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