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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altrisi committed 2023-01-18 14:14:36 +01:00
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@@ -9,7 +9,7 @@ Collection of other methods that control smaller, yet still important aspects of
Plays a specific sound `name`, at block or position `pos`, with optional `volume` and modified `pitch`, and under
optional `mixer`. Default values for `volume`, `pitch` and `mixer` are `1.0`, `1.0`, and `master`.
Valid mixer options are `master`, `music`, `record`, `weather`, `block`, `hostile`,`neutral`, `player`, `ambient`
and `voice`. `pos` can be either a block, triple of coords, or a list of thee numbers. Uses the same options as a
and `voice`. `pos` can be either a block, triple of coords, or a list of three numbers. Uses the same options as a
corresponding `playsound` command.
Used with no arguments, return the list of available sound names.
@@ -244,7 +244,7 @@ produce an exception.
### `print(expr)`, `print(player/player_list, expr)`
Displays the result of the expression to the chat. Overrides default `scarpet` behaviour of sending everyting to stderr.
Displays the result of the expression to the chat. Overrides default `scarpet` behaviour of sending everything to stderr.
Can optionally define player or list of players to send the message to.
### `format(components, ...)`, `format([components, ...])`
@@ -634,7 +634,7 @@ to that value. Daytime clocks are shared between all dimensions.
_**Deprecated**. Use `system_info('server_last_tick_times')` instead._
Returns a 100-long array of recent tick times, in milliseconds. First item on the list is the most recent tick
If called outside of the main tick (either throgh scheduled tasks, or async execution), then the first item on the
If called outside of the main tick (either through scheduled tasks, or async execution), then the first item on the
list may refer to the previous tick performance. In this case the last entry (tick 100) would refer to the most current
tick. For all intent and purpose, `last_tick_times():0` should be used as last tick execution time, but
individual tick times may vary greatly, and these need to be taken with the little grain of
@@ -655,7 +655,7 @@ If you need to break
up your execution into chunks, you could queue the rest of the work into the next task using `schedule`, or perform your actions
defining `__on_tick()` event handler, but in case you need to take a full control over the game loop and run some simulations using
`game_tick()` as the way to advance the game progress, that might be the simplest way to do it,
and triggering the script in a 'proper' way (there is not 'proper' way, but via commmand line, or server chat is the most 'proper'),
and triggering the script in a 'proper' way (there is not 'proper' way, but via command line, or server chat is the most 'proper'),
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
event triggered in an entity tick, may technically
cause the game to run and encounter that call again, causing stack to overflow. Thankfully it doesn't happen in vanilla running