Typo fix: dicipline -> discipline

This commit is contained in:
Yair Morgenstern 2018-10-28 15:06:55 +02:00
parent 45e5f82478
commit 324239b3e6
6 changed files with 9 additions and 9 deletions

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@ -217,7 +217,7 @@ All the following are from [the Noun Project](https://thenounproject.com) licenc
* [Sword](https://thenounproject.com/term/sword/5111/) By dsathiyaraj for Military Tradition * [Sword](https://thenounproject.com/term/sword/5111/) By dsathiyaraj for Military Tradition
* [Castle](https://thenounproject.com/term/castle/55045/) By Gabriele Malaspina for Military Caste * [Castle](https://thenounproject.com/term/castle/55045/) By Gabriele Malaspina for Military Caste
* [Roman Armor](https://thenounproject.com/term/roman-armor/440138/) By Parkjisun for Professional Army * [Roman Armor](https://thenounproject.com/term/roman-armor/440138/) By Parkjisun for Professional Army
* [Shield](https://thenounproject.com/term/shield/874633/) By Kimmi Studio for Dicipline * [Shield](https://thenounproject.com/term/shield/874633/) By Kimmi Studio for Discipline
* [Spartan Helmet](https://thenounproject.com/term/spartan-helmet/1732615/) By Joni Ramadhan for Warrior Code * [Spartan Helmet](https://thenounproject.com/term/spartan-helmet/1732615/) By Joni Ramadhan for Warrior Code
### Piety ### Piety

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@ -98,14 +98,14 @@
column:2 column:2
}, },
{ {
name:"Dicipline", name:"Discipline",
description:"+15% combat strength for melee units which have another military unit in an adjacent tile", description:"+15% combat strength for melee units which have another military unit in an adjacent tile",
row:1, row:1,
column:4 column:4
}, },
{ {
name:"Military Tradition", name:"Military Tradition",
description:"Military units gain 50% more Experience from combat", // todo from here description:"Military units gain 50% more Experience from combat",
requires:["Warrior Code"], requires:["Warrior Code"],
row:2, row:2,
column:2 column:2
@ -113,7 +113,7 @@
{ {
name:"Military Caste", name:"Military Caste",
description:"Each city with a garrison increases happiness by 1 and culture by 2", description:"Each city with a garrison increases happiness by 1 and culture by 2",
requires:["Dicipline"], requires:["Discipline"],
row:2, row:2,
column:4 column:4
}, },
@ -307,7 +307,7 @@
{ {
name:"Autocracy", name:"Autocracy",
era:"Industrial", era:"Industrial",
description:"-33% unit upkeep costs", // todo! description:"-33% unit upkeep costs",
policies:[ policies:[
{ {
name:"Populism", name:"Populism",

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@ -3231,7 +3231,7 @@
Spanish:"Chichén Itzá" Spanish:"Chichén Itzá"
} }
"Lighthouse":{} "Lighthouse":{}
"The Great Lighthouse"{} "The Great Lighthouse":{}
"Stable":{ "Stable":{
Italian:"Scuderia" Italian:"Scuderia"
Russian:"Конюшня" Russian:"Конюшня"

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@ -41,10 +41,10 @@ class BattleDamage{
if(combatant.getCivilization().policies.isAdopted("Populism")) if(combatant.getCivilization().policies.isAdopted("Populism"))
modifiers["Populism"] = 0.25f modifiers["Populism"] = 0.25f
if(combatant.getCivilization().policies.isAdopted("Dicipline") && combatant.isMelee() if(combatant.getCivilization().policies.isAdopted("Discipline") && combatant.isMelee()
&& combatant.getTile().neighbors.flatMap { it.getUnits() } && combatant.getTile().neighbors.flatMap { it.getUnits() }
.any { it.civInfo==combatant.getCivilization() && !it.baseUnit.unitType.isCivilian()}) .any { it.civInfo==combatant.getCivilization() && !it.baseUnit.unitType.isCivilian()})
modifiers["Dicipline"] = 0.15f modifiers["Discipline"] = 0.15f
} }
if (combatant.getCivilization().policies.isAdopted("Honor") && enemy.getCivilization().isBarbarianCivilization()) if (combatant.getCivilization().policies.isAdopted("Honor") && enemy.getCivilization().isBarbarianCivilization())

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@ -12,7 +12,6 @@ import com.unciv.models.gamebasics.GameBasics
import com.unciv.models.gamebasics.tech.TechEra import com.unciv.models.gamebasics.tech.TechEra
import com.unciv.models.gamebasics.tile.ResourceType import com.unciv.models.gamebasics.tile.ResourceType
import com.unciv.models.gamebasics.tile.TileResource import com.unciv.models.gamebasics.tile.TileResource
import com.unciv.models.gamebasics.unit.UnitType
import com.unciv.models.stats.Stats import com.unciv.models.stats.Stats
import com.unciv.ui.utils.getRandom import com.unciv.ui.utils.getRandom
import com.unciv.ui.utils.tr import com.unciv.ui.utils.tr
@ -131,6 +130,7 @@ class CivilizationInfo {
cost = cost.pow(1+gameProgress/3) // Why 3? To spread 1 to 1.33 cost = cost.pow(1+gameProgress/3) // Why 3? To spread 1 to 1.33
if(!isPlayerCivilization()) if(!isPlayerCivilization())
cost *= gameInfo.getPlayerCivilization().getDifficulty().aiUnitMaintainanceModifier cost *= gameInfo.getPlayerCivilization().getDifficulty().aiUnitMaintainanceModifier
if(policies.isAdopted("Autocracy")) cost = cost*0.66f
return cost.toInt() return cost.toInt()
} }