Fix typos.

This commit is contained in:
gas-public-wooden-clean 2023-12-17 10:35:30 -06:00
parent 7a7416b084
commit ff159e3942
8 changed files with 10 additions and 10 deletions

View file

@ -628,7 +628,7 @@ node_apply_character(caller, raw_string, **kwargs):
return text, None
```
When entering the node, we will take the Temporary character sheet and use its `.appy` method to create a new Character with all equipment.
When entering the node, we will take the Temporary character sheet and use its `.apply` method to create a new Character with all equipment.
This is what is called an _end node_, because it returns `None` instead of options. After this, the menu will exit. We will be back to the default character selection screen. The characters found on that screen are the ones listed in the `_playable_characters` Attribute, so we need to also the new character to it.

View file

@ -523,7 +523,7 @@ class EvAdventureCharacter(LivingMixin, DefaultCharacter):
self.equipment.add(moved_object)
```
At this means that the equipmenthandler will check the NPC, and since it's not a equippable thing, an `EquipmentError` will be raised, failing the creation. Since we want to be able to create npcs etc easily, we will handle this error with a `try...except` statement like so:
This means that the equipmenthandler will check the NPC, and since it's not a equippable thing, an `EquipmentError` will be raised, failing the creation. Since we want to be able to create npcs etc easily, we will handle this error with a `try...except` statement like so:
```python
# mygame/evadventure/characters.py