From 507c9cf35d4e983fca4b35fb3e03f33cc6de828e Mon Sep 17 00:00:00 2001
From: Thien Trandinh <trandit@mcmaster.ca>
Date: Sun, 4 Dec 2016 17:38:24 -0500
Subject: [PATCH] Updated MIS

---
 Doc/Design/MIS/html/annotated.html            |  16 ++--
 .../MIS/html/class_controller_1_1_game.html   |  18 ++--
 .../MIS/html/class_model_1_1_archer.html      |  16 ++--
 .../html/class_model_1_1_bronze_sword.html    |   8 +-
 .../class_model_1_1_damage_calculations.html  |  34 +++----
 .../MIS/html/class_model_1_1_fireball.html    |  10 +--
 .../MIS/html/class_model_1_1_fireblast.html   |   8 +-
 .../MIS/html/class_model_1_1_game_state.html  |  52 +++++------
 .../MIS/html/class_model_1_1_iron_sword.html  |   6 +-
 .../MIS/html/class_model_1_1_long_bow.html    |   8 +-
 Doc/Design/MIS/html/class_model_1_1_mage.html |  20 ++---
 .../MIS/html/class_model_1_1_player.html      |   4 +-
 .../MIS/html/class_model_1_1_short_bow.html   |   8 +-
 .../MIS/html/class_model_1_1_warrior.html     |  16 ++--
 .../MIS/html/class_view_1_1_button.html       |  32 +++----
 .../MIS/html/class_view_1_1_camera.html       |   6 +-
 .../MIS/html/class_view_1_1_draw_class.html   |  84 +++++++++---------
 .../MIS/html/class_view_1_1_sounds.html       |  14 +--
 Doc/Design/MIS/html/hierarchy.html            |  16 ++--
 .../MIS/html/interface_model_1_1_unit.html    |  49 +++++-----
 .../MIS/html/interface_model_1_1_weapon.html  |   6 +-
 Doc/Design/MIS/html/namespace_model.html      |  43 ++++++---
 Doc/Design/MIS/html/namespace_view.html       |   6 +-
 Doc/Design/MIS/html/namespacemembers.html     |   3 +
 .../MIS/html/namespacemembers_enum.html       |   3 +
 Doc/Design/MIS/html/search/all_14.js          |   3 +-
 Doc/Design/MIS/html/search/enums_4.html       |  26 ++++++
 Doc/Design/MIS/html/search/enums_4.js         |   4 +
 Doc/Design/MIS/html/search/searchdata.js      |   2 +-
 Doc/Design/MIS/latex/annotated.tex            |   8 +-
 .../MIS/latex/class_controller_1_1_game.pdf   |  16 ++--
 .../MIS/latex/class_controller_1_1_game.tex   |  18 ++--
 .../MIS/latex/class_model_1_1_archer.pdf      |  16 ++--
 .../latex/class_model_1_1_bronze_sword.pdf    |  16 ++--
 .../latex/class_model_1_1_bronze_sword.tex    |   8 +-
 .../class_model_1_1_damage_calculations.tex   |  34 +++----
 .../MIS/latex/class_model_1_1_fireball.pdf    | Bin 2858 -> 2858 bytes
 .../MIS/latex/class_model_1_1_fireball.tex    |  10 +--
 .../MIS/latex/class_model_1_1_fireblast.pdf   | Bin 2808 -> 2808 bytes
 .../MIS/latex/class_model_1_1_fireblast.tex   |   8 +-
 .../MIS/latex/class_model_1_1_game_state.tex  |  52 +++++------
 .../MIS/latex/class_model_1_1_iron_sword.pdf  | Bin 2807 -> 2807 bytes
 .../MIS/latex/class_model_1_1_iron_sword.tex  |   6 +-
 .../MIS/latex/class_model_1_1_long_bow.pdf    |  16 ++--
 .../MIS/latex/class_model_1_1_long_bow.tex    |   8 +-
 Doc/Design/MIS/latex/class_model_1_1_mage.pdf | Bin 2800 -> 2800 bytes
 .../MIS/latex/class_model_1_1_short_bow.pdf   | Bin 2806 -> 2806 bytes
 .../MIS/latex/class_model_1_1_short_bow.tex   |   8 +-
 .../MIS/latex/class_model_1_1_warrior.pdf     |  16 ++--
 .../MIS/latex/class_view_1_1_button.tex       |  30 +++----
 .../MIS/latex/class_view_1_1_camera.tex       |   6 +-
 .../MIS/latex/class_view_1_1_draw_class.tex   |  84 +++++++++---------
 .../MIS/latex/class_view_1_1_how_to_play.pdf  |  16 ++--
 .../MIS/latex/class_view_1_1_how_to_play2.pdf |  16 ++--
 .../MIS/latex/class_view_1_1_how_to_play3.pdf | Bin 2856 -> 2856 bytes
 .../MIS/latex/class_view_1_1_main_menu.pdf    |  16 ++--
 .../MIS/latex/class_view_1_1_sounds.tex       |  14 +--
 .../MIS/latex/interface_model_1_1_unit.pdf    |  16 ++--
 .../MIS/latex/interface_model_1_1_unit.tex    |  47 +++++-----
 .../MIS/latex/interface_model_1_1_weapon.pdf  | Bin 3146 -> 3146 bytes
 .../MIS/latex/interface_model_1_1_weapon.tex  |   6 +-
 Doc/Design/MIS/latex/namespace_model.tex      |  19 ++--
 Doc/Design/MIS/latex/namespace_view.tex       |   6 +-
 .../Blaze_Brigade/BronzeSword.cs              |   4 +-
 src/Blaze-Brigade/Blaze_Brigade/Button.cs     |  30 +++----
 src/Blaze-Brigade/Blaze_Brigade/Camera.cs     |   4 +-
 .../Blaze_Brigade/DamageCalculations.cs       |  34 +++----
 src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs  |  84 +++++++++---------
 src/Blaze-Brigade/Blaze_Brigade/FireBall.cs   |   4 +-
 src/Blaze-Brigade/Blaze_Brigade/FireBlast.cs  |   4 +-
 src/Blaze-Brigade/Blaze_Brigade/Game.cs       |  18 ++--
 src/Blaze-Brigade/Blaze_Brigade/GameState.cs  |  58 ++++++------
 src/Blaze-Brigade/Blaze_Brigade/IronSword.cs  |   2 +-
 src/Blaze-Brigade/Blaze_Brigade/LongBow.cs    |   4 +-
 src/Blaze-Brigade/Blaze_Brigade/ShortBow.cs   |   4 +-
 src/Blaze-Brigade/Blaze_Brigade/Sounds.cs     |  16 ++--
 src/Blaze-Brigade/Blaze_Brigade/Unit.cs       |  48 +++++-----
 src/Blaze-Brigade/Blaze_Brigade/Weapon.cs     |   6 +-
 78 files changed, 711 insertions(+), 646 deletions(-)
 create mode 100644 Doc/Design/MIS/html/search/enums_4.html
 create mode 100644 Doc/Design/MIS/html/search/enums_4.js

diff --git a/Doc/Design/MIS/html/annotated.html b/Doc/Design/MIS/html/annotated.html
index e1358b3..ec4e345 100644
--- a/Doc/Design/MIS/html/annotated.html
+++ b/Doc/Design/MIS/html/annotated.html
@@ -69,27 +69,27 @@ $(function() {
 <tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_controller_1_1_game_function.html" target="_self">GameFunction</a></td><td class="desc">Contains functions that update the <a class="el" href="namespace_model.html" title="The model in MVC. These classes contain the structure of the game, and will be controlled by Controll...">Model</a>. </td></tr>
 <tr id="row_0_2_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_controller_1_1_mouse_handler.html" target="_self">MouseHandler</a></td><td class="desc">Handles all user mouse input. </td></tr>
 <tr id="row_1_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_1_" class="arrow" onclick="toggleFolder('1_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespace_model.html" target="_self">Model</a></td><td class="desc">The model in MVC. These classes contain the structure of the game, and will be controlled by <a class="el" href="namespace_controller.html" title="The controller in MVC. These classes will control how the Model is used, and how the View will be dis...">Controller</a>, and displayed in <a class="el" href="namespace_view.html" title="The view in MVC. These classes deal with the view that the user sees in the game. ...">View</a>. </td></tr>
-<tr id="row_1_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_archer.html" target="_self">Archer</a></td><td class="desc">The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks. </td></tr>
+<tr id="row_1_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_archer.html" target="_self">Archer</a></td><td class="desc">The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks. </td></tr>
 <tr id="row_1_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_bronze_sword.html" target="_self">BronzeSword</a></td><td class="desc">Melee Physical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>. </td></tr>
 <tr id="row_1_2_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_damage_calculations.html" target="_self">DamageCalculations</a></td><td class="desc">This class calculates all damage related calculations </td></tr>
 <tr id="row_1_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_fireball.html" target="_self">Fireball</a></td><td class="desc">Ranged Magical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>. </td></tr>
 <tr id="row_1_4_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_fireblast.html" target="_self">Fireblast</a></td><td class="desc">Ranged Magical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>. </td></tr>
-<tr id="row_1_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_game_state.html" target="_self">GameState</a></td><td class="desc">This class holds states in the scope of the entire gameplay </td></tr>
+<tr id="row_1_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_game_state.html" target="_self">GameState</a></td><td class="desc">This class holds states in the scope of the entire gameplay. </td></tr>
 <tr id="row_1_6_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_graph.html" target="_self">Graph</a></td><td class="desc">Structure that represents the game map. </td></tr>
 <tr id="row_1_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_iron_sword.html" target="_self">IronSword</a></td><td class="desc">Melee Physical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>. </td></tr>
 <tr id="row_1_8_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_long_bow.html" target="_self">LongBow</a></td><td class="desc">Ranged physical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>. </td></tr>
-<tr id="row_1_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_mage.html" target="_self">Mage</a></td><td class="desc">The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. <br />
- This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats. </td></tr>
+<tr id="row_1_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_mage.html" target="_self">Mage</a></td><td class="desc">The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. <br />
+ This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats. </td></tr>
 <tr id="row_1_10_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_node.html" target="_self">Node</a></td><td class="desc">Structure that represents a tile on the game map grid. </td></tr>
 <tr id="row_1_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_player.html" target="_self">Player</a></td><td class="desc">Represents a <a class="el" href="class_model_1_1_player.html" title="Represents a Player in the game. ">Player</a> in the game. </td></tr>
 <tr id="row_1_12_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_short_bow.html" target="_self">ShortBow</a></td><td class="desc">Ranged physical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>. </td></tr>
-<tr id="row_1_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_model_1_1_unit.html" target="_self">Unit</a></td><td class="desc"><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> </td></tr>
-<tr id="row_1_14_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_warrior.html" target="_self">Warrior</a></td><td class="desc">The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance. </td></tr>
+<tr id="row_1_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_model_1_1_unit.html" target="_self">Unit</a></td><td class="desc"><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>. </td></tr>
+<tr id="row_1_14_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_warrior.html" target="_self">Warrior</a></td><td class="desc">The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance. </td></tr>
 <tr id="row_1_15_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_model_1_1_weapon.html" target="_self">Weapon</a></td><td class="desc"><a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a> Interface to be implemented when creating new weapons. </td></tr>
 <tr id="row_2_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_2_" class="arrow" onclick="toggleFolder('2_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespace_view.html" target="_self">View</a></td><td class="desc">The view in MVC. These classes deal with the view that the user sees in the game. </td></tr>
 <tr id="row_2_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_animation.html" target="_self">Animation</a></td><td class="desc">Static class containing all animation methods </td></tr>
-<tr id="row_2_1_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_button.html" target="_self">Button</a></td><td class="desc">Buttons for the drop down menu buttons when selecting units </td></tr>
-<tr id="row_2_2_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_camera.html" target="_self">Camera</a></td><td class="desc"><a class="el" href="class_view_1_1_camera.html" title="Camera class for making the scrollable camera ">Camera</a> class for making the scrollable camera </td></tr>
+<tr id="row_2_1_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_button.html" target="_self">Button</a></td><td class="desc">Buttons for the drop down menu buttons when selecting units. </td></tr>
+<tr id="row_2_2_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_camera.html" target="_self">Camera</a></td><td class="desc">The camera class for making the scrollable camera. </td></tr>
 <tr id="row_2_3_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_draw_class.html" target="_self">DrawClass</a></td><td class="desc">Draw Class containing all the different draw methods </td></tr>
 <tr id="row_2_4_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_how_to_play.html" target="_self">HowToPlay</a></td><td class="desc">How to Play Menu </td></tr>
 <tr id="row_2_5_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_how_to_play2.html" target="_self">HowToPlay2</a></td><td class="desc">How to Play Menu 2 is opened with next is clicked on <a class="el" href="class_view_1_1_how_to_play.html" title="How to Play Menu ">HowToPlay</a> Menu </td></tr>
diff --git a/Doc/Design/MIS/html/class_controller_1_1_game.html b/Doc/Design/MIS/html/class_controller_1_1_game.html
index 02ec024..2b67b77 100644
--- a/Doc/Design/MIS/html/class_controller_1_1_game.html
+++ b/Doc/Design/MIS/html/class_controller_1_1_game.html
@@ -154,7 +154,7 @@ static <a class="el" href="class_controller_1_1_game.html">Game</a>&#160;</td><t
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draws the game as it updates at 60FPS <br />
+<p>Draws the game as it updates at 60FPS. <br />
 <br />
  <b>Draw</b> <b>Components</b> <b>that</b> <b>move</b> <b>with</b> : *Note: Many draw methods although called here will not perform any action should the conditions to draw it not be met.</p><ul>
 <li>Start spriteBatch.begin, pass in camera transform matrix.</li>
@@ -189,7 +189,7 @@ static <a class="el" href="class_controller_1_1_game.html">Game</a>&#160;</td><t
 <li>If it is game over, draw the game over overlay image and buttons. <br />
  <dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">gameTime</td><td>The current <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> Time </td></tr>
+    <tr><td class="paramname">gameTime</td><td>The current <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> Time. </td></tr>
   </table>
   </dd>
 </dl>
@@ -258,7 +258,7 @@ static <a class="el" href="class_controller_1_1_game.html">Game</a>&#160;</td><t
   </tr>
 </table>
 </div><div class="memdoc">
-<p>initializes game. The <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> screen is invisible until the Menu screen is closed </p>
+<p>Initializes the game. The <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> screen is invisible until the Menu screen is closed. </p>
 
 </div>
 </div>
@@ -332,9 +332,9 @@ static <a class="el" href="class_controller_1_1_game.html">Game</a>&#160;</td><t
 </li>
 <li>During <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> State HowToPlay: <br />
 <ol type="1">
-<li>Checks if next button is clicked. In such case, change game state to HowToPlay2, set the 2nd instruction screen to show, and close the current window <br />
+<li>Checks if next button is clicked. In such case, change game state to HowToPlay2, set the 2nd instruction screen to show, and close the current window. <br />
 </li>
-<li>Checks if back button is clicked. In such case, change game state to MainMenu, set the Main Menu to show, and close the current window <br />
+<li>Checks if back button is clicked. In such case, change game state to MainMenu, set the Main Menu to show, and close the current window. <br />
 </li>
 <li>Checks if Exit <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> is clicked, in which case the game closes. <br />
 </li>
@@ -342,9 +342,9 @@ static <a class="el" href="class_controller_1_1_game.html">Game</a>&#160;</td><t
 </li>
 <li>During <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> State HowToPlay2: <br />
 <ol type="1">
-<li>Checks if next button is clicked. In such case, change game state to HowToPlay3, set the 2nd instruction screen to show, and close the current window <br />
+<li>Checks if next button is clicked. In such case, change game state to HowToPlay3, set the 2nd instruction screen to show, and close the current window. <br />
 </li>
-<li>Checks if back button is clicked. In such case, change game state to HowToPlay1, set the 2nd instruction screen to show, and close the current window <br />
+<li>Checks if back button is clicked. In such case, change game state to HowToPlay1, set the 2nd instruction screen to show, and close the current window. <br />
 </li>
 <li>Checks if Exit <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> is clicked, in which case the game closes. <br />
 </li>
@@ -352,7 +352,7 @@ static <a class="el" href="class_controller_1_1_game.html">Game</a>&#160;</td><t
 </li>
 <li>During <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> State HowToPlay3: <br />
 <ol type="1">
-<li>Checks if back button is clicked. In such case, change game state to HowToPlay2, set the 2nd instruction screen to show, and close the current window <br />
+<li>Checks if back button is clicked. In such case, change game state to HowToPlay2, set the 2nd instruction screen to show, and close the current window. <br />
 </li>
 <li>Checks if Exit <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> is clicked, in which case the game closes. <br />
 </li>
@@ -373,7 +373,7 @@ static <a class="el" href="class_controller_1_1_game.html">Game</a>&#160;</td><t
 <li>Loops over all player1 and 2's units, and removes the ones that are dead. If either player has no units left, isGameOver is set to true, and Song changes from map theme to <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> over theme. <br />
  <dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">gameTime</td><td>The current <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> Time </td></tr>
+    <tr><td class="paramname">gameTime</td><td>The current <a class="el" href="class_controller_1_1_game.html" title="Main Controller for game ">Game</a> Time. </td></tr>
   </table>
   </dd>
 </dl>
diff --git a/Doc/Design/MIS/html/class_model_1_1_archer.html b/Doc/Design/MIS/html/class_model_1_1_archer.html
index bb382fa..eb24a0c 100644
--- a/Doc/Design/MIS/html/class_model_1_1_archer.html
+++ b/Doc/Design/MIS/html/class_model_1_1_archer.html
@@ -71,7 +71,7 @@ $(function() {
 </div><!--header-->
 <div class="contents">
 
