diff --git a/TabletopTweaks-Reworks/Patches/Trickster.cs b/TabletopTweaks-Reworks/Patches/Trickster.cs index e2f33d4..d86b34b 100644 --- a/TabletopTweaks-Reworks/Patches/Trickster.cs +++ b/TabletopTweaks-Reworks/Patches/Trickster.cs @@ -368,7 +368,7 @@ void PatchTricksterLoreReligion2() { TricksterLoreReligionTier2Progression.SetDescription(TTTContext, "You now know religion so well that you can use abilities usually reserved for clerics. " + "You can select two domains. You gain abilities of those domains and can use spells from those domains once per day.\n" + "Your effective cleric level for the purposes of these domains and spells is equal to your character level, " + - "and your effective wisdom modifer is equal to your mythic rank."); + "and your effective wisdom modifier is equal to your mythic rank."); DomainMastery.AddPrerequisiteFeature(TricksterLoreReligionTier2Progression, Prerequisite.GroupType.Any); @@ -387,7 +387,7 @@ void PatchTricksterLoreReligion3() { TricksterLoreReligionTier3Selection.AddFeatures(NewContent.Classes.Trickster.TricksterDomains.ToArray()); TricksterLoreReligionTier3Progression.SetDescription(TTTContext, "You now know enough about religion to start your own. You can select two additional domains.\n" + "Your effective cleric level for the purposes of these domains and spells is equal to your character level, " + - "and your effective wisdom modifer is equal to your mythic rank."); + "and your effective wisdom modifier is equal to your mythic rank."); DomainMastery.AddPrerequisiteFeature(TricksterLoreReligionTier3Progression, Prerequisite.GroupType.Any); @@ -500,8 +500,8 @@ void PatchTricksterPerception3() { var TricksterPerception3Buff = BlueprintTools.GetModBlueprintReference(TTTContext, "TricksterPerception3Buff"); TricksterPerceptionTier3Feature.TemporaryContext(bp => { - bp.SetDescription(TTTContext, "You sight has become so impecable that you can now see how to improve the actions of your allies.\n" + - "All allies within 60 feet of you gain the benifits of your perception tricks."); + bp.SetDescription(TTTContext, "You sight has become so impeccable that you can now see how to improve the actions of your allies.\n" + + "All allies within 60 feet of you gain the benefits of your perception tricks."); bp.SetComponents(); bp.AddPrerequisiteFeature(TricksterPerceptionTier2Feature); bp.AddComponent(c => { @@ -536,10 +536,10 @@ void PatchTricksterPersuasion1() { void PatchTricksterPersuasion2() { if (TTTContext.Homebrew.MythicReworks.Trickster.IsDisabled("TricksterPersuasion2")) { return; } - TricksterPersuasionTier2Feature.SetDescription(TTTContext, "You are so good at demoralizing your enemies that thier will to hurt you wavers.\n" + + TricksterPersuasionTier2Feature.SetDescription(TTTContext, "You are so good at demoralizing your enemies that their will to hurt you wavers.\n" + "Enemies affected by your demoralize ability must succeed at a Will saving throw with a DC of 10 + your ranks in Persuasion, " + "or become staggered for one round. Additionally, when you successfully demoralize an enemy they take an additional penalty " + - "to thier attack and damage rolls equal to 1 + half your mythic rank."); + "to their attack and damage rolls equal to 1 + half your mythic rank."); TricksterPersuasionTier2Feature.RemoveComponents(); TricksterPersuasionTier2Feature.AddComponent(c => { c.Feature = CustomMechanicsFeature.TricksterReworkPersuasion2; @@ -553,7 +553,7 @@ void PatchTricksterPersuasion3() { TricksterPersuasionTier3Feature.SetDescription(TTTContext, "You are so good at demoralizing your enemies that they panic and fail to defend themselves.\n" + "Enemies affected by your demoralize have a 50% chance to attack the nearest target instead of acting normally. " + "Additionally, when you successfully demoralize an enemy they take an additional penalty " + - "to thier AC and spell resistance equal to your mythic rank, as well as a penalty all saving throws equal to 1 + half your mythic rank."); + "to their AC and spell resistance equal to your mythic rank, as well as a penalty all saving throws equal to 1 + half your mythic rank."); TricksterPersuasionTier3Feature.RemoveComponents(); TricksterPersuasionTier3Feature.AddComponent(c => { c.Feature = CustomMechanicsFeature.TricksterReworkPersuasion3; @@ -597,7 +597,7 @@ void PatchTricksterStealthAbilityName() { TricksterStealthTier1AbilityTarget.SetDescription(TTTContext, "You can enter stealth during combat as a move action. " + "This stealth is not broken by a single enemy detecting you — instead it acts similar to the invisibility spell, " + "giving you total concealment against all creatures that did not succeed on a Perception check against you.\n" + - "This \"invisibility\" cannot be seen through by divination magic such as true seeing, see invisability, or thoughtsense."); + "This \"invisibility\" cannot be seen through by divination magic such as true seeing, see invisibility, or thoughtsense."); TTTContext.Logger.LogPatch("Patched", TricksterStealthTier1AbilityTarget); } @@ -620,7 +620,7 @@ void PatchTricksterStealth2() { TricksterStealthTier2Feature.SetDescription(TTTContext, "You exceed at stealth, fading from sight with your every move. " + "Your stealth in combat now works more akin to greater invisibility spell effect.\n" + - "This \"invisibility\" cannot be seen through by divination magic such as true seeing, see invisability, or thoughtsense."); + "This \"invisibility\" cannot be seen through by divination magic such as true seeing, see invisibility, or thoughtsense."); TricksterStealthTier2Buff.AddComponent(c => { c.m_Facts = new BlueprintUnitFactReference[] { DivinationImmunityFeature }; }); @@ -670,7 +670,7 @@ void PatchTricksterTrickery3() { TricksterTrickeryTier3Feature.SetDescription(TTTContext, "Living creatures are also just complex devices and can also be easily disabled. " + "You can try to disable them, forcing them to make a Fortitude saving throw (DC 15 + your ranks in Trickery). If the target fails it, it dies. " + - "Addtionally your previous Trickery abilities can now be used as a swift action and at close range instead of touch range."); + "Additionally your previous Trickery abilities can now be used as a swift action and at close range instead of touch range."); TricksterTrickeryTier3Feature.AddComponent(c => { c.m_AllowedAbilities = AutoMetamagic.AllowedType.Any; c.Metamagic = Metamagic.Quicken | Metamagic.Reach; @@ -714,7 +714,7 @@ void PatchTricksterUseMagicDevice2() { TricksterUseMagicDeviceTier2Feature.SetName(TTTContext, "Use Magic Device 2 rank"); TricksterUseMagicDeviceTier2Feature.SetDescription(TTTContext, "Your mastery of magic items has reached new heights.\n" + "Wands you use no longer lose charges for use and you can equip any magical items possible, regardless of requirements. " + - "Addtionally you realize that spells may be a bit less magical than you previously thought " + + "Additionally you realize that spells may be a bit less magical than you previously thought " + "and gain the metamagic Completely Normal Spell"); TricksterUseMagicDeviceTier2Feature.AddComponent(c => { c.m_Facts = new BlueprintUnitFactReference[] {