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Fix various typos
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rubenpieters committed Apr 26, 2024
1 parent 5768adb commit 2c320ac
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Showing 6 changed files with 8 additions and 8 deletions.
2 changes: 1 addition & 1 deletion data/input/01_game_concepts.yaml
Expand Up @@ -144,7 +144,7 @@ sections:
After players reveal their identities, the player playing Adam selects exactly 3 of their provided {subtype:directive} cards. Those cards begin the game installed in the play area. All other {subtype:directives} the player brought this way remain outside the game.
- rule: rule_adam_directives_deck
text: |-
A player playing Adam can also include {subtype:directives} cards in their deck. The cards chosen to be installed at the beginning of the game do not impact the deck's influence requirements or the maximum allowed number of copies of those cards.
A player playing Adam can also include {subtype:directive} cards in their deck. The cards chosen to be installed at the beginning of the game do not impact the deck's influence requirements or the maximum allowed number of copies of those cards.
- rule: rule_adam_directives_during_game
text: |-
Once the game has begun, the cards installed this way are treated exactly as any other installed cards. Abilities that move these cards to other zones function normally, including shuffling them into the stack.
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2 changes: 1 addition & 1 deletion data/input/02_parts_of_a_card.yaml
Expand Up @@ -241,4 +241,4 @@ sections:
Many cards have italicised text written after their game text. This is {term:flavor text}, and has no effect on the game or the function of the card, nor can other abilities reference or interact with it.
- rule: rule_reminder_text
text: |-
Some cards have italicised text in parenthesis. This is {term:reminder text}, and has no effect on the game or the function of the card, nor can other abilities reference or interact with it directly. Reminder text simply summarizes a rule that may apply to that card text.
Some cards have italicised text in parentheses. This is {term:reminder text}, and has no effect on the game or the function of the card, nor can other abilities reference or interact with it directly. Reminder text simply summarizes a rule that may apply to that card text.
4 changes: 2 additions & 2 deletions data/input/03_card_types.yaml
Expand Up @@ -83,7 +83,7 @@ sections:
new:
examples:
- text: |-
The Runner accesses and encounters an {card:Archangel} in HQ with {card:Gang Sign}. If the Runner uses {card:Devil Charm} to lower the strength of the {card:Archangel}. That strength reduction would normally last for the remainder of the current run, but since no run is in progress, it instead lasts for the remainder of the encounter.
The Runner accesses and encounters an {card:Archangel} in HQ with {card:Gang Sign}. The Runner uses {card:Devil Charm} to lower the strength of {card:Archangel}. That strength reduction would normally last for the remainder of the current run, but since no run is in progress, it instead lasts for the remainder of the encounter.
new:
- subsection: rule_ice_trash_cost
text: Some ice have trash costs. If the Runner accesses an ice with a trash cost, they may pay the trash cost to trash that ice. See {ref:rule_basic_trash_ability}.
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toc:
rules:
- rule: rule_hardware_console
text: Some hardware have the subtype {subtype:console}. All {subtype:console} have the text "Limit 1 {subtype:console} per player."
text: Some hardware have the subtype {subtype:console}. All {subtype:consoles} have the text "Limit 1 {subtype:console} per player."
- rule: rule_install_console
text: If a player ever controls more than one installed {subtype:console}, all but the most recently active {subtype:console} are trashed. Trashing cards this way cannot be prevented.
- rule: rule_console_limitation
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2 changes: 1 addition & 1 deletion data/input/08_card_manipulation.yaml
Expand Up @@ -305,7 +305,7 @@ sections:
rules:
- rule: rule_playing
text: |-
{term:Playing} an event or operation is the act of placing that card into the play area. Agendas, assets, ice, upgrades, hardware, programs, and resources, and identities are never played.
{term:Playing} an event or operation is the act of placing that card into the play area. Agendas, assets, ice, upgrades, hardware, programs, resources, and identities are never played.
- subsection: rule_playing_play_cost
text: Normally, playing an operation or event requires paying its play cost. Abilities that initiate playing a card may ignore the play cost or require it to be paid.
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4 changes: 2 additions & 2 deletions data/input/09_abilities.yaml
Expand Up @@ -35,7 +35,7 @@ sections:
- text: |-
The Corp resolves a subroutine on {card:Attini} while its first ability is active. The subroutine is resolving during the interrupt window for its instruction, so the Runner cannot spend credits during that window and will not be able to use {card:Caldera}'s ability to prevent net damage.