-<p>The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks.  
+<p>The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks.  
  <a href="class_model_1_1_archer.html#details">More...</a></p>
 <div class="dynheader">
 Inheritance diagram for Model.Archer:</div>
@@ -79,7 +79,7 @@ Inheritance diagram for Model.Archer:</div>
  <div class="center">
   <img src="class_model_1_1_archer.png" usemap="#Model.Archer_map" alt=""/>
   <map id="Model.Archer_map" name="Model.Archer_map">
-<area href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer " alt="Model.Unit" shape="rect" coords="0,0,91,24"/>
+<area href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. " alt="Model.Unit" shape="rect" coords="0,0,91,24"/>
 </map>
  </div></div>
 <table class="memberdecls">
@@ -177,7 +177,7 @@ Properties</h2></td></tr>
 <tr class="separator:a40c0baa06bc651953048d73599070425 inherit properties_interface_model_1_1_unit"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p>The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks. </p>
+<div class="textblock"><p>The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks. </p>
 </div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
 <a id="aa65eadaa92a26d9bcd8581276ad0ab87"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#aa65eadaa92a26d9bcd8581276ad0ab87">&sect;&nbsp;</a></span>Archer()</h2>
@@ -228,7 +228,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>The constructor for <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>. Stores all relevent data in model. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>The constructor for <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>. Stores all relevent data in model. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
     <tr><td class="paramname">spriteImage</td><td>The character sprite texture. </td></tr>
     <tr><td class="paramname">unitButtons</td><td>The Texture2D Array containing all the different textures for each button. </td></tr>
@@ -706,7 +706,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and get a unit's HP. Should HP fall under 0, <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>'s Alive Boolean should change to false. </p>
+<p>Sets and get a unit's HP. Should HP fall under 0, <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>'s Alive Boolean should change to false. </p>
 
 </div>
 </div>
@@ -730,7 +730,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new intelligence value. <br />
- Gets the effective intelligence -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> intelligence + weapon intelligence <br />
+ Gets the effective intelligence -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> intelligence + weapon intelligence <br />
  <b>Exceptions:</b> <br />
  -Negative strength will be treated as 0 in damage calculation, as damage dealt can not be negative. </p>
 
@@ -855,7 +855,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new skill value. <br />
- Gets the effective skill -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> skill + weapon skill <br />
+ Gets the effective skill -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> skill + weapon skill <br />
  <b>Exceptions:</b> <br />
  -Negative skill will not result in an error, but will most likely result in a 0% hit and crit rate. </p>
 
@@ -906,7 +906,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new strength value. <br />
- Gets the effective strength -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> strength + weapon strength <br />
+ Gets the effective strength -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> strength + weapon strength <br />
  <b>Exceptions:</b> <br />
  -Negative strength will be treated as 0 in damage calculation, as damage dealt can not be negative. </p>
 
diff --git a/Doc/Design/MIS/html/class_model_1_1_bronze_sword.html b/Doc/Design/MIS/html/class_model_1_1_bronze_sword.html
index 15d6689..7a1433b 100644
--- a/Doc/Design/MIS/html/class_model_1_1_bronze_sword.html
+++ b/Doc/Design/MIS/html/class_model_1_1_bronze_sword.html
@@ -85,7 +85,7 @@ Inheritance diagram for Model.BronzeSword:</div>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:a7cfa62de465249a6cf04a4ee3881ce4e"><td class="memItemLeft" align="right" valign="top">weaponType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_bronze_sword.html#a7cfa62de465249a6cf04a4ee3881ce4e">getWeapType</a> ()</td></tr>
+<tr class="memitem:a7cfa62de465249a6cf04a4ee3881ce4e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_bronze_sword.html#a7cfa62de465249a6cf04a4ee3881ce4e">getWeapType</a> ()</td></tr>
 <tr class="separator:a7cfa62de465249a6cf04a4ee3881ce4e"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a2b6859b3e48e9cc762a236c21a2b2778"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_bronze_sword.html#a2b6859b3e48e9cc762a236c21a2b2778">BronzeSword</a> ()</td></tr>
 <tr class="separator:a2b6859b3e48e9cc762a236c21a2b2778"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -132,7 +132,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Constructs a bronze sword weapon with stats: 5str, 5skill, 0int, and a range of 1 with name Bronze Sword </p>
+<p>Constructs a bronze sword weapon with stats: str, 5skill, 0int, and a range of 1 with name Bronze Sword. </p>
 
 </div>
 </div>
@@ -144,14 +144,14 @@ Properties</h2></td></tr>
 <div class="memproto">
       <table class="memname">
         <tr>
-          <td class="memname">weaponType Model.BronzeSword.getWeapType </td>
+          <td class="memname"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a> Model.BronzeSword.getWeapType </td>
           <td>(</td>
           <td class="paramname"></td><td>)</td>
           <td></td>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Return the weapon type </p>
+<p>Returns the weapon type. </p>
 
 <p>Implements <a class="el" href="interface_model_1_1_weapon.html#a8a1a86582efd21733df621490f39e075">Model.Weapon</a>.</p>
 
diff --git a/Doc/Design/MIS/html/class_model_1_1_damage_calculations.html b/Doc/Design/MIS/html/class_model_1_1_damage_calculations.html
index 1682def..627108c 100644
--- a/Doc/Design/MIS/html/class_model_1_1_damage_calculations.html
+++ b/Doc/Design/MIS/html/class_model_1_1_damage_calculations.html
@@ -128,14 +128,14 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>factors in damage dealt, hit rate, crit rate, and number of attacks (as in how above functions were calculated) to calculate actual damage dealt. Hit and crit is factored in by creating a random number between 0-100, and see if that random number is within the range of the crit or hit rate. If it is, then the unit hits with the attack and/or crits. <br />
+<p>This method factors in damage dealt, hit rate, crit rate, and number of attacks (as in how above functions were calculated) to calculate actual damage dealt. Hit and crit is factored in by creating a random number between 0-100, and see if that random number is within the range of the crit or hit rate. If it is, then the unit hits with the attack and/or crits. <br />
 If an attack misses, damage dealt is 0, otherwise damage is dealt normally. <br />
 If an attack crits, damage dealt is x2 regular normal damage. <br />
 If numOfAttacks is 1, damage is dealt once. Else if 2, damage is dealt twice. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">attacker</td><td>The unit performing the attack </td></tr>
-    <tr><td class="paramname">defender</td><td>The unit defending against the attack </td></tr>
-    <tr><td class="paramname">physOrMagic</td><td>Boolean that tells the controller if it's physical or magical damage to be calculated </td></tr>
+    <tr><td class="paramname">attacker</td><td>The unit performing the attack. </td></tr>
+    <tr><td class="paramname">defender</td><td>The unit defending against the attack. </td></tr>
+    <tr><td class="paramname">physOrMagic</td><td>The boolean that tells the controller if it's physical or magical damage to be calculated. </td></tr>
   </table>
   </dd>
 </dl>
@@ -175,12 +175,12 @@ If numOfAttacks is 1, damage is dealt once. Else if 2, damage is dealt twice. </
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Passes in the 2 units, and returns the crit rate as a percentage out of 100 by taking into account both unit's skill. <br />
+<p>This method takes in the 2 units, and returns the crit rate as a percentage out of 100 by taking into account both unit's skill. <br />
 This calculation is found according to the equation [((attackerSkill/10) - (defenderSkill/10) +1) *0.1] *100. <br />
 A negative hitrate will be changed to 0. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">attacker</td><td>The unit performing the attack </td></tr>
-    <tr><td class="paramname">defender</td><td>The unit defending against the attack </td></tr>
+    <tr><td class="paramname">attacker</td><td>The unit performing the attack. </td></tr>
+    <tr><td class="paramname">defender</td><td>The unit defending against the attack. </td></tr>
   </table>
   </dd>
 </dl>
@@ -226,11 +226,11 @@ A negative hitrate will be changed to 0. </p><dl class="params"><dt>Parameters</
   </tr>
 </table>
 </div><div class="memdoc">
-<p>passes in the 2 units, and a boolean on whether attack is physical (false). Damage is then calculated by taking attacker's Str/int, and defender's def/res (where str-def is for physical, and int-res is for magic). If the defending stat is higher, final damage is 0 as an attack cannot heal. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>This method takes in the 2 units, and a boolean on whether attack is physical (false). Damage is then calculated by taking attacker's Str/int, and defender's def/res (where str-def is for physical, and int-res is for magic). If the defending stat is higher, final damage is 0 as an attack cannot heal. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">attacker</td><td>The unit performing the attack </td></tr>
-    <tr><td class="paramname">defender</td><td>The unit defending against the attack </td></tr>
-    <tr><td class="paramname">physOrMagic</td><td>Boolean that tells the controller if it's physical or magical damage to be calculated </td></tr>
+    <tr><td class="paramname">attacker</td><td>The unit performing the attack. </td></tr>
+    <tr><td class="paramname">defender</td><td>The unit defending against the attack. </td></tr>
+    <tr><td class="paramname">physOrMagic</td><td>Boolean that tells the controller if it's physical or magical damage to be calculated. </td></tr>
   </table>
   </dd>
 </dl>
@@ -270,10 +270,10 @@ A negative hitrate will be changed to 0. </p><dl class="params"><dt>Parameters</
   </tr>
 </table>
 </div><div class="memdoc">
-<p>passes in then 2 units, and determines how many attacks the attacker makes by factoring in both unit's relative speed. If one unit's speed is 4 or more higher then the other unit, hitCount will return 2. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>This method takes in the 2 units, and determines how many attacks the attacker makes by factoring in both unit's relative speed. If one unit's speed is 4 or more higher then the other unit, hitCount will return 2. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">attacker</td><td>The unit performing the attack </td></tr>
-    <tr><td class="paramname">defender</td><td>The unit defending against the attack </td></tr>
+    <tr><td class="paramname">attacker</td><td>The unit performing the attack. </td></tr>
+    <tr><td class="paramname">defender</td><td>The unit defending against the attack. </td></tr>
   </table>
   </dd>
 </dl>
@@ -313,12 +313,12 @@ A negative hitrate will be changed to 0. </p><dl class="params"><dt>Parameters</
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Passes in the 2 units, and returns the hit rate as a percentage out of 100 by taking into account both unit's skill. <br />
+<p>This method takes in the 2 units, and returns the hit rate as a percentage out of 100 by taking into account both unit's skill. <br />
 This calculation is found according to the equation [((attackerSkill/10) - (defenderSkill/10) +1) *0.8] *100. <br />
 A negative hitrate will be changed to 0. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">attacker</td><td>The unit performing the attack </td></tr>
-    <tr><td class="paramname">defender</td><td>The unit defending against the attack </td></tr>
+    <tr><td class="paramname">attacker</td><td>The unit performing the attack. </td></tr>
+    <tr><td class="paramname">defender</td><td>The unit defending against the attack. </td></tr>
   </table>
   </dd>
 </dl>
diff --git a/Doc/Design/MIS/html/class_model_1_1_fireball.html b/Doc/Design/MIS/html/class_model_1_1_fireball.html
index f3fad33..afa5314 100644
--- a/Doc/Design/MIS/html/class_model_1_1_fireball.html
+++ b/Doc/Design/MIS/html/class_model_1_1_fireball.html
@@ -85,7 +85,7 @@ Inheritance diagram for Model.Fireball:</div>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:a0bf71d9257be9b96e75a62bf0f08fa09"><td class="memItemLeft" align="right" valign="top">weaponType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_fireball.html#a0bf71d9257be9b96e75a62bf0f08fa09">getWeapType</a> ()</td></tr>
+<tr class="memitem:a0bf71d9257be9b96e75a62bf0f08fa09"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_fireball.html#a0bf71d9257be9b96e75a62bf0f08fa09">getWeapType</a> ()</td></tr>
 <tr class="separator:a0bf71d9257be9b96e75a62bf0f08fa09"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a7d641800d5354711f67ce3554a2deb0d"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_fireball.html#a7d641800d5354711f67ce3554a2deb0d">Fireball</a> ()</td></tr>
 <tr class="separator:a7d641800d5354711f67ce3554a2deb0d"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -132,7 +132,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Constructs a <a class="el" href="class_model_1_1_fireball.html" title="Ranged Magical Weapon. ">Fireball</a> weapon with stats: 1str, 5skill, 5int, and a range of 1-2 with name <a class="el" href="class_model_1_1_fireball.html" title="Ranged Magical Weapon. ">Fireball</a> tome </p>
+<p>Constructs a <a class="el" href="class_model_1_1_fireball.html" title="Ranged Magical Weapon. ">Fireball</a> weapon with stats: 1str, 5skill, 5int, and a range of 1-2 with name <a class="el" href="class_model_1_1_fireball.html" title="Ranged Magical Weapon. ">Fireball</a> tome. </p>
 
 </div>
 </div>
@@ -144,14 +144,14 @@ Properties</h2></td></tr>
 <div class="memproto">
       <table class="memname">
         <tr>
-          <td class="memname">weaponType Model.Fireball.getWeapType </td>
+          <td class="memname"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a> Model.Fireball.getWeapType </td>
           <td>(</td>
           <td class="paramname"></td><td>)</td>
           <td></td>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Return the weapon type </p>
+<p>Returns the weapon type. </p>
 
 <p>Implements <a class="el" href="interface_model_1_1_weapon.html#a8a1a86582efd21733df621490f39e075">Model.Weapon</a>.</p>
 
@@ -274,7 +274,7 @@ Properties</h2></td></tr>
 </div>
 </div>
 <hr/>The documentation for this class was generated from the following file:<ul>
-<li>C:/Users/Thien Trandinh/Documents/Blaze-Brigade/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs</li>
+<li>C:/Users/Thien Trandinh/Documents/Blaze-Brigade/src/Blaze-Brigade/Blaze_Brigade/Fireball.cs</li>
 </ul>
 </div><!-- contents -->
 <!-- start footer part -->
diff --git a/Doc/Design/MIS/html/class_model_1_1_fireblast.html b/Doc/Design/MIS/html/class_model_1_1_fireblast.html
index 6652153..ee7fc63 100644
--- a/Doc/Design/MIS/html/class_model_1_1_fireblast.html
+++ b/Doc/Design/MIS/html/class_model_1_1_fireblast.html
@@ -85,7 +85,7 @@ Inheritance diagram for Model.Fireblast:</div>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:a50932f8fd4838688bb226987fcbdb757"><td class="memItemLeft" align="right" valign="top">weaponType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_fireblast.html#a50932f8fd4838688bb226987fcbdb757">getWeapType</a> ()</td></tr>
+<tr class="memitem:a50932f8fd4838688bb226987fcbdb757"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_fireblast.html#a50932f8fd4838688bb226987fcbdb757">getWeapType</a> ()</td></tr>
 <tr class="separator:a50932f8fd4838688bb226987fcbdb757"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a34c557adfc63f9cd0cb8175b94fc7866"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_fireblast.html#a34c557adfc63f9cd0cb8175b94fc7866">Fireblast</a> ()</td></tr>
 <tr class="separator:a34c557adfc63f9cd0cb8175b94fc7866"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -132,7 +132,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Constructs a <a class="el" href="class_model_1_1_fireblast.html" title="Ranged Magical Weapon. ">Fireblast</a> weapon with stats: 1str, 3skill, 7int, and a range of 1-2 with name <a class="el" href="class_model_1_1_fireblast.html" title="Ranged Magical Weapon. ">Fireblast</a> tome </p>
+<p>Constructs a <a class="el" href="class_model_1_1_fireblast.html" title="Ranged Magical Weapon. ">Fireblast</a> weapon with stats: 1str, 3skill, 7int, and a range of 1-2 with name <a class="el" href="class_model_1_1_fireblast.html" title="Ranged Magical Weapon. ">Fireblast</a> tome. </p>
 
 </div>
 </div>
@@ -144,14 +144,14 @@ Properties</h2></td></tr>
 <div class="memproto">
       <table class="memname">
         <tr>
-          <td class="memname">weaponType Model.Fireblast.getWeapType </td>
+          <td class="memname"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a> Model.Fireblast.getWeapType </td>
           <td>(</td>
           <td class="paramname"></td><td>)</td>
           <td></td>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Return the weapon type </p>
+<p>Returns the weapon type. </p>
 
 <p>Implements <a class="el" href="interface_model_1_1_weapon.html#a8a1a86582efd21733df621490f39e075">Model.Weapon</a>.</p>
 
diff --git a/Doc/Design/MIS/html/class_model_1_1_game_state.html b/Doc/Design/MIS/html/class_model_1_1_game_state.html
index fd59dc9..69efe79 100644
--- a/Doc/Design/MIS/html/class_model_1_1_game_state.html
+++ b/Doc/Design/MIS/html/class_model_1_1_game_state.html
@@ -71,7 +71,7 @@ $(function() {
 </div><!--header-->
 <div class="contents">
 
