Typo fixing round
Light check over all scarpet docs Resolves #1626, resolves #1613, resolves #1597, some of the fixes are from these
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@@ -9,7 +9,7 @@ Collection of other methods that control smaller, yet still important aspects of
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Plays a specific sound `name`, at block or position `pos`, with optional `volume` and modified `pitch`, and under
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optional `mixer`. Default values for `volume`, `pitch` and `mixer` are `1.0`, `1.0`, and `master`.
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Valid mixer options are `master`, `music`, `record`, `weather`, `block`, `hostile`,`neutral`, `player`, `ambient`
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and `voice`. `pos` can be either a block, triple of coords, or a list of thee numbers. Uses the same options as a
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and `voice`. `pos` can be either a block, triple of coords, or a list of three numbers. Uses the same options as a
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corresponding `playsound` command.
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Used with no arguments, return the list of available sound names.
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@@ -244,7 +244,7 @@ produce an exception.
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### `print(expr)`, `print(player/player_list, expr)`
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Displays the result of the expression to the chat. Overrides default `scarpet` behaviour of sending everyting to stderr.
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Displays the result of the expression to the chat. Overrides default `scarpet` behaviour of sending everything to stderr.
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Can optionally define player or list of players to send the message to.
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### `format(components, ...)`, `format([components, ...])`
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@@ -634,7 +634,7 @@ to that value. Daytime clocks are shared between all dimensions.
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_**Deprecated**. Use `system_info('server_last_tick_times')` instead._
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Returns a 100-long array of recent tick times, in milliseconds. First item on the list is the most recent tick
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If called outside of the main tick (either throgh scheduled tasks, or async execution), then the first item on the
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If called outside of the main tick (either through scheduled tasks, or async execution), then the first item on the
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list may refer to the previous tick performance. In this case the last entry (tick 100) would refer to the most current
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tick. For all intent and purpose, `last_tick_times():0` should be used as last tick execution time, but
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individual tick times may vary greatly, and these need to be taken with the little grain of
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@@ -655,7 +655,7 @@ If you need to break
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up your execution into chunks, you could queue the rest of the work into the next task using `schedule`, or perform your actions
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defining `__on_tick()` event handler, but in case you need to take a full control over the game loop and run some simulations using
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`game_tick()` as the way to advance the game progress, that might be the simplest way to do it,
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and triggering the script in a 'proper' way (there is not 'proper' way, but via commmand line, or server chat is the most 'proper'),
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and triggering the script in a 'proper' way (there is not 'proper' way, but via command line, or server chat is the most 'proper'),
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would be the safest way to do it. For instance, running `game_tick()` from a command block triggered with a button, or in an entity
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event triggered in an entity tick, may technically
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cause the game to run and encounter that call again, causing stack to overflow. Thankfully it doesn't happen in vanilla running
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