Skip to content

Commit 29b67da

Browse files
authored
Various punctuation and capitalization fixes (#102)
* Added Kraggle09 to Contributors list * Fixed punctuation * Fixed punctuation * Fixed capitalization * Fixed capitalization and punctuation
1 parent 437d28e commit 29b67da

9 files changed

Lines changed: 34 additions & 33 deletions

File tree

src/routes/credits/+page.svx

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -32,6 +32,7 @@ These people have written or edited pages for the wiki or guides.
3232
- HeDeAn
3333
- SuperAnt_
3434
- SwitchedCube
35+
- Kraggle09
3536

3637
:::note
3738
If you're contributing, feel free to add your username to this page! You can contribute by clicking the Edit

src/routes/guide/adding-new-features/jukebox-songs/+page.svx

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -43,7 +43,7 @@ This is a run-down of the fields in that file:
4343
- `comparator_output`: A value between 1 and 15, representing the redstone output when a comparator is placed next to
4444
the jukebox playing this song.
4545
- `description`: The description of the enchantment (should be a JSON text component).
46-
- `length_in_seconds`: The length of the song (in seconds)
46+
- `length_in_seconds`: The length of the song (in seconds).
4747
- `sound_event`: The ID of the sound (from the resource pack) to play.
4848

4949
If you don't understand what to put in `sound_event`, don't worry, the next part is going to focus specifically on this!
@@ -93,7 +93,7 @@ trick here!
9393
:::
9494

9595
To get the music disc, you need to get an item which has the `minecraft:jukebox_playable` component. This can be any
96-
item - it doesn't have to necessarily be an already existing music disc (but you can if you want)
96+
item - it doesn't have to necessarily be an already existing music disc (but you can if you want).
9797

9898
```mcfunction
9999
give @s minecraft:YOUR_ITEM[minecraft:jukebox_playable={song:"<datapack namespace>:example_jukebox_song"}]

src/routes/guide/adding-new-features/smithing-trims/+page.svx

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -225,7 +225,7 @@ And next, we are going to modify `assets/minecraft/atlases/blocks.json`:
225225
Here, the key-value pair under `permutations` should be the same as the `asset_name` field from the datapack file we created before.
226226

227227
Now, we will need to create the actual material color palette texture. Since we are using Vanilla's default `palette_key`, this image needs to have a width of 8 and a height of 1. You can see an example palette below.
228-
This image should be saved in `assets/<namespace>/textures/trims/color_palettes/` as `matexample.png`
228+
This image should be saved in `assets/<namespace>/textures/trims/color_palettes/` as `matexample.png`.
229229

230230
<img src="https://i.postimg.cc/Yqyvq7vt/pallete.png" alt="Example color palette" width="300" style="image-rendering: pixelated; image-rendering: crisp-edges;">
231231

@@ -369,7 +369,7 @@ This example will make the `diamond_pickaxe` a smithable item. This time, the da
369369

370370
### Finishing up with the resourcepack - Smithable Item
371371

372-
In the resourcepack, we'll need to customize the diamond pickaxe's item model definition. This is located inside of `assets/minecraft/items/`
372+
In the resourcepack, we'll need to customize the diamond pickaxe's item model definition. This is located inside of `assets/minecraft/items/`.
373373

374374
```json:diamond_pickaxe.json
375375
{

src/routes/guide/installing-a-datapack/+page.svx

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -33,7 +33,7 @@ how to install a datapack onto a world which exists, a new world.
3333
> If it doesn't show up, then it's likely that the zip file contains a folder which contains the datapack, and not
3434
> the zip file just containing the datapack. You need to take the folder out of the datapack, and put it in the
3535
> datapacks folder (click the "Open Packs Folder" button to open it.)
36-
4. Click on the datapack icon to apply it to the world
36+
4. Click on the datapack icon to apply it to the world.
3737
![The Data Packs screen after I clicked the icon](https://dph.tixte.co/r/install_guide_9.png)
3838
5. Create the world, and then run `/reload` in chat.
3939
![Reload command in chat](https://dph.tixte.co/r/install_guide_5.png)
@@ -43,5 +43,5 @@ how to install a datapack onto a world which exists, a new world.
4343
To install a datapack to a realm, you need to basically do this:
4444