-<p>This class holds states in the scope of the entire gameplay  
+<p>This class holds states in the scope of the entire gameplay.  
  <a href="class_model_1_1_game_state.html#details">More...</a></p>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
@@ -141,7 +141,7 @@ Properties</h2></td></tr>
 <tr class="separator:a87cc1bbbd0fef930a435e4ac2d941bfd"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p>This class holds states in the scope of the entire gameplay </p>
+<div class="textblock"><p>This class holds states in the scope of the entire gameplay. </p>
 </div><h2 class="groupheader">Property Documentation</h2>
 <a id="ab5781c1403edc30064ae2a8cbaad4c4c"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#ab5781c1403edc30064ae2a8cbaad4c4c">&sect;&nbsp;</a></span>attackConfirmOpen</h2>
@@ -162,7 +162,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether attackConfirm menu should be open </p>
+<p>Sets and gets whether attackConfirm menu should be open. </p>
 
 </div>
 </div>
@@ -185,7 +185,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether player is currently selecting unit to attack </p>
+<p>Sets and gets whether player is currently selecting unit to attack. </p>
 
 </div>
 </div>
@@ -208,7 +208,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets if a unit has moved yet or not. beforeMOve is true before unit moves, false after it moves. Used to determine what tiles are highlighted </p>
+<p>Sets and gets if a unit has moved yet or not. beforeMOve is true before unit moves, false after it moves. Used to determine what tiles are highlighted. </p>
 
 </div>
 </div>
@@ -231,7 +231,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets the current player </p>
+<p>Sets and gets the current player. </p>
 
 </div>
 </div>
@@ -277,7 +277,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether damage dealt number pops up for current player </p>
+<p>Sets and gets whether damage dealt number pops up for current player. </p>
 
 </div>
 </div>
@@ -300,7 +300,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether drop down menu should be open </p>
+<p>Sets and gets whether drop down menu should be open. </p>
 
 </div>
 </div>
@@ -323,7 +323,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether end turn button is active </p>
+<p>Sets and gets whether end turn button is active. </p>
 
 </div>
 </div>
@@ -346,7 +346,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets end turn button position </p>
+<p>Sets and gets end turn button position. </p>
 
 </div>
 </div>
@@ -369,7 +369,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets the enemy player </p>
+<p>Sets and gets the enemy player. </p>
 
 </div>
 </div>
@@ -415,7 +415,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether damage dealt number pops up for enemy player </p>
+<p>Sets and gets whether damage dealt number pops up for enemy player. </p>
 
 </div>
 </div>
@@ -438,7 +438,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets if game should exit </p>
+<p>Sets and gets if game should exit. </p>
 
 </div>
 </div>
@@ -461,7 +461,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether game is over </p>
+<p>Sets and gets whether game is over. </p>
 
 </div>
 </div>
@@ -484,7 +484,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether inventory menu should be open </p>
+<p>Sets and gets whether inventory menu should be open. </p>
 
 </div>
 </div>
@@ -507,7 +507,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether an animation sequence is currently on screen </p>
+<p>Sets and gets whether an animation sequence is currently on screen. </p>
 
 </div>
 </div>
@@ -530,7 +530,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets the current unit controlled in a 2nd location, for printing damage popup AFTER selectedUnit has been updated, since damage Popup should appear for a few seconds after action has finished </p>
+<p>Sets and gets the current unit controlled in a 2nd location, for printing damage popup AFTER selectedUnit has been updated, since damage Popup should appear for a few seconds after action has finished. </p>
 
 </div>
 </div>
@@ -553,7 +553,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets the current unit controlled in a 2nd location, for printing damage popup AFTER unitToAttack has been updated, since damage Popup should appear for a few seconds after action has finished </p>
+<p>Sets and gets the current unit controlled in a 2nd location, for printing damage popup AFTER unitToAttack has been updated, since damage Popup should appear for a few seconds after action has finished. </p>
 
 </div>
 </div>
@@ -576,7 +576,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets movable nodes that can be retrieved without calling path finding </p>
+<p>Sets and gets movable nodes that can be retrieved without calling path finding. </p>
 
 </div>
 </div>
@@ -599,7 +599,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets player 1 (blue team) </p>
+<p>Sets and gets player 1 (blue team). </p>
 
 </div>
 </div>
@@ -622,7 +622,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets player 2 (red team) </p>
+<p>Sets and gets player 2 (red team). </p>
 
 </div>
 </div>
@@ -645,7 +645,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets the selected enemy unit </p>
+<p>Sets and gets the selected enemy unit. </p>
 
 </div>
 </div>
@@ -668,7 +668,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets a unit </p>
+<p>Sets and gets a unit. </p>
 
 </div>
 </div>
@@ -691,7 +691,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>sets and gets whether it is currently transitioning turns </p>
+<p>sets and gets whether it is currently transitioning turns. </p>
 
 </div>
 </div>
@@ -737,7 +737,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets the unit to attack </p>
+<p>Sets and gets the unit to attack. </p>
 
 </div>
 </div>
@@ -760,7 +760,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets the winning player </p>
+<p>Sets and gets the winning player. </p>
 
 </div>
 </div>
diff --git a/Doc/Design/MIS/html/class_model_1_1_iron_sword.html b/Doc/Design/MIS/html/class_model_1_1_iron_sword.html
index cb49135..7faa551 100644
--- a/Doc/Design/MIS/html/class_model_1_1_iron_sword.html
+++ b/Doc/Design/MIS/html/class_model_1_1_iron_sword.html
@@ -85,7 +85,7 @@ Inheritance diagram for Model.IronSword:</div>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:a5a4a9cac128932245e58b8720903566a"><td class="memItemLeft" align="right" valign="top">weaponType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_iron_sword.html#a5a4a9cac128932245e58b8720903566a">getWeapType</a> ()</td></tr>
+<tr class="memitem:a5a4a9cac128932245e58b8720903566a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_iron_sword.html#a5a4a9cac128932245e58b8720903566a">getWeapType</a> ()</td></tr>
 <tr class="separator:a5a4a9cac128932245e58b8720903566a"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a2c46a5f532dad9cda84c24a2e47db054"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_iron_sword.html#a2c46a5f532dad9cda84c24a2e47db054">IronSword</a> ()</td></tr>
 <tr class="separator:a2c46a5f532dad9cda84c24a2e47db054"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -144,14 +144,14 @@ Properties</h2></td></tr>
 <div class="memproto">
       <table class="memname">
         <tr>
-          <td class="memname">weaponType Model.IronSword.getWeapType </td>
+          <td class="memname"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a> Model.IronSword.getWeapType </td>
           <td>(</td>
           <td class="paramname"></td><td>)</td>
           <td></td>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Return the weapon type </p>
+<p>Returns the weapon type. </p>
 
 <p>Implements <a class="el" href="interface_model_1_1_weapon.html#a8a1a86582efd21733df621490f39e075">Model.Weapon</a>.</p>
 
diff --git a/Doc/Design/MIS/html/class_model_1_1_long_bow.html b/Doc/Design/MIS/html/class_model_1_1_long_bow.html
index 738a871..97b32e1 100644
--- a/Doc/Design/MIS/html/class_model_1_1_long_bow.html
+++ b/Doc/Design/MIS/html/class_model_1_1_long_bow.html
@@ -85,7 +85,7 @@ Inheritance diagram for Model.LongBow:</div>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:aaa59e7c64eb7de1ba47de55c56d6cf93"><td class="memItemLeft" align="right" valign="top">weaponType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_long_bow.html#aaa59e7c64eb7de1ba47de55c56d6cf93">getWeapType</a> ()</td></tr>
+<tr class="memitem:aaa59e7c64eb7de1ba47de55c56d6cf93"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_long_bow.html#aaa59e7c64eb7de1ba47de55c56d6cf93">getWeapType</a> ()</td></tr>
 <tr class="separator:aaa59e7c64eb7de1ba47de55c56d6cf93"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a0ac1eb12d01801e0b2385624ae974002"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_long_bow.html#a0ac1eb12d01801e0b2385624ae974002">LongBow</a> ()</td></tr>
 <tr class="separator:a0ac1eb12d01801e0b2385624ae974002"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -132,7 +132,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Constructs a <a class="el" href="class_model_1_1_long_bow.html" title="Ranged physical Weapon. ">LongBow</a> weapon with stats: 7str, 8skill, 0int, and a range of 2-3 with name Long Bow </p>
+<p>Constructs a <a class="el" href="class_model_1_1_long_bow.html" title="Ranged physical Weapon. ">LongBow</a> weapon with stats: 7str, 8skill, 0int, and a range of 2-3 with name Long Bows </p>
 
 </div>
 </div>
@@ -144,14 +144,14 @@ Properties</h2></td></tr>
 <div class="memproto">
       <table class="memname">
         <tr>
-          <td class="memname">weaponType Model.LongBow.getWeapType </td>
+          <td class="memname"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a> Model.LongBow.getWeapType </td>
           <td>(</td>
           <td class="paramname"></td><td>)</td>
           <td></td>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Return the weapon type </p>
+<p>Returns the weapon type. </p>
 
 <p>Implements <a class="el" href="interface_model_1_1_weapon.html#a8a1a86582efd21733df621490f39e075">Model.Weapon</a>.</p>
 
diff --git a/Doc/Design/MIS/html/class_model_1_1_mage.html b/Doc/Design/MIS/html/class_model_1_1_mage.html
index a96980f..0db145c 100644
--- a/Doc/Design/MIS/html/class_model_1_1_mage.html
+++ b/Doc/Design/MIS/html/class_model_1_1_mage.html
@@ -71,8 +71,8 @@ $(function() {
 </div><!--header-->
 <div class="contents">
 
-<p>The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. <br />
- This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats.  
+<p>The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. <br />
+ This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats.  
  <a href="class_model_1_1_mage.html#details">More...</a></p>
 <div class="dynheader">
 Inheritance diagram for Model.Mage:</div>
@@ -80,7 +80,7 @@ Inheritance diagram for Model.Mage:</div>
  <div class="center">
   <img src="class_model_1_1_mage.png" usemap="#Model.Mage_map" alt=""/>
   <map id="Model.Mage_map" name="Model.Mage_map">
-<area href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer " alt="Model.Unit" shape="rect" coords="0,0,83,24"/>
+<area href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. " alt="Model.Unit" shape="rect" coords="0,0,83,24"/>
 </map>
  </div></div>
 <table class="memberdecls">
@@ -178,8 +178,8 @@ Properties</h2></td></tr>
 <tr class="separator:a40c0baa06bc651953048d73599070425 inherit properties_interface_model_1_1_unit"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p>The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. <br />
- This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats. </p>
+<div class="textblock"><p>The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. <br />
+ This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats. </p>
 </div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
 <a id="aa9d526bc401709e262ded8b3df672575"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#aa9d526bc401709e262ded8b3df672575">&sect;&nbsp;</a></span>Mage()</h2>
@@ -230,7 +230,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>The constructor for <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>. Stores all relevent data in model. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>The constructor for <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>. Stores all relevent data in model. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
     <tr><td class="paramname">spriteImage</td><td>The character sprite texture. </td></tr>
     <tr><td class="paramname">unitButtons</td><td>The Texture2D Array containing all the different textures for each button. </td></tr>
@@ -708,7 +708,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and get a unit's HP. Should HP fall under 0, <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>'s Alive Boolean should change to false. </p>
+<p>Sets and get a unit's HP. Should HP fall under 0, <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>'s Alive Boolean should change to false. </p>
 
 </div>
 </div>
@@ -732,7 +732,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new intelligence value. <br />
- Gets the effective intelligence -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> intelligence + weapon intelligence <br />
+ Gets the effective intelligence -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> intelligence + weapon intelligence <br />
  <b>Exceptions:</b> <br />
  -Negative strength will be treated as 0 in damage calculation, as damage dealt can not be negative. </p>
 
@@ -857,7 +857,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new skill value. <br />
- Gets the effective skill -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> skill + weapon skill <br />
+ Gets the effective skill -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> skill + weapon skill <br />
  <b>Exceptions:</b> <br />
  -Negative skill will not result in an error, but will most likely result in a 0% hit and crit rate. </p>
 
@@ -908,7 +908,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new strength value. <br />
- Gets the effective strength -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> strength + weapon strength <br />
+ Gets the effective strength -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> strength + weapon strength <br />
  <b>Exceptions:</b> <br />
  -Negative strength will be treated as 0 in damage calculation, as damage dealt can not be negative. </p>
 
diff --git a/Doc/Design/MIS/html/class_model_1_1_player.html b/Doc/Design/MIS/html/class_model_1_1_player.html
index 858a8e8..b4fe325 100644
--- a/Doc/Design/MIS/html/class_model_1_1_player.html
+++ b/Doc/Design/MIS/html/class_model_1_1_player.html
@@ -128,7 +128,7 @@ Public Member Functions</h2></td></tr>
 </div><div class="memdoc">
 <p>Adds the specified unit to the player's units. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">unit</td><td><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> to be added. </td></tr>
+    <tr><td class="paramname">unit</td><td><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> to be added. </td></tr>
   </table>
   </dd>
 </dl>
@@ -212,7 +212,7 @@ Public Member Functions</h2></td></tr>
 </div><div class="memdoc">
 <p>Removes the specified unit from the player's units. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">unit</td><td><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> to be removed. </td></tr>
+    <tr><td class="paramname">unit</td><td><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> to be removed. </td></tr>
   </table>
   </dd>
 </dl>
diff --git a/Doc/Design/MIS/html/class_model_1_1_short_bow.html b/Doc/Design/MIS/html/class_model_1_1_short_bow.html
index 020064c..924b8c5 100644
--- a/Doc/Design/MIS/html/class_model_1_1_short_bow.html
+++ b/Doc/Design/MIS/html/class_model_1_1_short_bow.html
@@ -85,7 +85,7 @@ Inheritance diagram for Model.ShortBow:</div>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:a760f49d4a3009336d5781e635ad56171"><td class="memItemLeft" align="right" valign="top">weaponType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_short_bow.html#a760f49d4a3009336d5781e635ad56171">getWeapType</a> ()</td></tr>
+<tr class="memitem:a760f49d4a3009336d5781e635ad56171"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_short_bow.html#a760f49d4a3009336d5781e635ad56171">getWeapType</a> ()</td></tr>
 <tr class="separator:a760f49d4a3009336d5781e635ad56171"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a56be3348d6294bcf8f3e01f8166ac809"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_short_bow.html#a56be3348d6294bcf8f3e01f8166ac809">ShortBow</a> ()</td></tr>
 <tr class="separator:a56be3348d6294bcf8f3e01f8166ac809"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -132,7 +132,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Constructs a <a class="el" href="class_model_1_1_fireball.html" title="Ranged Magical Weapon. ">Fireball</a> weapon with stats: 7str, 10skill, 0int, and a range of 1-2 with name Short Bow </p>
+<p>Constructs a <a class="el" href="class_model_1_1_fireball.html" title="Ranged Magical Weapon. ">Fireball</a> weapon with stats: 7str, 10skill, 0int, and a range of 1-2 with name Short Bows </p>
 
 </div>
 </div>
@@ -144,14 +144,14 @@ Properties</h2></td></tr>
 <div class="memproto">
       <table class="memname">
         <tr>
-          <td class="memname">weaponType Model.ShortBow.getWeapType </td>
+          <td class="memname"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a> Model.ShortBow.getWeapType </td>
           <td>(</td>
           <td class="paramname"></td><td>)</td>
           <td></td>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Return the weapon type </p>
+<p>Returns the weapon type. </p>
 
 <p>Implements <a class="el" href="interface_model_1_1_weapon.html#a8a1a86582efd21733df621490f39e075">Model.Weapon</a>.</p>
 
diff --git a/Doc/Design/MIS/html/class_model_1_1_warrior.html b/Doc/Design/MIS/html/class_model_1_1_warrior.html
index ce7e095..12f315b 100644
--- a/Doc/Design/MIS/html/class_model_1_1_warrior.html
+++ b/Doc/Design/MIS/html/class_model_1_1_warrior.html
@@ -71,7 +71,7 @@ $(function() {
 </div><!--header-->
 <div class="contents">
 
