more
armours for sale. You can leave the city by going west from here, or go deeper
armors for sale. You can leave the city by going west from here, or go deeper
into it by heading north.
~
236 8 0 0 0 0
@@ -264,7 +264,7 @@ At Torgs' smithy~
The dwarves are very proud of their fine weaponry. Rods of several
different metals have been laid on shelves along the south wall, ready to go
into the forge. The forege itself has been set in the east wall, accesible
from both here and the armourers smithy just north and east of here. The walls
from both here and the armorers smithy just north and east of here. The walls
are blackened wth soot from many years of smoke from the large forge. A
strange contraption makes sure the bellows keep the heat at its peak.
~
@@ -344,12 +344,12 @@ S
#23615
At Ralfs' smithy~
Upon entering the smithy you immidiately discover the reason for all the
noise in the area. All the armours made here are full-body armours. When
noise in the area. All the armors made here are full-body armors. When
struck by Ralf, they make about as much noise, as a churchbell. The forge is
set in the south wall, and on the northern and eastern wall, several
half-finished armours have been lain on shelves. In a crate near the eastern
half-finished armors have been lain on shelves. In a crate near the eastern
wall, different straps and thongs of leather are stored - nothing of use until
they've been applied to an armour.
they've been applied to an armor.
~
236 8 0 0 0 0
D3
@@ -359,7 +359,7 @@ D3
E
crate~
A wooden crate about one by two feet. It contains strips of leather used for
the armours made here.
the armors made here.
~
E
forge~
@@ -530,7 +530,7 @@ S
Dwarven mines~
You are standing in a comparatively large room deep inside the dwarven
mountain. The walls around you seem to be chipped directly from the
surrounding rock, and you immidiately realise you're standing on the edge of
surrounding rock, and you immidiately realize you're standing on the edge of
the dwarven mines. Also the large hole in the floor, with ladders leading into
darkness might have given you a clue. To your north a wooden door with a
sturdy lock blocks your exit, while you may descend into the mines by going
@@ -613,7 +613,7 @@ S
#23625
In a closet~
Wow, do you feel stupid now. You've only just managed to crawl through the
portal before you realise the place you've fought so hard to get into is
portal before you realize the place you've fought so hard to get into is
nothing but a wardrobe for the dwarfs living in this home. The only way out
is back west.
~
@@ -1135,7 +1135,7 @@ into a small dark opening in the north wall.
~
236 8 0 0 0 1
D0
You can't see much inthere, but you realise you'll have to crawl on your hands
You can't see much inthere, but you realize you'll have to crawl on your hands
and knees to get through.
~
opening~
@@ -1152,7 +1152,7 @@ The hallway continues.
0 0 23646
E
opening dark wall~
You can't see much inthere, but you realise you'll have to crawl on your
You can't see much inthere, but you realize you'll have to crawl on your
hands and knees to get through.
~
S
@@ -1278,7 +1278,7 @@ S
#23654
In a drafty tunnel.~
You are crawling on hands and knees in a small tunnel. Up north you see a
faint outline of the tunnels opening. You realise the light coming from the
faint outline of the tunnels opening. You realize the light coming from the
opening is daylight from the outside. South the tunnel ends in the dwarven
city. You seem to be in one of the tunnels the dwarves had to make to permit
enough air to enter their city for them to breathe. The walls are smooth as
@@ -1415,7 +1415,7 @@ S
At the court~
You have entered the court of the dwarven king. East of here a large black
granite slab magically bars the exit, and while a light touch currently makes
it turn aside, you realise quickly that the door can be sealed airtight by
it turn aside, you realize quickly that the door can be sealed airtight by
removing the spells from the slab To your west a brightly lit corridor with
intricant decoration leads towards the throne room.
~
@@ -1515,9 +1515,9 @@ S
#23666
Shrine of Welcor~
You are standing in front of stone altar, made from marble. Or at least
you think it's marble. The colour of the stone makes you think it is a large
you think it's marble. The color of the stone makes you think it is a large
fire, changed into solid rock. The altar is square, but even as you watch it,
the colours seem to shift a bit, as if the stone were made from suspended
the colors seem to shift a bit, as if the stone were made from suspended
flames. In front of a the altar a silver chain shows just how near you're
supposed to go.
~
@@ -1546,7 +1546,7 @@ At the Dwarven Court~
You have entered the throne room of the dwarven king. Along the south wall
rich tapestries hang, the only extravagant thing in the whole complex. In
front of you, the throne has been set up, with steps leading up to a seat in
about the height if your chest. You realise the throne has the obvious
about the height if your chest. You realize the throne has the obvious
consequence that everyone has to look up, and consequently feel very small,
when adressing the king.
~
@@ -1878,8 +1878,8 @@ The tunnel leads north from here.
S
#23683
In the side tunnels~
This is where the dwarves get thir iron for the tempered steel plate armours
you saw at the armourers stall in the trade halls. The ore is so fine you can
This is where the dwarves get thir iron for the tempered steel plate armors
you saw at the armorers stall in the trade halls. The ore is so fine you can
actually see the glimmer of iron, not just the reddish lump you see everywhere
else. The tunnel leads west from here.
~
@@ -1918,7 +1918,7 @@ S
T 23617
#23685
At the end of the tunnel~
Standing on the edge of a ledge, high above a ragged ravine, you realise you
Standing on the edge of a ledge, high above a ragged ravine, you realize you
have nowhere to go except back through the tunnel. The only other option is to
jump...
~