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Update docs
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@ -185,7 +185,7 @@ Following options can be used to configure simultaneous turns:
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While simultaneous turns are active, VCMI tracks contacts for each pair of player separately.
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Players are considered to be "in contact" if movement range of their heroes at the start of turn overlaps, or, in other words - if their heroes can meet on this turn if both walk towards each other. When calculating movement range, game uses same rules as standard movement range calculation in vcmi, meaning that game will track movement through monoliths and subterranean gates, but will not account for any removable obstacles, such as wandering monsters or treasures that block path between heroes. At the moment, game will not account for any ways to extend movement range - Dimension Door or Town Portal spells, visiting map objects such as Stables, releasing heroes from prisons, etc.
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Players are considered to be "in contact" if movement range of their heroes at the start of turn overlaps, or, in other words - if their heroes can meet on this turn if both walk towards each other. When calculating movement range, game uses rules similar to standard movement range calculation in vcmi, meaning that game will track movement through monoliths and subterranean gates, but will not account for any removable obstacles, such as pickable treasures that block path between heroes. Any existing wandering monsters that block path between heroes are ignored for range calculation. At the moment, game will not account for any ways to extend movement range - Dimension Door or Town Portal spells, visiting map objects such as Stables, releasing heroes from prisons, etc.
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Once detected, contact can never be "lost". If game detected contact between two players, this contact will remain active till the end of the game, even if their heroes move far enough from each other.
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