-<p>The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance.  
+<p>The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance.  
  <a href="class_model_1_1_warrior.html#details">More...</a></p>
 <div class="dynheader">
 Inheritance diagram for Model.Warrior:</div>
@@ -79,7 +79,7 @@ Inheritance diagram for Model.Warrior:</div>
  <div class="center">
   <img src="class_model_1_1_warrior.png" usemap="#Model.Warrior_map" alt=""/>
   <map id="Model.Warrior_map" name="Model.Warrior_map">
-<area href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer " alt="Model.Unit" shape="rect" coords="0,0,94,24"/>
+<area href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. " alt="Model.Unit" shape="rect" coords="0,0,94,24"/>
 </map>
  </div></div>
 <table class="memberdecls">
@@ -177,7 +177,7 @@ Properties</h2></td></tr>
 <tr class="separator:a40c0baa06bc651953048d73599070425 inherit properties_interface_model_1_1_unit"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p>The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance. </p>
+<div class="textblock"><p>The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance. </p>
 </div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
 <a id="ad507848a1c4eac9be4f200c01bef5c0f"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#ad507848a1c4eac9be4f200c01bef5c0f">&sect;&nbsp;</a></span>Warrior()</h2>
@@ -228,7 +228,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>The constructor for <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>. Stores all relevent data in model. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>The constructor for <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>. Stores all relevent data in model. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
     <tr><td class="paramname">spriteImage</td><td>The character sprite texture. </td></tr>
     <tr><td class="paramname">unitButtons</td><td>The Texture2D Array containing all the different textures for each button. </td></tr>
@@ -706,7 +706,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and get a unit's HP. Should HP fall under 0, <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>'s Alive Boolean should change to false. </p>
+<p>Sets and get a unit's HP. Should HP fall under 0, <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>'s Alive Boolean should change to false. </p>
 
 </div>
 </div>
@@ -730,7 +730,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new intelligence value. <br />
- Gets the effective intelligence -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> intelligence + weapon intelligence <br />
+ Gets the effective intelligence -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> intelligence + weapon intelligence <br />
  <b>Exceptions:</b> <br />
  -Negative strength will be treated as 0 in damage calculation, as damage dealt can not be negative. </p>
 
@@ -855,7 +855,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new skill value. <br />
- Gets the effective skill -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> skill + weapon skill <br />
+ Gets the effective skill -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> skill + weapon skill <br />
  <b>Exceptions:</b> <br />
  -Negative skill will not result in an error, but will most likely result in a 0% hit and crit rate. </p>
 
@@ -906,7 +906,7 @@ Properties</h2></td></tr>
 </table>
 </div><div class="memdoc">
 <p>Sets and gets the new strength value. <br />
- Gets the effective strength -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> strength + weapon strength <br />
+ Gets the effective strength -&gt; <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> strength + weapon strength <br />
  <b>Exceptions:</b> <br />
  -Negative strength will be treated as 0 in damage calculation, as damage dealt can not be negative. </p>
 
diff --git a/Doc/Design/MIS/html/class_view_1_1_button.html b/Doc/Design/MIS/html/class_view_1_1_button.html
index aea08ad..f451456 100644
--- a/Doc/Design/MIS/html/class_view_1_1_button.html
+++ b/Doc/Design/MIS/html/class_view_1_1_button.html
@@ -71,7 +71,7 @@ $(function() {
 </div><!--header-->
 <div class="contents">
 
-<p>Buttons for the drop down menu buttons when selecting units  
+<p>Buttons for the drop down menu buttons when selecting units.  
  <a href="class_view_1_1_button.html#details">More...</a></p>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
@@ -99,7 +99,7 @@ Properties</h2></td></tr>
 <tr class="separator:af7d2c198f378abf2b90d9d32f369640e"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p>Buttons for the drop down menu buttons when selecting units </p>
+<div class="textblock"><p>Buttons for the drop down menu buttons when selecting units. </p>
 </div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
 <a id="af1811d9154063453744af47950aeefc0"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#af1811d9154063453744af47950aeefc0">&sect;&nbsp;</a></span>Button()</h2>
@@ -132,11 +132,11 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Constructor for button. <a class="el" href="class_view_1_1_button.html" title="Buttons for the drop down menu buttons when selecting units ">Button</a> is by defaalt active, and has no item. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>Constructor for button. <a class="el" href="class_view_1_1_button.html" title="Buttons for the drop down menu buttons when selecting units. ">Button</a> is by defaalt active, and has no item. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">type</td><td>Which button type </td></tr>
-    <tr><td class="paramname">coordinates</td><td>The pixel coordinate of the button </td></tr>
-    <tr><td class="paramname">image</td><td>The texture for the button </td></tr>
+    <tr><td class="paramname">type</td><td>What the button type is. </td></tr>
+    <tr><td class="paramname">coordinates</td><td>The pixel coordinate of the button. </td></tr>
+    <tr><td class="paramname">image</td><td>The texture for the button. </td></tr>
   </table>
   </dd>
 </dl>
@@ -158,7 +158,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Returns the button type </p>
+<p>Returns the button type. </p>
 
 </div>
 </div>
@@ -176,7 +176,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Returns the button image </p>
+<p>Returns the button image. </p>
 
 </div>
 </div>
@@ -194,7 +194,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Returns the pixel coordinate of the button </p>
+<p>Returns the pixel coordinate of the button. </p>
 
 </div>
 </div>
@@ -223,10 +223,10 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Sets the pixelCoordinate </p><dl class="params"><dt>Parameters</dt><dd>
+<p>Sets the pixelCoordinate of button. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">x</td><td>The x coordinate of the button </td></tr>
-    <tr><td class="paramname">y</td><td>the y coordinate of the button </td></tr>
+    <tr><td class="paramname">x</td><td>The x coordinate of the button. </td></tr>
+    <tr><td class="paramname">y</td><td>the y coordinate of the button. </td></tr>
   </table>
   </dd>
 </dl>
@@ -253,7 +253,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>sets and gets whether button is active </p>
+<p>sets and gets whether button is active. </p>
 
 </div>
 </div>
@@ -276,7 +276,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets whether an item is currently bounded to button </p>
+<p>Sets and gets whether an item is currently bounded to button. </p>
 
 </div>
 </div>
@@ -299,7 +299,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>sets and gets string name for item name </p>
+<p>Sets and gets string name for item name. </p>
 
 </div>
 </div>
@@ -322,7 +322,7 @@ Properties</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets weapon associated with button </p>
+<p>Sets and gets weapon associated with the button. </p>
 
 </div>
 </div>
diff --git a/Doc/Design/MIS/html/class_view_1_1_camera.html b/Doc/Design/MIS/html/class_view_1_1_camera.html
index 2a4ef4f..850442e 100644
--- a/Doc/Design/MIS/html/class_view_1_1_camera.html
+++ b/Doc/Design/MIS/html/class_view_1_1_camera.html
@@ -71,7 +71,7 @@ $(function() {
 </div><!--header-->
 <div class="contents">
 
-<p><a class="el" href="class_view_1_1_camera.html" title="Camera class for making the scrollable camera ">Camera</a> class for making the scrollable camera  
+<p>The camera class for making the scrollable camera.  
  <a href="class_view_1_1_camera.html#details">More...</a></p>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
@@ -87,7 +87,7 @@ Properties</h2></td></tr>
 <tr class="separator:a991c3ad145e3f813a9246284f92e3afd"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p><a class="el" href="class_view_1_1_camera.html" title="Camera class for making the scrollable camera ">Camera</a> class for making the scrollable camera </p>
+<div class="textblock"><p>The camera class for making the scrollable camera. </p>
 </div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
 <a id="a9493580e7485519c5dd9bd496b83165c"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#a9493580e7485519c5dd9bd496b83165c">&sect;&nbsp;</a></span>Camera()</h2>
@@ -103,7 +103,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Constructor for the camera. Initial location is at 0,0 </p>
+<p>Constructor for the camera. Initial location is at 0,0. </p>
 
 </div>
 </div>
diff --git a/Doc/Design/MIS/html/class_view_1_1_draw_class.html b/Doc/Design/MIS/html/class_view_1_1_draw_class.html
index 5606e2a..cbd4b99 100644
--- a/Doc/Design/MIS/html/class_view_1_1_draw_class.html
+++ b/Doc/Design/MIS/html/class_view_1_1_draw_class.html
@@ -154,13 +154,13 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draw attack confirmation screen. All the damage calculations, 1 set each for each player: AttackType, damageDealt, hitCOunt, hitRate, critRate, HP and equipped weapons are all printed to the screen. To make sure the damage numbers are properly displayed for which player's unit is attacking, and which is defending, the method will check for whose player's turn it currently is. The method will also draw the attack confirm button. Negative numbers for stats are handled in DamageClass. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>Draws the attack confirmation screen. All the damage calculations, 1 set each for each player: AttackType, damageDealt, hitCOunt, hitRate, critRate, HP and equipped weapons are all printed to the screen. To make sure the damage numbers are properly displayed for which player's unit is attacking, and which is defending, the method will check for whose player's turn it currently is. The method will also draw the attack confirm button. Negative numbers for stats are handled in DamageClass. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">font</td><td>small font to be used </td></tr>
-    <tr><td class="paramname">largeFont</td><td>Larger font to be used </td></tr>
-    <tr><td class="paramname">largestFont</td><td>Largest font to be used </td></tr>
-    <tr><td class="paramname">graph</td><td>The game graph </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">font</td><td>The small font to be used. </td></tr>
+    <tr><td class="paramname">largeFont</td><td>The larger font to be used. </td></tr>
+    <tr><td class="paramname">largestFont</td><td>The largest font to be used. </td></tr>
+    <tr><td class="paramname">graph</td><td>The current game graph. </td></tr>
   </table>
   </dd>
 </dl>
@@ -200,13 +200,13 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draw Damage pop up numbers from attacking. If GameState currentPlayerDamagePopup is true, draw the damage dealt by attacking player on top of the enemy unit. If GameState enemyPlayerDamagePopup is true, draw the damage received by defender on top of the recipient. <br />
+<p>Draws the Damage pop up numbers from attacking. If GameState currentPlayerDamagePopup is true, draw the damage dealt by attacking player on top of the enemy unit. If GameState enemyPlayerDamagePopup is true, draw the damage received by defender on top of the recipient. <br />
  <b>Exceptions:</b> <br />
 </p><ul>
 <li>This function assumes that the last time damage calculation was calculated and stored corresponds to the last attacking and defending unit <dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">font</td><td>the font to be used </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">font</td><td>the font to be used. </td></tr>
   </table>
   </dd>
 </dl>
@@ -240,7 +240,7 @@ Static Public Member Functions</h2></td></tr>
 </div><div class="memdoc">
 <p>Draws all active buttons for the currently selected unit. The 4 possible active button is Attack, Move, Item and Wait. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
   </table>
   </dd>
 </dl>
@@ -280,10 +280,10 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draw end turn button </p><dl class="params"><dt>Parameters</dt><dd>
+<p>Draws end turn button. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">endTurnButton</td><td>End turn button texture2D </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">endTurnButton</td><td>End turn button texture2D. </td></tr>
   </table>
   </dd>
 </dl>
@@ -335,12 +335,12 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draw Game over menu. A game over button texture, the string "Game Over", which player won, and a darkened background is drawn to screen. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>Draw the Game over menu. A game over button texture, the string "Game Over", which player won, and a darkened background is drawn to screen. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">gameOver</td><td>The game over button Texture2D </td></tr>
-    <tr><td class="paramname">background</td><td>The background Texture2D </td></tr>
-    <tr><td class="paramname">largestFont</td><td>Largest font to be used </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">gameOver</td><td>The game over button Texture2D. </td></tr>
+    <tr><td class="paramname">background</td><td>The background Texture2D. </td></tr>
+    <tr><td class="paramname">largestFont</td><td>The largest font to be used. </td></tr>
   </table>
   </dd>
 </dl>
@@ -392,15 +392,15 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draw highlightable nodes. If a unit has yet to move, and unit is selected, all moveable nodes are highlighted blue, with the max attack range nodes highlighted red. Otherwise if a unit is selected, and has finished moving, only display the attackable nodes from the unit's current position. <br />
+<p>Draws the highlighted nodes. If a unit has yet to move, and unit is selected, all moveable nodes are highlighted blue, with the max attack range nodes highlighted red. Otherwise if a unit is selected, and has finished moving, only display the attackable nodes from the unit's current position. <br />
  <b>Exceptions:</b> <br />
 </p><ul>
 <li>If a unit has no moveable nodes, no squares will be highlighted blue <dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">graph</td><td>The current game graph </td></tr>
-    <tr><td class="paramname">moveableNode</td><td>The texture for moveableNode </td></tr>
-    <tr><td class="paramname">attackableNode</td><td>The texture for attackableNode </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">graph</td><td>The current game graph. </td></tr>
+    <tr><td class="paramname">moveableNode</td><td>The texture for moveableNode. </td></tr>
+    <tr><td class="paramname">attackableNode</td><td>The texture for attackableNode. </td></tr>
   </table>
   </dd>
 </dl>
@@ -456,10 +456,10 @@ Static Public Member Functions</h2></td></tr>
 </div><div class="memdoc">
 <p>Draws character information popup. If it is player 1's turn, the popup will be on the bottom left screen. Otherwise it will show up on right side of the screen. The stats Level, Strength, Int, Skill, Speed, Defense, Resistance, HP and charInfoBackground texture are all drawn to screen. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>Draws 2D bitmap to screen. </td></tr>
-    <tr><td class="paramname">unit</td><td>Unit to print information of. </td></tr>
-    <tr><td class="paramname">font</td><td>Small font to be used. </td></tr>
-    <tr><td class="paramname">largeFont</td><td>Larger font to be used. </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">unit</td><td>The unit to print information of. </td></tr>
+    <tr><td class="paramname">font</td><td>The small font to be used. </td></tr>
+    <tr><td class="paramname">largeFont</td><td>The larger font to be used. </td></tr>
   </table>
   </dd>
 </dl>
@@ -499,10 +499,10 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draw Inventory Menu for the selected unit. This method will loop through all possible inventory slots, and display them if the slot if the button for that slot is both active, and has an item. The name of the item is drawn to screen along with the button. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>Draws the Inventory Menu for the selected unit. This method will loop through all possible inventory slots, and display them if the slot if the button for that slot is both active, and has an item. The name of the item is drawn to screen along with the button. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">font</td><td>The font used to draw the text </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">font</td><td>The font used to draw the text. </td></tr>
   </table>
   </dd>
 </dl>
@@ -548,11 +548,11 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draw who's player turn it currently is. The method takes in the texture containing that info, spriteBatch and the int for the player's whose turn it is. The method will print the texture for player 1 on left side of screen if it is currently player 1's turn, otherwise it will print it on right side. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>This method draws who's player turn it currently is. The method takes in the texture containing that info, spriteBatch and the int for the player's whose turn it is. The method will print the texture for player 1 on left side of screen if it is currently player 1's turn, otherwise it will print it on right side. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">player</td><td>The current player </td></tr>
-    <tr><td class="paramname">turnInfo</td><td>the Texture2D containing the text on which player's turn it currently is. </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">player</td><td>The current player. </td></tr>
+    <tr><td class="paramname">turnInfo</td><td>The Texture2D containing the text on which player's turn it currently is. </td></tr>
   </table>
   </dd>
 </dl>
@@ -600,9 +600,9 @@ Static Public Member Functions</h2></td></tr>
 </div><div class="memdoc">
 <p>Draws a turn transition image to screen. player1Transition is if GameState is player1, otherwise player2Transition is drawn. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">player1Transition</td><td>The player 1 transition texture2D </td></tr>
-    <tr><td class="paramname">player2Transition</td><td>The player 2 transition texture2D </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">player1Transition</td><td>The player 1 transition texture2D. </td></tr>
+    <tr><td class="paramname">player2Transition</td><td>The player 2 transition texture2D. </td></tr>
   </table>
   </dd>
 </dl>
@@ -642,10 +642,10 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Draw unit sprites, by taking in spriteBatch, and the Player who's units are to be drawn along with their healthbar. All the player's units will then be looped through, and drawn to screen if such unit is alive. The healthbar location is directly above the character x coord of unit +1. The healthbar will be 30 pixels wide, and be scaled in accordance with the unit's current HP by using a rectangle. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>This method draws the unit sprites, by taking in spriteBatch, and the Player who's units are to be drawn along with their healthbar. All the player's units will then be looped through, and drawn to screen if such unit is alive. The healthbar location is directly above the character x coord of unit +1. The healthbar will be 30 pixels wide, and be scaled in accordance with the unit's current HP by using a rectangle. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
-    <tr><td class="paramname">player</td><td>The player's unit to draw </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
+    <tr><td class="paramname">player</td><td>The player's unit to draw. </td></tr>
   </table>
   </dd>
 </dl>
@@ -675,9 +675,9 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Redraw unit for game over. This method loops through all of player 1 and 2's units, and redraws them with a darker shade to match the darker game over screen. </p><dl class="params"><dt>Parameters</dt><dd>
+<p>Redraws units for game over state. This method loops through all of player 1 and 2's units, and redraws them with a darker shade to match the darker game over screen. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">spriteBatch</td><td>to draw 2D bitmap to screen </td></tr>
+    <tr><td class="paramname">spriteBatch</td><td>The spitebatch used to draw 2D bitmap to screen. </td></tr>
   </table>
   </dd>
 </dl>
diff --git a/Doc/Design/MIS/html/class_view_1_1_sounds.html b/Doc/Design/MIS/html/class_view_1_1_sounds.html
index f79fdad..4097ce6 100644
--- a/Doc/Design/MIS/html/class_view_1_1_sounds.html
+++ b/Doc/Design/MIS/html/class_view_1_1_sounds.html
@@ -112,7 +112,7 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>This method takes in a unit, and plays an attacking sound corresponding to the unit's weapon. The weapon sounds include Sword, Bow, and Magic /param unit The unit who's weapon sound will be played </p>
+<p>This method takes in a unit, and plays an attacking sound corresponding to the unit's weapon. The weapon sounds include Sword, Bow, and Magic. /param unit The unit who's weapon sound will be played. </p>
 