4545
1. Download the world from the realm into your singleplayer worlds.
46-
2. Follow the steps in "**Installing a datapack to an existing world**" to install a datapack on that world
46+
2. Follow the steps in "**Installing a datapack to an existing world**" to install a datapack on that world.
4747
3. Upload that world to your realm.

src/routes/guide/misc/raycasts/+page.svx

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -23,8 +23,8 @@ something to it.
2323

2424
Firstly, we'll make the function which, when you run it, will **start** the raycast. In this function, we'll want to:
2525

26-
- set the **maximum distance** for the raycast, so it won't go on forever if it never hits an entity.
27-
- run the function at the eyes of the player
26+
- Set the **maximum distance** for the raycast, so it won't go on forever if it never hits an entity.
27+
- Run the function at the eyes of the player.
2828

2929
To set a maximum distance, we store the maximum amount of times we want the function to run in a scoreboard. Every time the recursive function runs, we want to subtract one from that scoreboard, and only continue if the score is more than 0.
3030

src/routes/guide/misc/slowcasts/+page.svx

Lines changed: 17 additions & 17 deletions
Original file line numberDiff line numberDiff line change
@@ -29,10 +29,10 @@ example.
2929

3030
To make a slowcast, you need:
3131

32-
- set up a projectile with all the data it needs
33-
- a duration function to manage the travel distance
34-
- a step function that teleports the projectile and checks if it hit something
35-
- a temporary loop that calls the step function for all active projectiles.
32+
- To set up a projectile with all the data it needs.
33+
- A duration function to manage the travel distance.
34+
- A step function that teleports the projectile and checks if it hit something.
35+
- A temporary loop that calls the step function for all active projectiles.
3636

3737
Let's start by creating all the necessary scoreboards in the load function.
3838

@@ -78,10 +78,10 @@ Now the actual slowcast logic which handles the movement, travel distance, and h
7878
In the looping function the duration function is called, let's make this one first. This function is responsible for the
7979
slowcasts travel distance and calling the step function for the actual movement.
8080

81-
1. decrease the duration score
82-
2. stores the projectile step count in a temporary scoreboard
83-
3. calls the step function 0.2 blocks further in the facing direction
84-
4. kill the projectile should it have a distance score of below 1 at the end of the function
81+
1. Decrease the duration score.
82+
2. Store the projectile step count in a temporary scoreboard.
83+
3. Call the step function 0.2 blocks further in the facing direction.
84+
4. Kill the projectile should it have a distance score of below 1 at the end of the function.
8585

8686
```mcfunction:duration.mcfunction
8787
scoreboard players remove @s slowcast.duration 1
@@ -95,17 +95,17 @@ execute unless score @s slowcast.duration matches 1.. run kill
9595
In the called step function we handle the teleportation between the current and target position and check if the
9696
projectile has hit something on its way there.
9797

98-
1. decrement the step score in the temporary scoreboard _(we still need the step score stored in the projectile for the
99-
next time we call the step function)_
100-
2. make some particles for the visuals (you could replace the particle command with another function call that does more
101-
complex stuff)
102-
3. execute a command as every entity _(excluding entities with the slowcast tag and players)_ whose hit box intersects
98+
1. Decrement the step score in the temporary scoreboard _(we still need the step score stored in the projectile for the
99+
next time we call the step function)_.
100+
2. Make some particles for the visuals (you could replace the particle command with another function call that does more
101+
complex stuff).
102+
3. Execute a command as every entity _(excluding entities with the slowcast tag and players)_ whose hit box intersects
103103
with both [virtual volumes](https://datapack.wiki/wiki/concepts/target-selectors#dxdydz-arguments) run the hit
104104
function and kill the projectile.
105-
4. tp the projectile to the current position _(until now it only executed the command at this position but is still 0.1
106-
block further back)_
107-
5. execute this function again one 0.1 block step forward should the temporary step counter still be over 1
108-
_(recursion)_
105+
4. Tp the projectile to the current position _(until now it only executed the command at this position but is still 0.1
106+
block further back)_.
107+
5. Execute this function again one 0.1 block step forward should the temporary step counter still be over 1
108+
_(recursion)_.
109109

110110
```mcfunction:step.mcfunction
111111
scoreboard players remove steps temp 1

