diff --git a/docs/developers/Battlefield.md b/docs/developers/Battlefield.md index 9aac7fc31..587d856bc 100644 --- a/docs/developers/Battlefield.md +++ b/docs/developers/Battlefield.md @@ -5,6 +5,7 @@ ![Battlefield Hexes Layout](../images/Battle_Field_Hexes.svg) Legend: + - gray (0/16/17...): inaccessible hexes located on both sides of the battlefield. Units can't normally move onto them, and they can't be targeted via spells. These hexes are used as back tile for war machines - green (1/15/35...): starting locations for units. Defined in `config/gameConfig.json` - yellow (18/32/52...): starting locations for war machines. Defined in `config/gameConfig.json` diff --git a/docs/developers/Bonus_System.md b/docs/developers/Bonus_System.md index bd4fb112f..7cc99c332 100644 --- a/docs/developers/Bonus_System.md +++ b/docs/developers/Bonus_System.md @@ -7,11 +7,11 @@ The bonus system of VCMI is a set of mechanisms that make handling of different ![Bonus System Nodes Diagram](../images/Bonus_System_Nodes.svg) Legend: + - brown: actual nodes, and members of bonus system graph - cyan: constant nodes that act only as source, and can not receive bonuses - gray: virtual nodes to clarify graph layout. Actual node is located below. For example, there is no entity for "Visiting Hero", instead visiting hero is hero that is attached to player node only via Town node. - ## Propagation and inheritance Each bonus originates from some node in the bonus system, and may have propagator and limiter objects attached to it. Bonuses are shared around as follows: diff --git a/docs/modders/Entities_Format/Battlefield_Format.md b/docs/modders/Entities_Format/Battlefield_Format.md index e78f0d1f3..06d3376f3 100644 --- a/docs/modders/Entities_Format/Battlefield_Format.md +++ b/docs/modders/Entities_Format/Battlefield_Format.md @@ -29,4 +29,3 @@ Impassable hexes operate in absolute coordinates. For reference on tiles indexes see image below: ![Battlefield Hexes Layout](../../images/Battle_Field_Hexes.svg) -