 </div>
 </div>
@@ -138,7 +138,7 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>This method plays the Game Over Song </p>
+<p>This method plays the Game Over Song. </p>
 
 </div>
 </div>
@@ -165,9 +165,9 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>This method takes in the bool play, and either plays the instance of Main Map Song if true, or stops it from playing if false </p><dl class="params"><dt>Parameters</dt><dd>
+<p>This method takes in the bool play, and either plays the instance of Main Map Song if true, or stops it from playing if false. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">play</td><td>The Boolean determining if music should be played or stopped </td></tr>
+    <tr><td class="paramname">play</td><td>The Boolean determining if music should be played or stopped. </td></tr>
   </table>
   </dd>
 </dl>
@@ -197,9 +197,9 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>This method takes in the bool play, and either plays the instance of Menu song if true, or stops it from playing if false </p><dl class="params"><dt>Parameters</dt><dd>
+<p>This method takes in the bool play, and either plays the instance of Menu song if true, or stops it from playing if false. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">play</td><td>The Boolean determining if music should be played or stopped </td></tr>
+    <tr><td class="paramname">play</td><td>The Boolean determining if music should be played or stopped. </td></tr>
   </table>
   </dd>
 </dl>
@@ -228,7 +228,7 @@ Static Public Member Functions</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>This method plays a single walking step sound </p>
+<p>This method plays a single walking step sound. </p>
 
 </div>
 </div>
diff --git a/Doc/Design/MIS/html/hierarchy.html b/Doc/Design/MIS/html/hierarchy.html
index 297314a..ccd6f01 100644
--- a/Doc/Design/MIS/html/hierarchy.html
+++ b/Doc/Design/MIS/html/hierarchy.html
@@ -65,8 +65,8 @@ $(function() {
 <div class="textblock">This inheritance list is sorted roughly, but not completely, alphabetically:</div><div class="directory">
 <div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
 <tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_animation.html" target="_self">View.Animation</a></td><td class="desc">Static class containing all animation methods </td></tr>
-<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_button.html" target="_self">View.Button</a></td><td class="desc">Buttons for the drop down menu buttons when selecting units </td></tr>
-<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_camera.html" target="_self">View.Camera</a></td><td class="desc"><a class="el" href="class_view_1_1_camera.html" title="Camera class for making the scrollable camera ">Camera</a> class for making the scrollable camera </td></tr>
+<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_button.html" target="_self">View.Button</a></td><td class="desc">Buttons for the drop down menu buttons when selecting units. </td></tr>
+<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_camera.html" target="_self">View.Camera</a></td><td class="desc">The camera class for making the scrollable camera. </td></tr>
 <tr id="row_3_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_damage_calculations.html" target="_self">Model.DamageCalculations</a></td><td class="desc">This class calculates all damage related calculations </td></tr>
 <tr id="row_4_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_draw_class.html" target="_self">View.DrawClass</a></td><td class="desc">Draw Class containing all the different draw methods </td></tr>
 <tr id="row_5_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_5_" class="arrow" onclick="toggleFolder('5_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><b>Form</b></td><td class="desc"></td></tr>
@@ -77,17 +77,17 @@ $(function() {
 <tr id="row_6_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_6_" class="arrow" onclick="toggleFolder('6_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><b>Game</b></td><td class="desc"></td></tr>
 <tr id="row_6_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_controller_1_1_game.html" target="_self">Controller.Game</a></td><td class="desc">Main <a class="el" href="namespace_controller.html" title="The controller in MVC. These classes will control how the Model is used, and how the View will be dis...">Controller</a> for game </td></tr>
 <tr id="row_7_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_controller_1_1_game_function.html" target="_self">Controller.GameFunction</a></td><td class="desc">Contains functions that update the <a class="el" href="namespace_model.html" title="The model in MVC. These classes contain the structure of the game, and will be controlled by Controll...">Model</a>. </td></tr>
-<tr id="row_8_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_game_state.html" target="_self">Model.GameState</a></td><td class="desc">This class holds states in the scope of the entire gameplay </td></tr>
+<tr id="row_8_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_game_state.html" target="_self">Model.GameState</a></td><td class="desc">This class holds states in the scope of the entire gameplay. </td></tr>
 <tr id="row_9_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_graph.html" target="_self">Model.Graph</a></td><td class="desc">Structure that represents the game map. </td></tr>
 <tr id="row_10_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_controller_1_1_mouse_handler.html" target="_self">Controller.MouseHandler</a></td><td class="desc">Handles all user mouse input. </td></tr>
 <tr id="row_11_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_node.html" target="_self">Model.Node</a></td><td class="desc">Structure that represents a tile on the game map grid. </td></tr>
 <tr id="row_12_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_player.html" target="_self">Model.Player</a></td><td class="desc">Represents a <a class="el" href="class_model_1_1_player.html" title="Represents a Player in the game. ">Player</a> in the game. </td></tr>
 <tr id="row_13_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_view_1_1_sounds.html" target="_self">View.Sounds</a></td><td class="desc">Sound class containing methods to play all different sounds to be used in the game </td></tr>
-<tr id="row_14_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_14_" class="arrow" onclick="toggleFolder('14_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_model_1_1_unit.html" target="_self">Model.Unit</a></td><td class="desc"><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> </td></tr>
-<tr id="row_14_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_archer.html" target="_self">Model.Archer</a></td><td class="desc">The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks. </td></tr>
-<tr id="row_14_1_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_mage.html" target="_self">Model.Mage</a></td><td class="desc">The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. <br />
- This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats. </td></tr>
-<tr id="row_14_2_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_warrior.html" target="_self">Model.Warrior</a></td><td class="desc">The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance. </td></tr>
+<tr id="row_14_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_14_" class="arrow" onclick="toggleFolder('14_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_model_1_1_unit.html" target="_self">Model.Unit</a></td><td class="desc"><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>. </td></tr>
+<tr id="row_14_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_archer.html" target="_self">Model.Archer</a></td><td class="desc">The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks. </td></tr>
+<tr id="row_14_1_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_mage.html" target="_self">Model.Mage</a></td><td class="desc">The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. <br />
+ This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats. </td></tr>
+<tr id="row_14_2_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_warrior.html" target="_self">Model.Warrior</a></td><td class="desc">The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance. </td></tr>
 <tr id="row_15_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_15_" class="arrow" onclick="toggleFolder('15_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_model_1_1_weapon.html" target="_self">Model.Weapon</a></td><td class="desc"><a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a> Interface to be implemented when creating new weapons. </td></tr>
 <tr id="row_15_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_bronze_sword.html" target="_self">Model.BronzeSword</a></td><td class="desc">Melee Physical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>. </td></tr>
 <tr id="row_15_1_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_model_1_1_fireball.html" target="_self">Model.Fireball</a></td><td class="desc">Ranged Magical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>. </td></tr>
diff --git a/Doc/Design/MIS/html/interface_model_1_1_unit.html b/Doc/Design/MIS/html/interface_model_1_1_unit.html
index 2d454c1..ab5ef50 100644
--- a/Doc/Design/MIS/html/interface_model_1_1_unit.html
+++ b/Doc/Design/MIS/html/interface_model_1_1_unit.html
@@ -71,7 +71,7 @@ $(function() {
 </div><!--header-->
 <div class="contents">
 
-<p><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>  
+<p><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>.  
  <a href="interface_model_1_1_unit.html#details">More...</a></p>
 <div class="dynheader">
 Inheritance diagram for Model.Unit:</div>
@@ -150,7 +150,7 @@ Properties</h2></td></tr>
 <tr class="separator:a40c0baa06bc651953048d73599070425"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> </p>
+<div class="textblock"><p><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>. </p>
 <p>This is the interface for the 3 playable unit classes, where the only differences in the units will be their statistics and graphical assets </p>
 </div><h2 class="groupheader">Member Function Documentation</h2>
 <a id="a626820d6c1777ab3e3c2f3a2ce272e80"></a>
@@ -168,7 +168,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>returns the button texture at index i </p>
+<p>Returns the button texture at index i. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#a6c34591377675f0643fa36a2d1cb378d">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#aa643e878609d234a3fddca294d4d6756">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#a113fc7c767ebae89aa0968f2b467a007">Model.Warrior</a>.</p>
 
@@ -188,7 +188,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>returns the dropdown menu buttons of the unit </p>
+<p>Returns the dropdown menu buttons of the unit. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#a57c850c709b509cf0e23f8ebf24da6f0">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#a9bbc5e879beafc25e5a33ff80c59ae82">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#acfd43847689bf1dc0d58429688c33b24">Model.Warrior</a>.</p>
 
@@ -209,9 +209,9 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Method takes in the buttonType enum, then returns the object associated with that enum </p><dl class="params"><dt>Parameters</dt><dd>
+<p>Method takes in the buttonType enum, then returns the object associated with that enum. </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">buttonType</td><td>The button to return (Move, Attack, Item, Wait, and attack confirm) </td></tr>
+    <tr><td class="paramname">buttonType</td><td>The button to return (Move, Attack, Item, Wait, and attack confirm). </td></tr>
   </table>
   </dd>
 </dl>
@@ -234,7 +234,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>returns the char attack info screen texture </p>
+<p>Returns the char attack info screen texture. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#aa7c9dac02c4b3c6cd7c6de256c3b2f92">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#a9f123fc3a324eaf0041462dd40b5ae10">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#a40dcd822abdd36758035af6c6d08c0b9">Model.Warrior</a>.</p>
 
@@ -254,7 +254,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>returns the char info screen texture </p>
+<p>Returns the char info screen texture. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#ae6256780be01124c7c9864f4f44b9810">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#a4b1194492d3f9f83fe9842691fc110d9">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#a243b4ba6d7657e5275c0d74c1e9800e5">Model.Warrior</a>.</p>
 
@@ -274,7 +274,7 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>returns unit's class (warrior, mage, archer) </p>
+<p>Returns unit's class (warrior, mage, archer). </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#aa8290998eb8b6db8fd6544478771b4ab">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#abd8b38fd96a6bf778cd635afd1ae13a4">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#a0b8ae1e95b8b00d7da976330db80b968">Model.Warrior</a>.</p>
 
@@ -294,9 +294,9 @@ Properties</h2></td></tr>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>returns the current sprite frame in animation sequence. The rectangle starts at currentFrame * 32, where 32 is the sprite sheet offset between frames, and is 32 high and wide. <br />
+<p>Returns the current sprite frame in animation sequence. The rectangle starts at currentFrame * 32, where 32 is the sprite sheet offset between frames, and is 32 high and wide. <br />
  <b>Exceptions:</b> <br />
- -Assumes that each sprite frame is 32pixels wide </p>
+ -Assumes that each sprite frame is 32pixels wide. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#a1da4d9ee53db7b09e338bdab37a57167">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#a5fc8cd405796886cde8f15f3ad095ca2">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#a8e10a65906547abdc55aabb7852eb34a">Model.Warrior</a>.</p>
 
@@ -317,9 +317,9 @@ Properties</h2></td></tr>
       </table>
 </div><div class="memdoc">
 <p>TODO - Not yet used <br />
-returns array of equipable weapons <br />
+Returns array of equipable weapons. <br />
  <b>Exceptions:</b> <br />
- -If this array is empty, unit cannot equip any weapons </p>
+ -If this array is empty, unit cannot equip any weapons. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#a5735ecc56cf62b4dccaf218560458bef">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#a7a0e7ac7aae02a3f7ceb19a5581f114b">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#a8f611698ecb5f6b287fd68863462a344">Model.Warrior</a>.</p>
 
@@ -339,7 +339,7 @@ returns array of equipable weapons <br />
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Returns the healthBar Texture </p>
+<p>Returns the healthBar Texture. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#a546392590593b502a958117c8d3952a3">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#a95e1e2d85143d7c774de1ac3f581754e">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#aa37b49693b125c3993ff5b24aeb145c9">Model.Warrior</a>.</p>
 
@@ -359,7 +359,7 @@ returns array of equipable weapons <br />
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Returns the unit's max HP </p>
+<p>Returns the unit's max HP. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#a3514599976869c84e5f4f5fe6851bf3d">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#a574b96774e237343b651f8902b45615d">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#a4867b986ba9552ecdd8892e514d21268">Model.Warrior</a>.</p>
 
@@ -401,7 +401,7 @@ returns array of equipable weapons <br />
         </tr>
       </table>
 </div><div class="memdoc">
-<p>returns the sprite image of the unit </p>
+<p>Returns the sprite image of the unit. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#af32359315cd33ca16d78c83d3f898e8f">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#a4efe27d91b20d37fee32b7144bbe4af2">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#abcbb2031c3f28d0a4c3509aa30b6308a">Model.Warrior</a>.</p>
 
@@ -442,7 +442,7 @@ returns array of equipable weapons <br />
         </tr>
       </table>
 </div><div class="memdoc">
-<p>indicates whether a button has already been previously selected or not </p>
+<p>Indicates whether a button has already been previously selected or not. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_mage.html#ad4c42c550ad5993ee7fd773e896fc914">Model.Mage</a>, <a class="el" href="class_model_1_1_archer.html#ae2eb6257593149ac06d4518e3ee52d5e">Model.Archer</a>, and <a class="el" href="class_model_1_1_warrior.html#a10925eec2f2749a02bcee78c273646f2">Model.Warrior</a>.</p>
 
@@ -465,7 +465,7 @@ returns array of equipable weapons <br />
 </div><div class="memdoc">
 <p>Sets the coordinates of menu buttons. One for loop will position the main Drop Down menu (potentailly containing attack, move, item and wait directly 32 pixels to the right of unit (so the tile to right of unit) , and for each active button, increment it downwards by 32 pixels (height of each button). The second for loop is similiar and is for the inventory menu buttons, except it starts 160 pixels offsetted to right (to the right of the main drop down menu). </p><dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
-    <tr><td class="paramname">pixelCoordinates</td><td>The pixel coordinate of the button </td></tr>
+    <tr><td class="paramname">pixelCoordinates</td><td>The pixel coordinates of the button. </td></tr>
   </table>
   </dd>
 </dl>
@@ -537,7 +537,7 @@ returns array of equipable weapons <br />
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and gets the current frame of the animation sequence </p>
+<p>Sets and gets the current frame of the animation sequence. </p>
 
 </div>
 </div>
@@ -585,7 +585,7 @@ returns array of equipable weapons <br />
   </tr>
 </table>
 </div><div class="memdoc">
-<p>returns weapon the unit is currently equipping </p>
+<p>Returns weapon the unit is currently equipping. </p>
 
 </div>
 </div>
@@ -608,7 +608,7 @@ returns array of equipable weapons <br />
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Sets and returns a unit's HP. Should HP fall under 0, <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>'s Alive Boolean should change to false </p>
+<p>Sets and returns a unit's HP. Should HP fall under 0, <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>'s Alive Boolean should change to false </p>
 
 </div>
 </div>
@@ -679,10 +679,9 @@ returns array of equipable weapons <br />
   </tr>
 </table>
 </div><div class="memdoc">
-<p>returns the pixel coordinate of the unit <br />
- sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate) <br />
+<p>Returns the pixel coordinate of the unit, sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate). <br />
 <b>Exceptions:</b> <br />
- -Dead units will still have a position, but won't impact the rest of the game </p>
+ -Dead units will still have a position, but won't impact the rest of the game. </p>
 
 </div>
 </div>
@@ -705,7 +704,7 @@ returns array of equipable weapons <br />
   </tr>
 </table>
 </div><div class="memdoc">
-<p>gets and sets unit's position by tile. The set also updates pixelCoordinate's location by making that vector equivalent to position*32 (since each tile is 32x32). <br />
+<p>Gets and sets unit's position by tile. The set also updates pixelCoordinate's location by making that vector equivalent to position*32 (since each tile is 32x32). <br />
  <b>Exceptions:</b> <br />
  -Dead units will still have a position, but won't impact the rest of the game </p>
 
diff --git a/Doc/Design/MIS/html/interface_model_1_1_weapon.html b/Doc/Design/MIS/html/interface_model_1_1_weapon.html
index c660372..f3b7dfd 100644
--- a/Doc/Design/MIS/html/interface_model_1_1_weapon.html
+++ b/Doc/Design/MIS/html/interface_model_1_1_weapon.html
@@ -90,7 +90,7 @@ Inheritance diagram for Model.Weapon:</div>
 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:a8a1a86582efd21733df621490f39e075"><td class="memItemLeft" align="right" valign="top">weaponType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_model_1_1_weapon.html#a8a1a86582efd21733df621490f39e075">getWeapType</a> ()</td></tr>
+<tr class="memitem:a8a1a86582efd21733df621490f39e075"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_model_1_1_weapon.html#a8a1a86582efd21733df621490f39e075">getWeapType</a> ()</td></tr>
 <tr class="separator:a8a1a86582efd21733df621490f39e075"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
@@ -117,14 +117,14 @@ Properties</h2></td></tr>
 <div class="memproto">
       <table class="memname">
         <tr>
-          <td class="memname">weaponType Model.Weapon.getWeapType </td>
+          <td class="memname"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a> Model.Weapon.getWeapType </td>
           <td>(</td>
           <td class="paramname"></td><td>)</td>
           <td></td>
         </tr>
       </table>
 </div><div class="memdoc">
-<p>Returns the weapon type </p>
+<p>Returns the weapon type. </p>
 