- text: |-
The Runner is playing {card:Zahya Sadeghi: Versatile Smuggler} and plays {card:Direct Access} to run HQ. The static ability on {card:Direct Access} removes {card:Zahya Sadeghi}'s ability whie it is resolving. Normally, that ability would meet its trigger condition and resolve immediately after the "Run any server." instruction. This reaction window is outside of the run, but it is still part of {card:Direct Access} resolving, so the ability is not present at the needed time and cannot be triggered or resolved.
The Runner is playing {card:Zahya Sadeghi: Versatile Smuggler} and plays {card:Direct Access} to run HQ. The static ability on {card:Direct Access} removes {card:Zahya Sadeghi}'s ability while it is resolving. Normally, that ability would meet its trigger condition and resolve immediately after the "Run any server." instruction. This reaction window is outside of the run, but it is still part of {card:Direct Access} resolving, so the ability is not present at the needed time and cannot be triggered or resolved.
- subsection: rule_source
Expand Down Expand Up @@ -839,7 +839,7 @@ sections:
- text: |-
The Runner chooses HQ with {card:Security Testing} when their turn begins, then plays {card:Account Siphon}. When the run becomes successful, both {card:Security Testing} and {card:Account Siphon} create replacement effects. When {ref:step_breach} of the run becomes imminent, the Runner must choose to apply either the replacement effect from {card:Security Testing} or the one from {card:Account Siphon}. Since neither effect creates a new instance of accessing cards, the effect not chosen to apply first has nothing to replace and does not apply.
- text: |-
The Runner chooses R&D with {card:Security Testing} when their turn begins, then plays {card:Showing Off}. When a run on R&D becomes successful, both {card:Security Testing} and {card:Showing Off} create replacement effects. When {ref:step_breach} of the run becomes imminent, the Runner must choose to apply either the replacement effect from {card:Security Testing} or the one from {card:Showing Off}. If they choose to apply {card:Security Testing} first, {card:Showing Off}'s effect has nothing to replace and does not apply. If they choose to apply {card:Showing Off} first, the expected effects still include accessing cards from R&D, albeit not in the usual way. {card:Security Testing} can still replace this access, so it applies next. Either way, the Runner will gain 2[c] and will not access any cards.
The Runner chooses R&D with {card:Security Testing} when their turn begins, then plays {card:Showing Off}. When a run on R&D becomes successful, both {card:Security Testing} and {card:Showing Off} create replacement effects. When {ref:step_breach} of the run becomes imminent, the Runner must choose to apply either the replacement effect from {card:Security Testing} or the one from {card:Showing Off}. If they choose to apply {card:Security Testing} first, {card:Showing Off}'s effect has nothing to replace and does not apply. If they choose to apply {card:Showing Off} first, the expected effects still include breaching R&D, albeit not in the usual way. {card:Security Testing} can still replace this access, so it applies next. Either way, the Runner will gain 2[c] and will not access any cards.
- section: sec_lingering_effects
text: Lingering Effects
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2 changes: 1 addition & 1 deletion data/input/10_additional_rules.yaml
Expand Up @@ -136,7 +136,7 @@ sections:
rules:
- rule: rule_suffer_or_take_damage
text: |-
Many cards and ice subroutines inflict damage on the Runner. The Runner {term:suffers} (sometimes referred to as "{term:takes}") damage according to the rules for the type of damage specified. If a Corp card "does" damage to the Runner, they suffer that much damage, with the additional provision that the Corp and the source card are responsiblenfor that damage. If a card directs or allows the Runner to "suffer" damage, then the Runner and the source card are responsible for that damage.
Many cards and ice subroutines inflict damage on the Runner. The Runner {term:suffers} (sometimes referred to as "{term:takes}") damage according to the rules for the type of damage specified. If a Corp card "does" damage to the Runner, they suffer that much damage, with the additional provision that the Corp and the source card are responsible for that damage. If a card directs or allows the Runner to "suffer" damage, then the Runner and the source card are responsible for that damage.
examples:
- text: |-
The Corp, playing as {card:Argus Security: Protection Guaranteed}, has scored {card:The Cleaners}. The Runner makes a run on R&D and steals {card:Hostile Takeover}. Argus Security's ability triggers and the Runner chooses to suffer 2 meat damage. As {card:The Cleaners} only adds additional damage to damage done by the Corp, its ability does not apply. When the Corp plays {card:Punitive Counterstrike} on their next turn, {card:The Cleaners} does increase the amount of damage done by {card:Punitive Counterstrike}.
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