src/routes/guide/nbt-and-scores/array-iteration/+page.svx

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -14,11 +14,11 @@ data modify storage minecraft:example ExampleArray set value ["Array Item 1", "A
1414
```
1515

1616
The steps to iterate through the array are:
17-
1. Store the length of the array in a score
18-
2. Do something with the first element in the array (`array[0]`) - you can either just read the element, or modify it
17+
1. Store the length of the array in a score.
18+
2. Do something with the first element in the array (`array[0]`) - you can either just read the element, or modify it.
1919
3. Copy the first element to the end of the array, then remove the first element.
20-
4. Decrease the length score by 1
21-
5. If the length score is 1 or more, repeat from step 2 until it isn't
20+
4. Decrease the length score by 1.
21+
5. If the length score is 1 or more, repeat from step 2 until it isn't.
2222

2323
First, we need a function which will begin the process. This is where we do step 1 and then run the loop function:
2424

@@ -31,7 +31,7 @@ execute store result $length <objective> run data get storage minecraft:example
3131
execute if score $length <objective> matches 1.. run function <namespace>:array_loop
3232
```
3333

34-
In the `array_loop` function, you can do whatever you want to the array item, including modifying it. In this example, we will send the array item to chat, and then replace it with `"Iterated"`
34+
In the `array_loop` function, you can do whatever you want to the array item, including modifying it. In this example, we will send the array item to chat, and then replace it with `"Iterated"`.
3535

3636
```mcfunction:array_loop.mcfunction
3737
# We can access the current array item with "storage minecraft:example ExampleArray[0]"

src/routes/guide/nbt-and-scores/division/+page.svx

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -6,8 +6,8 @@ version: 1.21.7
66

77
# Division with floating points
88
Typically, we can use `scoreboard players operation` to divide two numbers in Minecraft. However, this command will only output an integer. If the result of the division is a decimal number, it is always rounded down. To divide numbers with decimal points, we need to use a workaround:
9-
1. Multiply the dividend by a large factor of 10 (e.g `1000000`)
10-
2. Divide the numbers using `scoreboard players operation`
9+
1. Multiply the dividend by a large factor of 10 (e.g `1000000`).
10+
2. Divide the numbers using `scoreboard players operation`.
1111
3. Store the result to a data storage, scaling it down by the same factor of 10.
1212

1313
Here is an example of how to divide two arbitrary integer numbers:

src/routes/guide/nbt-and-scores/player-id-system/+page.svx

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -41,7 +41,7 @@ Finally, we need to make this function run when a player first joins the world.
4141
```
4242

4343
## Find the player/entity with a specific ID
44-
We can use a predicate to check if the player has the same ID as the specified ID (stored in a fake player on a scoreboard). In this case, this predicate will only trigger if the player's `playerid` score is equal to the `playerid` score of the fake player (`#this`)
44+
We can use a predicate to check if the player has the same ID as the specified ID (stored in a fake player on a scoreboard). In this case, this predicate will only trigger if the player's `playerid` score is equal to the `playerid` score of the fake player (`#this`).
4545

4646
```json:namespace:match_id.json
4747
{

0 commit comments

Comments
 (0)