 <p>Implemented in <a class="el" href="class_model_1_1_bronze_sword.html#a7cfa62de465249a6cf04a4ee3881ce4e">Model.BronzeSword</a>, <a class="el" href="class_model_1_1_fireball.html#a0bf71d9257be9b96e75a62bf0f08fa09">Model.Fireball</a>, <a class="el" href="class_model_1_1_fireblast.html#a50932f8fd4838688bb226987fcbdb757">Model.Fireblast</a>, <a class="el" href="class_model_1_1_iron_sword.html#a5a4a9cac128932245e58b8720903566a">Model.IronSword</a>, <a class="el" href="class_model_1_1_long_bow.html#aaa59e7c64eb7de1ba47de55c56d6cf93">Model.LongBow</a>, and <a class="el" href="class_model_1_1_short_bow.html#a760f49d4a3009336d5781e635ad56171">Model.ShortBow</a>.</p>
 
diff --git a/Doc/Design/MIS/html/namespace_model.html b/Doc/Design/MIS/html/namespace_model.html
index 3a2b997..b4ac567 100644
--- a/Doc/Design/MIS/html/namespace_model.html
+++ b/Doc/Design/MIS/html/namespace_model.html
@@ -72,7 +72,7 @@ $(function() {
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
 Classes</h2></td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_archer.html">Archer</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks.  <a href="class_model_1_1_archer.html#details">More...</a><br /></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks.  <a href="class_model_1_1_archer.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_bronze_sword.html">BronzeSword</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Melee Physical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>.  <a href="class_model_1_1_bronze_sword.html#details">More...</a><br /></td></tr>
@@ -87,7 +87,7 @@ Classes</h2></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ranged Magical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>.  <a href="class_model_1_1_fireblast.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_game_state.html">GameState</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This class holds states in the scope of the entire gameplay  <a href="class_model_1_1_game_state.html#details">More...</a><br /></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This class holds states in the scope of the entire gameplay.  <a href="class_model_1_1_game_state.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_graph.html">Graph</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Structure that represents the game map.  <a href="class_model_1_1_graph.html#details">More...</a><br /></td></tr>
@@ -99,8 +99,8 @@ Classes</h2></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ranged physical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>.  <a href="class_model_1_1_long_bow.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_mage.html">Mage</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. <br />
- This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats.  <a href="class_model_1_1_mage.html#details">More...</a><br /></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. <br />
+ This <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> has strong magical capabilities, and is capable of powerful ranged magic attacks, but makes up with poor physical stats.  <a href="class_model_1_1_mage.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_node.html">Node</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Structure that represents a tile on the game map grid.  <a href="class_model_1_1_node.html#details">More...</a><br /></td></tr>
@@ -112,10 +112,10 @@ Classes</h2></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ranged physical <a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a>.  <a href="class_model_1_1_short_bow.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_model_1_1_unit.html">Unit</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>  <a href="interface_model_1_1_unit.html#details">More...</a><br /></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a> Interface for <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a>, <a class="el" href="class_model_1_1_mage.html" title="The Mage model class, extends Unit.   This Unit has strong magical capabilities, and is capable of po...">Mage</a>, and <a class="el" href="class_model_1_1_archer.html" title="The Archer model class, extends Unit. This unit has a high skill and speed, and excels in dealing acc...">Archer</a>.  <a href="interface_model_1_1_unit.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_model_1_1_warrior.html">Warrior</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance.  <a href="class_model_1_1_warrior.html#details">More...</a><br /></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_model_1_1_warrior.html" title="The Warrior model class, extends Unit. This unit excels in dealing melee physical damage...">Warrior</a> model class, extends <a class="el" href="interface_model_1_1_unit.html" title="Unit Interface for Warrior, Mage, and Archer. ">Unit</a>. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance.  <a href="class_model_1_1_warrior.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_model_1_1_weapon.html">Weapon</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="interface_model_1_1_weapon.html" title="Weapon Interface to be implemented when creating new weapons. ">Weapon</a> Interface to be implemented when creating new weapons.  <a href="interface_model_1_1_weapon.html#details">More...</a><br /></td></tr>
@@ -154,7 +154,7 @@ Enumerations</h2></td></tr>
 <b>Up</b>
  }</td></tr>
 <tr class="separator:a8329f3bbd64a8419caf4bce32c1478e3"><td class="memSeparator" colspan="2">&#160;</td></tr>
-<tr class="memitem:a5085f78348a95672f62cec7ed55e6471"><td class="memItemLeft" align="right" valign="top"><a id="a5085f78348a95672f62cec7ed55e6471"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>weaponType</b> { <b>Sword</b>, 
+<tr class="memitem:a5085f78348a95672f62cec7ed55e6471"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">weaponType</a> { <b>Sword</b>, 
 <b>Bow</b>, 
 <b>Magic</b>
  }</td></tr>
@@ -182,7 +182,7 @@ Enumerations</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>enumerated list for different possible Game States </p>
+<p>Enumerated list for different possible Game States. </p>
 
 </div>
 </div>
@@ -205,7 +205,7 @@ Enumerations</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>enumerated list for what the current turn state is (per unit) </p>
+<p>Enumerated list for what the current turn state is (per unit). </p>
 
 </div>
 </div>
@@ -228,7 +228,30 @@ Enumerations</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>defines the possible classes of a unit </p>
+<p>Defines the possible classes of a unit </p>
+
+</div>
+</div>
+<a id="a5085f78348a95672f62cec7ed55e6471"></a>
+<h2 class="memtitle"><span class="permalink"><a href="#a5085f78348a95672f62cec7ed55e6471">&sect;&nbsp;</a></span>weaponType</h2>
+
+<div class="memitem">
+<div class="memproto">
+<table class="mlabels">
+  <tr>
+  <td class="mlabels-left">
+      <table class="memname">
+        <tr>
+          <td class="memname">enum <a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">Model.weaponType</a></td>
+        </tr>
+      </table>
+  </td>
+  <td class="mlabels-right">
+<span class="mlabels"><span class="mlabel">strong</span></span>  </td>
+  </tr>
+</table>
+</div><div class="memdoc">
+<p>The enum for different weapon types. </p>
 
 </div>
 </div>
diff --git a/Doc/Design/MIS/html/namespace_view.html b/Doc/Design/MIS/html/namespace_view.html
index 4c4c49d..4e73671 100644
--- a/Doc/Design/MIS/html/namespace_view.html
+++ b/Doc/Design/MIS/html/namespace_view.html
@@ -75,10 +75,10 @@ Classes</h2></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Static class containing all animation methods  <a href="class_view_1_1_animation.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_view_1_1_button.html">Button</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buttons for the drop down menu buttons when selecting units  <a href="class_view_1_1_button.html#details">More...</a><br /></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buttons for the drop down menu buttons when selecting units.  <a href="class_view_1_1_button.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_view_1_1_camera.html">Camera</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_view_1_1_camera.html" title="Camera class for making the scrollable camera ">Camera</a> class for making the scrollable camera  <a href="class_view_1_1_camera.html#details">More...</a><br /></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The camera class for making the scrollable camera.  <a href="class_view_1_1_camera.html#details">More...</a><br /></td></tr>
 <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_view_1_1_draw_class.html">DrawClass</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Draw Class containing all the different draw methods  <a href="class_view_1_1_draw_class.html#details">More...</a><br /></td></tr>
@@ -139,7 +139,7 @@ Enumerations</h2></td></tr>
   </tr>
 </table>
 </div><div class="memdoc">
-<p>Enumerated list for the possible button types </p>
+<p>Enumerated list for the possible button types. </p>
 
 </div>
 </div>
diff --git a/Doc/Design/MIS/html/namespacemembers.html b/Doc/Design/MIS/html/namespacemembers.html
index 753eccc..62046c1 100644
--- a/Doc/Design/MIS/html/namespacemembers.html
+++ b/Doc/Design/MIS/html/namespacemembers.html
@@ -71,6 +71,9 @@ $(function() {
 <li>UnitType
 : <a class="el" href="namespace_model.html#a68c359d1437f179951c3fe1315410fcf">Model</a>
 </li>
+<li>weaponType
+: <a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">Model</a>
+</li>
 </ul>
 </div><!-- contents -->
 <!-- start footer part -->
diff --git a/Doc/Design/MIS/html/namespacemembers_enum.html b/Doc/Design/MIS/html/namespacemembers_enum.html
index ba606b4..a4cbe3c 100644
--- a/Doc/Design/MIS/html/namespacemembers_enum.html
+++ b/Doc/Design/MIS/html/namespacemembers_enum.html
@@ -71,6 +71,9 @@ $(function() {
 <li>UnitType
 : <a class="el" href="namespace_model.html#a68c359d1437f179951c3fe1315410fcf">Model</a>
 </li>
+<li>weaponType
+: <a class="el" href="namespace_model.html#a5085f78348a95672f62cec7ed55e6471">Model</a>
+</li>
 </ul>
 </div><!-- contents -->
 <!-- start footer part -->
diff --git a/Doc/Design/MIS/html/search/all_14.js b/Doc/Design/MIS/html/search/all_14.js
index b0026c5..8353e07 100644
--- a/Doc/Design/MIS/html/search/all_14.js
+++ b/Doc/Design/MIS/html/search/all_14.js
@@ -3,8 +3,9 @@ var searchData=
   ['walkingsound',['walkingSound',['../class_view_1_1_sounds.html#aa798fd781b805d8497ff19819fe97088',1,'View::Sounds']]],
   ['warrior',['Warrior',['../class_model_1_1_warrior.html#ad507848a1c4eac9be4f200c01bef5c0f',1,'Model::Warrior']]],
   ['warrior',['Warrior',['../class_model_1_1_warrior.html',1,'Model']]],
-  ['weapon',['weapon',['../class_view_1_1_button.html#af7d2c198f378abf2b90d9d32f369640e',1,'View::Button']]],
   ['weapon',['Weapon',['../interface_model_1_1_weapon.html',1,'Model']]],
+  ['weapon',['weapon',['../class_view_1_1_button.html#af7d2c198f378abf2b90d9d32f369640e',1,'View::Button']]],
+  ['weapontype',['weaponType',['../namespace_model.html#a5085f78348a95672f62cec7ed55e6471',1,'Model']]],
   ['width',['Width',['../class_model_1_1_graph.html#ac3b8b0d5608f48b36c624108dca52695',1,'Model::Graph']]],
   ['winningplayer',['winningPlayer',['../class_model_1_1_game_state.html#a87cc1bbbd0fef930a435e4ac2d941bfd',1,'Model::GameState']]]
 ];
diff --git a/Doc/Design/MIS/html/search/enums_4.html b/Doc/Design/MIS/html/search/enums_4.html
new file mode 100644
index 0000000..7115288
--- /dev/null
+++ b/Doc/Design/MIS/html/search/enums_4.html
@@ -0,0 +1,26 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
+<html><head><title></title>
+<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
+<meta name="generator" content="Doxygen 1.8.12"/>
+<link rel="stylesheet" type="text/css" href="search.css"/>
+<script type="text/javascript" src="enums_4.js"></script>
+<script type="text/javascript" src="search.js"></script>
+</head>
+<body class="SRPage">
+<div id="SRIndex">
+<div class="SRStatus" id="Loading">Loading...</div>
+<div id="SRResults"></div>
+<script type="text/javascript"><!--
+createResults();
+--></script>
+<div class="SRStatus" id="Searching">Searching...</div>
+<div class="SRStatus" id="NoMatches">No Matches</div>
+<script type="text/javascript"><!--
+document.getElementById("Loading").style.display="none";
+document.getElementById("NoMatches").style.display="none";
+var searchResults = new SearchResults("searchResults");
+searchResults.Search();
+--></script>
+</div>
+</body>
+</html>
diff --git a/Doc/Design/MIS/html/search/enums_4.js b/Doc/Design/MIS/html/search/enums_4.js
new file mode 100644
index 0000000..270c9c2
--- /dev/null
+++ b/Doc/Design/MIS/html/search/enums_4.js
@@ -0,0 +1,4 @@
+var searchData=
+[
+  ['weapontype',['weaponType',['../namespace_model.html#a5085f78348a95672f62cec7ed55e6471',1,'Model']]]
+];
diff --git a/Doc/Design/MIS/html/search/searchdata.js b/Doc/Design/MIS/html/search/searchdata.js
index 4a434ec..bbab1eb 100644
--- a/Doc/Design/MIS/html/search/searchdata.js
+++ b/Doc/Design/MIS/html/search/searchdata.js
@@ -5,7 +5,7 @@ var indexSectionsWithContent =
   2: "bcmv",
   3: "abcdefghilmnoprsuw",
   4: "ilnqs",
-  5: "bgtu",
+  5: "bgtuw",
   6: "abcdeghilmnprstuw"
 };
 
diff --git a/Doc/Design/MIS/latex/annotated.tex b/Doc/Design/MIS/latex/annotated.tex
index bba4ddc..f92d458 100644
--- a/Doc/Design/MIS/latex/annotated.tex
+++ b/Doc/Design/MIS/latex/annotated.tex
@@ -3,15 +3,15 @@ Here are the classes, structs, unions and interfaces with brief descriptions\+:\
 \item\contentsline{section}{\hyperlink{class_view_1_1_animation}{View.\+Animation} \\*Static class containing all animation methods }{\pageref{class_view_1_1_animation}}{}
 \item\contentsline{section}{\hyperlink{class_model_1_1_archer}{Model.\+Archer} \\*The \hyperlink{class_model_1_1_archer}{Archer} model class, extends \hyperlink{interface_model_1_1_unit}{Unit}. This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks. }{\pageref{class_model_1_1_archer}}{}
 \item\contentsline{section}{\hyperlink{class_model_1_1_bronze_sword}{Model.\+Bronze\+Sword} \\*Melee Physical \hyperlink{interface_model_1_1_weapon}{Weapon}. }{\pageref{class_model_1_1_bronze_sword}}{}
-\item\contentsline{section}{\hyperlink{class_view_1_1_button}{View.\+Button} \\*Buttons for the drop down menu buttons when selecting units }{\pageref{class_view_1_1_button}}{}
-\item\contentsline{section}{\hyperlink{class_view_1_1_camera}{View.\+Camera} \\*\hyperlink{class_view_1_1_camera}{Camera} class for making the scrollable camera }{\pageref{class_view_1_1_camera}}{}
+\item\contentsline{section}{\hyperlink{class_view_1_1_button}{View.\+Button} \\*Buttons for the drop down menu buttons when selecting units. }{\pageref{class_view_1_1_button}}{}
+\item\contentsline{section}{\hyperlink{class_view_1_1_camera}{View.\+Camera} \\*The camera class for making the scrollable camera. }{\pageref{class_view_1_1_camera}}{}
 \item\contentsline{section}{\hyperlink{class_model_1_1_damage_calculations}{Model.\+Damage\+Calculations} \\*This class calculates all damage related calculations }{\pageref{class_model_1_1_damage_calculations}}{}
 \item\contentsline{section}{\hyperlink{class_view_1_1_draw_class}{View.\+Draw\+Class} \\*Draw Class containing all the different draw methods }{\pageref{class_view_1_1_draw_class}}{}
 \item\contentsline{section}{\hyperlink{class_model_1_1_fireball}{Model.\+Fireball} \\*Ranged Magical \hyperlink{interface_model_1_1_weapon}{Weapon}. }{\pageref{class_model_1_1_fireball}}{}
 \item\contentsline{section}{\hyperlink{class_model_1_1_fireblast}{Model.\+Fireblast} \\*Ranged Magical \hyperlink{interface_model_1_1_weapon}{Weapon}. }{\pageref{class_model_1_1_fireblast}}{}
 \item\contentsline{section}{\hyperlink{class_controller_1_1_game}{Controller.\+Game} \\*Main \hyperlink{namespace_controller}{Controller} for game }{\pageref{class_controller_1_1_game}}{}
 \item\contentsline{section}{\hyperlink{class_controller_1_1_game_function}{Controller.\+Game\+Function} \\*Contains functions that update the \hyperlink{namespace_model}{Model}. }{\pageref{class_controller_1_1_game_function}}{}
-\item\contentsline{section}{\hyperlink{class_model_1_1_game_state}{Model.\+Game\+State} \\*This class holds states in the scope of the entire gameplay }{\pageref{class_model_1_1_game_state}}{}
+\item\contentsline{section}{\hyperlink{class_model_1_1_game_state}{Model.\+Game\+State} \\*This class holds states in the scope of the entire gameplay. }{\pageref{class_model_1_1_game_state}}{}
 \item\contentsline{section}{\hyperlink{class_model_1_1_graph}{Model.\+Graph} \\*Structure that represents the game map. }{\pageref{class_model_1_1_graph}}{}
 \item\contentsline{section}{\hyperlink{class_view_1_1_how_to_play}{View.\+How\+To\+Play} \\*How to Play Menu }{\pageref{class_view_1_1_how_to_play}}{}
 \item\contentsline{section}{\hyperlink{class_view_1_1_how_to_play2}{View.\+How\+To\+Play2} \\*How to Play Menu 2 is opened with next is clicked on \hyperlink{class_view_1_1_how_to_play}{How\+To\+Play} Menu }{\pageref{class_view_1_1_how_to_play2}}{}
@@ -26,7 +26,7 @@ Here are the classes, structs, unions and interfaces with brief descriptions\+:\
 \item\contentsline{section}{\hyperlink{class_model_1_1_player}{Model.\+Player} \\*Represents a \hyperlink{class_model_1_1_player}{Player} in the game. }{\pageref{class_model_1_1_player}}{}
 \item\contentsline{section}{\hyperlink{class_model_1_1_short_bow}{Model.\+Short\+Bow} \\*Ranged physical \hyperlink{interface_model_1_1_weapon}{Weapon}. }{\pageref{class_model_1_1_short_bow}}{}
 \item\contentsline{section}{\hyperlink{class_view_1_1_sounds}{View.\+Sounds} \\*Sound class containing methods to play all different sounds to be used in the game }{\pageref{class_view_1_1_sounds}}{}
-\item\contentsline{section}{\hyperlink{interface_model_1_1_unit}{Model.\+Unit} \\*\hyperlink{interface_model_1_1_unit}{Unit} Interface for \hyperlink{class_model_1_1_warrior}{Warrior}, \hyperlink{class_model_1_1_mage}{Mage}, and \hyperlink{class_model_1_1_archer}{Archer} }{\pageref{interface_model_1_1_unit}}{}
+\item\contentsline{section}{\hyperlink{interface_model_1_1_unit}{Model.\+Unit} \\*\hyperlink{interface_model_1_1_unit}{Unit} Interface for \hyperlink{class_model_1_1_warrior}{Warrior}, \hyperlink{class_model_1_1_mage}{Mage}, and \hyperlink{class_model_1_1_archer}{Archer}. }{\pageref{interface_model_1_1_unit}}{}
 \item\contentsline{section}{\hyperlink{class_model_1_1_warrior}{Model.\+Warrior} \\*The \hyperlink{class_model_1_1_warrior}{Warrior} model class, extends \hyperlink{interface_model_1_1_unit}{Unit}. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance. }{\pageref{class_model_1_1_warrior}}{}
 \item\contentsline{section}{\hyperlink{interface_model_1_1_weapon}{Model.\+Weapon} \\*\hyperlink{interface_model_1_1_weapon}{Weapon} Interface to be implemented when creating new weapons. }{\pageref{interface_model_1_1_weapon}}{}
 \end{DoxyCompactList}
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diff --git a/Doc/Design/MIS/latex/class_controller_1_1_game.tex b/Doc/Design/MIS/latex/class_controller_1_1_game.tex
index a77d942..3085f19 100644
--- a/Doc/Design/MIS/latex/class_controller_1_1_game.tex
+++ b/Doc/Design/MIS/latex/class_controller_1_1_game.tex
@@ -60,7 +60,7 @@ Constructor for the game. Sets Instance to the current game along with initializ
 \subsubsection{\texorpdfstring{Draw()}{Draw()}}
 {\footnotesize\ttfamily override void Controller.\+Game.\+Draw (\begin{DoxyParamCaption}\item[{Game\+Time}]{game\+Time }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [protected]}}
 
-Draws the game as it updates at 60\+F\+PS ~\newline
+Draws the game as it updates at 60\+F\+PS. ~\newline
 ~\newline
  {\bfseries Draw} {\bfseries Components} {\bfseries that} {\bfseries move} {\bfseries with} \+: $\ast$\+Note\+: Many draw methods although called here will not perform any action should the conditions to draw it not be met.
 \begin{DoxyItemize}
@@ -96,7 +96,7 @@ Draws the game as it updates at 60\+F\+PS ~\newline
 \item If it is game over, draw the game over overlay image and buttons. ~\newline
  
 \begin{DoxyParams}{Parameters}
-{\em game\+Time} & The current \hyperlink{class_controller_1_1_game}{Game} Time \\
+{\em game\+Time} & The current \hyperlink{class_controller_1_1_game}{Game} Time. \\
 \hline
 \end{DoxyParams}
 
@@ -118,7 +118,7 @@ This method takes in a string, and returns the correct sound effect correspondin
 \subsubsection{\texorpdfstring{Initialize()}{Initialize()}}
 {\footnotesize\ttfamily override void Controller.\+Game.\+Initialize (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [protected]}}
 
-initializes game. The \hyperlink{class_controller_1_1_game}{Game} screen is invisible until the Menu screen is closed \hypertarget{class_controller_1_1_game_a05c5bf033337a7f5130735e218772770}{}\label{class_controller_1_1_game_a05c5bf033337a7f5130735e218772770} 
+Initializes the game. The \hyperlink{class_controller_1_1_game}{Game} screen is invisible until the Menu screen is closed. \hypertarget{class_controller_1_1_game_a05c5bf033337a7f5130735e218772770}{}\label{class_controller_1_1_game_a05c5bf033337a7f5130735e218772770} 
 \index{Controller\+::\+Game@{Controller\+::\+Game}!Load\+Content@{Load\+Content}}
 \index{Load\+Content@{Load\+Content}!Controller\+::\+Game@{Controller\+::\+Game}}
 \subsubsection{\texorpdfstring{Load\+Content()}{LoadContent()}}
@@ -153,9 +153,9 @@ Updates game in real time at 60 times per second. ~\newline
 \item During \hyperlink{class_controller_1_1_game}{Game} State How\+To\+Play\+: ~\newline
 
 \begin{DoxyEnumerate}
-\item Checks if next button is clicked. In such case, change game state to How\+To\+Play2, set the 2nd instruction screen to show, and close the current window ~\newline
+\item Checks if next button is clicked. In such case, change game state to How\+To\+Play2, set the 2nd instruction screen to show, and close the current window. ~\newline
 
-\item Checks if back button is clicked. In such case, change game state to Main\+Menu, set the Main Menu to show, and close the current window ~\newline
+\item Checks if back button is clicked. In such case, change game state to Main\+Menu, set the Main Menu to show, and close the current window. ~\newline
 
 \item Checks if Exit \hyperlink{class_controller_1_1_game}{Game} is clicked, in which case the game closes. ~\newline
 
@@ -163,9 +163,9 @@ Updates game in real time at 60 times per second. ~\newline
 \item During \hyperlink{class_controller_1_1_game}{Game} State How\+To\+Play2\+: ~\newline
 
 \begin{DoxyEnumerate}
-\item Checks if next button is clicked. In such case, change game state to How\+To\+Play3, set the 2nd instruction screen to show, and close the current window ~\newline
+\item Checks if next button is clicked. In such case, change game state to How\+To\+Play3, set the 2nd instruction screen to show, and close the current window. ~\newline
 
-\item Checks if back button is clicked. In such case, change game state to How\+To\+Play1, set the 2nd instruction screen to show, and close the current window ~\newline
+\item Checks if back button is clicked. In such case, change game state to How\+To\+Play1, set the 2nd instruction screen to show, and close the current window. ~\newline
 
 \item Checks if Exit \hyperlink{class_controller_1_1_game}{Game} is clicked, in which case the game closes. ~\newline
 
@@ -173,7 +173,7 @@ Updates game in real time at 60 times per second. ~\newline
 \item During \hyperlink{class_controller_1_1_game}{Game} State How\+To\+Play3\+: ~\newline
 
 \begin{DoxyEnumerate}
-\item Checks if back button is clicked. In such case, change game state to How\+To\+Play2, set the 2nd instruction screen to show, and close the current window ~\newline
+\item Checks if back button is clicked. In such case, change game state to How\+To\+Play2, set the 2nd instruction screen to show, and close the current window. ~\newline
 
 \item Checks if Exit \hyperlink{class_controller_1_1_game}{Game} is clicked, in which case the game closes. ~\newline
 
@@ -194,7 +194,7 @@ Updates game in real time at 60 times per second. ~\newline
 \item Loops over all player1 and 2\textquotesingle{}s units, and removes the ones that are dead. If either player has no units left, is\+Game\+Over is set to true, and Song changes from map theme to \hyperlink{class_controller_1_1_game}{Game} over theme. ~\newline
  
 \begin{DoxyParams}{Parameters}
-{\em game\+Time} & The current \hyperlink{class_controller_1_1_game}{Game} Time \\
+{\em game\+Time} & The current \hyperlink{class_controller_1_1_game}{Game} Time. \\
 \hline
 \end{DoxyParams}
 
diff --git a/Doc/Design/MIS/latex/class_model_1_1_archer.pdf b/Doc/Design/MIS/latex/class_model_1_1_archer.pdf
index a738c16..15695b1 100644
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diff --git a/Doc/Design/MIS/latex/class_model_1_1_bronze_sword.pdf b/Doc/Design/MIS/latex/class_model_1_1_bronze_sword.pdf
index 3cfe2fd..92c4ef9 100644
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diff --git a/Doc/Design/MIS/latex/class_model_1_1_bronze_sword.tex b/Doc/Design/MIS/latex/class_model_1_1_bronze_sword.tex
index 3be1b11..c2f065e 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_bronze_sword.tex
+++ b/Doc/Design/MIS/latex/class_model_1_1_bronze_sword.tex
@@ -14,7 +14,7 @@ Inheritance diagram for Model.\+Bronze\+Sword\+:\begin{figure}[H]
 \subsection*{Public Member Functions}
 \begin{DoxyCompactItemize}
 \item 
-weapon\+Type \hyperlink{class_model_1_1_bronze_sword_a7cfa62de465249a6cf04a4ee3881ce4e}{get\+Weap\+Type} ()
+\hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} \hyperlink{class_model_1_1_bronze_sword_a7cfa62de465249a6cf04a4ee3881ce4e}{get\+Weap\+Type} ()
 \item 
 \hyperlink{class_model_1_1_bronze_sword_a2b6859b3e48e9cc762a236c21a2b2778}{Bronze\+Sword} ()
 \end{DoxyCompactItemize}
@@ -45,16 +45,16 @@ This class represents a melee weapon. It implements the \hyperlink{interface_mod
 \subsubsection{\texorpdfstring{Bronze\+Sword()}{BronzeSword()}}
 {\footnotesize\ttfamily Model.\+Bronze\+Sword.\+Bronze\+Sword (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Constructs a bronze sword weapon with stats\+: 5str, 5skill, 0int, and a range of 1 with name Bronze Sword 
+Constructs a bronze sword weapon with stats\+: str, 5skill, 0int, and a range of 1 with name Bronze Sword. 
 
 \subsection{Member Function Documentation}
 \hypertarget{class_model_1_1_bronze_sword_a7cfa62de465249a6cf04a4ee3881ce4e}{}\label{class_model_1_1_bronze_sword_a7cfa62de465249a6cf04a4ee3881ce4e} 
 \index{Model\+::\+Bronze\+Sword@{Model\+::\+Bronze\+Sword}!get\+Weap\+Type@{get\+Weap\+Type}}
 \index{get\+Weap\+Type@{get\+Weap\+Type}!Model\+::\+Bronze\+Sword@{Model\+::\+Bronze\+Sword}}
 \subsubsection{\texorpdfstring{get\+Weap\+Type()}{getWeapType()}}
-{\footnotesize\ttfamily weapon\+Type Model.\+Bronze\+Sword.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
+{\footnotesize\ttfamily \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} Model.\+Bronze\+Sword.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Return the weapon type 
+Returns the weapon type. 
 
 Implements \hyperlink{interface_model_1_1_weapon_a8a1a86582efd21733df621490f39e075}{Model.\+Weapon}.
 
diff --git a/Doc/Design/MIS/latex/class_model_1_1_damage_calculations.tex b/Doc/Design/MIS/latex/class_model_1_1_damage_calculations.tex
index a41db0c..b33f490 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_damage_calculations.tex
+++ b/Doc/Design/MIS/latex/class_model_1_1_damage_calculations.tex
@@ -32,16 +32,16 @@ This class calculates all damage related calculations
 \subsubsection{\texorpdfstring{final\+Damage()}{finalDamage()}}
 {\footnotesize\ttfamily static int Model.\+Damage\+Calculations.\+final\+Damage (\begin{DoxyParamCaption}\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{attacker,  }\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{defender,  }\item[{bool}]{phys\+Or\+Magic }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-factors in damage dealt, hit rate, crit rate, and number of attacks (as in how above functions were calculated) to calculate actual damage dealt. Hit and crit is factored in by creating a random number between 0-\/100, and see if that random number is within the range of the crit or hit rate. If it is, then the unit hits with the attack and/or crits. ~\newline
+This method factors in damage dealt, hit rate, crit rate, and number of attacks (as in how above functions were calculated) to calculate actual damage dealt. Hit and crit is factored in by creating a random number between 0-\/100, and see if that random number is within the range of the crit or hit rate. If it is, then the unit hits with the attack and/or crits. ~\newline
 If an attack misses, damage dealt is 0, otherwise damage is dealt normally. ~\newline
 If an attack crits, damage dealt is x2 regular normal damage. ~\newline
 If num\+Of\+Attacks is 1, damage is dealt once. Else if 2, damage is dealt twice. 
 \begin{DoxyParams}{Parameters}
-{\em attacker} & The unit performing the attack \\
+{\em attacker} & The unit performing the attack. \\
 \hline
-{\em defender} & The unit defending against the attack \\
+{\em defender} & The unit defending against the attack. \\
 \hline
-{\em phys\+Or\+Magic} & Boolean that tells the controller if it\textquotesingle{}s physical or magical damage to be calculated \\
+{\em phys\+Or\+Magic} & The boolean that tells the controller if it\textquotesingle{}s physical or magical damage to be calculated. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_model_1_1_damage_calculations_a8d8f1598155ed6d7719b9adc973831ed}{}\label{class_model_1_1_damage_calculations_a8d8f1598155ed6d7719b9adc973831ed} 
@@ -50,13 +50,13 @@ If num\+Of\+Attacks is 1, damage is dealt once. Else if 2, damage is dealt twice
 \subsubsection{\texorpdfstring{get\+Crit\+Rate()}{getCritRate()}}
 {\footnotesize\ttfamily static int Model.\+Damage\+Calculations.\+get\+Crit\+Rate (\begin{DoxyParamCaption}\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{attacker,  }\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{defender }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Passes in the 2 units, and returns the crit rate as a percentage out of 100 by taking into account both unit\textquotesingle{}s skill. ~\newline
+This method takes in the 2 units, and returns the crit rate as a percentage out of 100 by taking into account both unit\textquotesingle{}s skill. ~\newline
 This calculation is found according to the equation \mbox{[}((attacker\+Skill/10) -\/ (defender\+Skill/10) +1) $\ast$0.1\mbox{]} $\ast$100. ~\newline
 A negative hitrate will be changed to 0. 
 \begin{DoxyParams}{Parameters}
-{\em attacker} & The unit performing the attack \\
+{\em attacker} & The unit performing the attack. \\
 \hline
-{\em defender} & The unit defending against the attack \\
+{\em defender} & The unit defending against the attack. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_model_1_1_damage_calculations_a40a09ac0e5901820aed5d66ccd2725ea}{}\label{class_model_1_1_damage_calculations_a40a09ac0e5901820aed5d66ccd2725ea} 
@@ -65,13 +65,13 @@ A negative hitrate will be changed to 0.
 \subsubsection{\texorpdfstring{get\+Damage\+Dealt()}{getDamageDealt()}}
 {\footnotesize\ttfamily static int Model.\+Damage\+Calculations.\+get\+Damage\+Dealt (\begin{DoxyParamCaption}\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{attacker,  }\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{defender,  }\item[{bool}]{phys\+Or\+Magic }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-passes in the 2 units, and a boolean on whether attack is physical (false). Damage is then calculated by taking attacker\textquotesingle{}s Str/int, and defender\textquotesingle{}s def/res (where str-\/def is for physical, and int-\/res is for magic). If the defending stat is higher, final damage is 0 as an attack cannot heal. 
+This method takes in the 2 units, and a boolean on whether attack is physical (false). Damage is then calculated by taking attacker\textquotesingle{}s Str/int, and defender\textquotesingle{}s def/res (where str-\/def is for physical, and int-\/res is for magic). If the defending stat is higher, final damage is 0 as an attack cannot heal. 
 \begin{DoxyParams}{Parameters}
-{\em attacker} & The unit performing the attack \\
+{\em attacker} & The unit performing the attack. \\
 \hline
-{\em defender} & The unit defending against the attack \\
+{\em defender} & The unit defending against the attack. \\
 \hline
-{\em phys\+Or\+Magic} & Boolean that tells the controller if it\textquotesingle{}s physical or magical damage to be calculated \\
+{\em phys\+Or\+Magic} & Boolean that tells the controller if it\textquotesingle{}s physical or magical damage to be calculated. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_model_1_1_damage_calculations_a4f32191388e849f2f1dbaa6bac1015fa}{}\label{class_model_1_1_damage_calculations_a4f32191388e849f2f1dbaa6bac1015fa} 
@@ -80,11 +80,11 @@ passes in the 2 units, and a boolean on whether attack is physical (false). Dama
 \subsubsection{\texorpdfstring{get\+Hit\+Count()}{getHitCount()}}
 {\footnotesize\ttfamily static int Model.\+Damage\+Calculations.\+get\+Hit\+Count (\begin{DoxyParamCaption}\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{attacker,  }\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{defender }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-passes in then 2 units, and determines how many attacks the attacker makes by factoring in both unit\textquotesingle{}s relative speed. If one unit\textquotesingle{}s speed is 4 or more higher then the other unit, hit\+Count will return 2. 
+This method takes in the 2 units, and determines how many attacks the attacker makes by factoring in both unit\textquotesingle{}s relative speed. If one unit\textquotesingle{}s speed is 4 or more higher then the other unit, hit\+Count will return 2. 
 \begin{DoxyParams}{Parameters}
-{\em attacker} & The unit performing the attack \\
+{\em attacker} & The unit performing the attack. \\
 \hline
-{\em defender} & The unit defending against the attack \\
+{\em defender} & The unit defending against the attack. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_model_1_1_damage_calculations_a21e4eed0da4ff5c11ed59949f7a4a4f8}{}\label{class_model_1_1_damage_calculations_a21e4eed0da4ff5c11ed59949f7a4a4f8} 
@@ -93,13 +93,13 @@ passes in then 2 units, and determines how many attacks the attacker makes by fa
 \subsubsection{\texorpdfstring{get\+Hit\+Rate()}{getHitRate()}}
 {\footnotesize\ttfamily static int Model.\+Damage\+Calculations.\+get\+Hit\+Rate (\begin{DoxyParamCaption}\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{attacker,  }\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{defender }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Passes in the 2 units, and returns the hit rate as a percentage out of 100 by taking into account both unit\textquotesingle{}s skill. ~\newline
+This method takes in the 2 units, and returns the hit rate as a percentage out of 100 by taking into account both unit\textquotesingle{}s skill. ~\newline
 This calculation is found according to the equation \mbox{[}((attacker\+Skill/10) -\/ (defender\+Skill/10) +1) $\ast$0.8\mbox{]} $\ast$100. ~\newline
 A negative hitrate will be changed to 0. 
 \begin{DoxyParams}{Parameters}
-{\em attacker} & The unit performing the attack \\
+{\em attacker} & The unit performing the attack. \\
 \hline
-{\em defender} & The unit defending against the attack \\
+{\em defender} & The unit defending against the attack. \\
 \hline
 \end{DoxyParams}
 
diff --git a/Doc/Design/MIS/latex/class_model_1_1_fireball.pdf b/Doc/Design/MIS/latex/class_model_1_1_fireball.pdf
index d838b7fa744216cb3510f56e51b65362bb18c5ba..49f040997b055040c00c0b1eeb45cb0c312dd4b5 100644
GIT binary patch
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diff --git a/Doc/Design/MIS/latex/class_model_1_1_fireball.tex b/Doc/Design/MIS/latex/class_model_1_1_fireball.tex
index df47ba3..f28d47b 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_fireball.tex
+++ b/Doc/Design/MIS/latex/class_model_1_1_fireball.tex
@@ -14,7 +14,7 @@ Inheritance diagram for Model.\+Fireball\+:\begin{figure}[H]
 \subsection*{Public Member Functions}
 \begin{DoxyCompactItemize}
 \item 
-weapon\+Type \hyperlink{class_model_1_1_fireball_a0bf71d9257be9b96e75a62bf0f08fa09}{get\+Weap\+Type} ()
+\hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} \hyperlink{class_model_1_1_fireball_a0bf71d9257be9b96e75a62bf0f08fa09}{get\+Weap\+Type} ()
 \item 
 \hyperlink{class_model_1_1_fireball_a7d641800d5354711f67ce3554a2deb0d}{Fireball} ()
 \end{DoxyCompactItemize}
@@ -45,16 +45,16 @@ This class represents a magic based weapon. It implements the \hyperlink{interfa
 \subsubsection{\texorpdfstring{Fireball()}{Fireball()}}
 {\footnotesize\ttfamily Model.\+Fireball.\+Fireball (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Constructs a \hyperlink{class_model_1_1_fireball}{Fireball} weapon with stats\+: 1str, 5skill, 5int, and a range of 1-\/2 with name \hyperlink{class_model_1_1_fireball}{Fireball} tome 
+Constructs a \hyperlink{class_model_1_1_fireball}{Fireball} weapon with stats\+: 1str, 5skill, 5int, and a range of 1-\/2 with name \hyperlink{class_model_1_1_fireball}{Fireball} tome. 
 
 \subsection{Member Function Documentation}
 \hypertarget{class_model_1_1_fireball_a0bf71d9257be9b96e75a62bf0f08fa09}{}\label{class_model_1_1_fireball_a0bf71d9257be9b96e75a62bf0f08fa09} 
 \index{Model\+::\+Fireball@{Model\+::\+Fireball}!get\+Weap\+Type@{get\+Weap\+Type}}
 \index{get\+Weap\+Type@{get\+Weap\+Type}!Model\+::\+Fireball@{Model\+::\+Fireball}}
 \subsubsection{\texorpdfstring{get\+Weap\+Type()}{getWeapType()}}
-{\footnotesize\ttfamily weapon\+Type Model.\+Fireball.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
+{\footnotesize\ttfamily \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} Model.\+Fireball.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Return the weapon type 
+Returns the weapon type. 
 
 Implements \hyperlink{interface_model_1_1_weapon_a8a1a86582efd21733df621490f39e075}{Model.\+Weapon}.
 
@@ -95,4 +95,4 @@ Return the range of the weapon, where range\mbox{[}minimum range, maximum range\
 
 The documentation for this class was generated from the following file\+:\begin{DoxyCompactItemize}
 \item 
-C\+:/\+Users/\+Thien Trandinh/\+Documents/\+Blaze-\/\+Brigade/src/\+Blaze-\/\+Brigade/\+Blaze\+\_\+\+Brigade/Fire\+Ball.\+cs\end{DoxyCompactItemize}
+C\+:/\+Users/\+Thien Trandinh/\+Documents/\+Blaze-\/\+Brigade/src/\+Blaze-\/\+Brigade/\+Blaze\+\_\+\+Brigade/Fireball.\+cs\end{DoxyCompactItemize}
diff --git a/Doc/Design/MIS/latex/class_model_1_1_fireblast.pdf b/Doc/Design/MIS/latex/class_model_1_1_fireblast.pdf
index 03d78ec2c1e1caa328406491bfd5cb9b2eb3fe51..51b04c262a04f6e97460148ad70106429ef31c66 100644
GIT binary patch
delta 230
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e7&yC_xmj4604WzoS4Sg5S34U*Dkk6Mk_G^)(>loj

delta 230
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hqlJZwvzdXbrK^dhqqD1{tEHidoed!slkaj#0|3*vI|~2+

diff --git a/Doc/Design/MIS/latex/class_model_1_1_fireblast.tex b/Doc/Design/MIS/latex/class_model_1_1_fireblast.tex
index 2581121..fdab503 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_fireblast.tex
+++ b/Doc/Design/MIS/latex/class_model_1_1_fireblast.tex
@@ -14,7 +14,7 @@ Inheritance diagram for Model.\+Fireblast\+:\begin{figure}[H]
 \subsection*{Public Member Functions}
 \begin{DoxyCompactItemize}
 \item 
-weapon\+Type \hyperlink{class_model_1_1_fireblast_a50932f8fd4838688bb226987fcbdb757}{get\+Weap\+Type} ()
+\hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} \hyperlink{class_model_1_1_fireblast_a50932f8fd4838688bb226987fcbdb757}{get\+Weap\+Type} ()
 \item 
 \hyperlink{class_model_1_1_fireblast_a34c557adfc63f9cd0cb8175b94fc7866}{Fireblast} ()
 \end{DoxyCompactItemize}
@@ -45,16 +45,16 @@ This class represents a magic based weapon. It implements the \hyperlink{interfa
 \subsubsection{\texorpdfstring{Fireblast()}{Fireblast()}}
 {\footnotesize\ttfamily Model.\+Fireblast.\+Fireblast (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Constructs a \hyperlink{class_model_1_1_fireblast}{Fireblast} weapon with stats\+: 1str, 3skill, 7int, and a range of 1-\/2 with name \hyperlink{class_model_1_1_fireblast}{Fireblast} tome 
+Constructs a \hyperlink{class_model_1_1_fireblast}{Fireblast} weapon with stats\+: 1str, 3skill, 7int, and a range of 1-\/2 with name \hyperlink{class_model_1_1_fireblast}{Fireblast} tome. 
 
 \subsection{Member Function Documentation}
 \hypertarget{class_model_1_1_fireblast_a50932f8fd4838688bb226987fcbdb757}{}\label{class_model_1_1_fireblast_a50932f8fd4838688bb226987fcbdb757} 
 \index{Model\+::\+Fireblast@{Model\+::\+Fireblast}!get\+Weap\+Type@{get\+Weap\+Type}}
 \index{get\+Weap\+Type@{get\+Weap\+Type}!Model\+::\+Fireblast@{Model\+::\+Fireblast}}
 \subsubsection{\texorpdfstring{get\+Weap\+Type()}{getWeapType()}}
-{\footnotesize\ttfamily weapon\+Type Model.\+Fireblast.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
+{\footnotesize\ttfamily \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} Model.\+Fireblast.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Return the weapon type 
+Returns the weapon type. 
 
 Implements \hyperlink{interface_model_1_1_weapon_a8a1a86582efd21733df621490f39e075}{Model.\+Weapon}.
 
diff --git a/Doc/Design/MIS/latex/class_model_1_1_game_state.tex b/Doc/Design/MIS/latex/class_model_1_1_game_state.tex
index 6083171..0619603 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_game_state.tex
+++ b/Doc/Design/MIS/latex/class_model_1_1_game_state.tex
@@ -2,7 +2,7 @@
 \label{class_model_1_1_game_state}\index{Model.\+Game\+State@{Model.\+Game\+State}}
 
 
-This class holds states in the scope of the entire gameplay  
+This class holds states in the scope of the entire gameplay.  
 
 
 \subsection*{Static Public Attributes}
@@ -74,7 +74,7 @@ static int \hyperlink{class_model_1_1_game_state_a87cc1bbbd0fef930a435e4ac2d941b
 
 
 \subsection{Detailed Description}
-This class holds states in the scope of the entire gameplay 
+This class holds states in the scope of the entire gameplay. 
 
 
 
@@ -85,25 +85,25 @@ This class holds states in the scope of the entire gameplay
 \subsubsection{\texorpdfstring{attack\+Confirm\+Open}{attackConfirmOpen}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+attack\+Confirm\+Open\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether attack\+Confirm menu should be open \hypertarget{class_model_1_1_game_state_a6bad6fb7894df05450a002190dd37f89}{}\label{class_model_1_1_game_state_a6bad6fb7894df05450a002190dd37f89} 
+Sets and gets whether attack\+Confirm menu should be open. \hypertarget{class_model_1_1_game_state_a6bad6fb7894df05450a002190dd37f89}{}\label{class_model_1_1_game_state_a6bad6fb7894df05450a002190dd37f89} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!attack\+Select@{attack\+Select}}
 \index{attack\+Select@{attack\+Select}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{attack\+Select}{attackSelect}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+attack\+Select\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether player is currently selecting unit to attack \hypertarget{class_model_1_1_game_state_af546cfa01e29773b5260cd6bfe8132b7}{}\label{class_model_1_1_game_state_af546cfa01e29773b5260cd6bfe8132b7} 
+Sets and gets whether player is currently selecting unit to attack. \hypertarget{class_model_1_1_game_state_af546cfa01e29773b5260cd6bfe8132b7}{}\label{class_model_1_1_game_state_af546cfa01e29773b5260cd6bfe8132b7} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!before\+Move@{before\+Move}}
 \index{before\+Move@{before\+Move}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{before\+Move}{beforeMove}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+before\+Move\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets if a unit has moved yet or not. before\+M\+Ove is true before unit moves, false after it moves. Used to determine what tiles are highlighted \hypertarget{class_model_1_1_game_state_aa541a7b45ea55484db8a3357d8e680de}{}\label{class_model_1_1_game_state_aa541a7b45ea55484db8a3357d8e680de} 
+Sets and gets if a unit has moved yet or not. before\+M\+Ove is true before unit moves, false after it moves. Used to determine what tiles are highlighted. \hypertarget{class_model_1_1_game_state_aa541a7b45ea55484db8a3357d8e680de}{}\label{class_model_1_1_game_state_aa541a7b45ea55484db8a3357d8e680de} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!current\+Player@{current\+Player}}
 \index{current\+Player@{current\+Player}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{current\+Player}{currentPlayer}}
 {\footnotesize\ttfamily \hyperlink{class_model_1_1_player}{Player} Model.\+Game\+State.\+current\+Player\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets the current player \hypertarget{class_model_1_1_game_state_a829479b1c3cf8a4019a38c09990f2b7d}{}\label{class_model_1_1_game_state_a829479b1c3cf8a4019a38c09990f2b7d} 
+Sets and gets the current player. \hypertarget{class_model_1_1_game_state_a829479b1c3cf8a4019a38c09990f2b7d}{}\label{class_model_1_1_game_state_a829479b1c3cf8a4019a38c09990f2b7d} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!Current\+Player\+Damage\+Dealt@{Current\+Player\+Damage\+Dealt}}
 \index{Current\+Player\+Damage\+Dealt@{Current\+Player\+Damage\+Dealt}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{Current\+Player\+Damage\+Dealt}{CurrentPlayerDamageDealt}}
@@ -115,31 +115,31 @@ Sets and gets the current player\textquotesingle{}s last attack as a string. For
 \subsubsection{\texorpdfstring{current\+Player\+Damage\+Popup}{currentPlayerDamagePopup}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+current\+Player\+Damage\+Popup\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether damage dealt number pops up for current player \hypertarget{class_model_1_1_game_state_a6e723d6c3b99e1c235c6d214ee17929a}{}\label{class_model_1_1_game_state_a6e723d6c3b99e1c235c6d214ee17929a} 
+Sets and gets whether damage dealt number pops up for current player. \hypertarget{class_model_1_1_game_state_a6e723d6c3b99e1c235c6d214ee17929a}{}\label{class_model_1_1_game_state_a6e723d6c3b99e1c235c6d214ee17929a} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!drop\+Down\+Menu\+Open@{drop\+Down\+Menu\+Open}}
 \index{drop\+Down\+Menu\+Open@{drop\+Down\+Menu\+Open}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{drop\+Down\+Menu\+Open}{dropDownMenuOpen}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+drop\+Down\+Menu\+Open\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether drop down menu should be open \hypertarget{class_model_1_1_game_state_ae55aa686aaf5841657344fdc178c92d5}{}\label{class_model_1_1_game_state_ae55aa686aaf5841657344fdc178c92d5} 
+Sets and gets whether drop down menu should be open. \hypertarget{class_model_1_1_game_state_ae55aa686aaf5841657344fdc178c92d5}{}\label{class_model_1_1_game_state_ae55aa686aaf5841657344fdc178c92d5} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!end\+Turn\+Button@{end\+Turn\+Button}}
 \index{end\+Turn\+Button@{end\+Turn\+Button}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{end\+Turn\+Button}{endTurnButton}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+end\+Turn\+Button\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether end turn button is active \hypertarget{class_model_1_1_game_state_ae092b0d0e2c881a590e5798fd39d7798}{}\label{class_model_1_1_game_state_ae092b0d0e2c881a590e5798fd39d7798} 
+Sets and gets whether end turn button is active. \hypertarget{class_model_1_1_game_state_ae092b0d0e2c881a590e5798fd39d7798}{}\label{class_model_1_1_game_state_ae092b0d0e2c881a590e5798fd39d7798} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!end\+Turn\+Button\+Location@{end\+Turn\+Button\+Location}}
 \index{end\+Turn\+Button\+Location@{end\+Turn\+Button\+Location}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{end\+Turn\+Button\+Location}{endTurnButtonLocation}}
 {\footnotesize\ttfamily Vector2 Model.\+Game\+State.\+end\+Turn\+Button\+Location\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets end turn button position \hypertarget{class_model_1_1_game_state_ae276234c4a6b2b182b13f125abb61ba3}{}\label{class_model_1_1_game_state_ae276234c4a6b2b182b13f125abb61ba3} 
+Sets and gets end turn button position. \hypertarget{class_model_1_1_game_state_ae276234c4a6b2b182b13f125abb61ba3}{}\label{class_model_1_1_game_state_ae276234c4a6b2b182b13f125abb61ba3} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!enemy\+Player@{enemy\+Player}}
 \index{enemy\+Player@{enemy\+Player}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{enemy\+Player}{enemyPlayer}}
 {\footnotesize\ttfamily \hyperlink{class_model_1_1_player}{Player} Model.\+Game\+State.\+enemy\+Player\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets the enemy player \hypertarget{class_model_1_1_game_state_a32226ed0679f9e47a0e7ed4cb2ed1009}{}\label{class_model_1_1_game_state_a32226ed0679f9e47a0e7ed4cb2ed1009} 
+Sets and gets the enemy player. \hypertarget{class_model_1_1_game_state_a32226ed0679f9e47a0e7ed4cb2ed1009}{}\label{class_model_1_1_game_state_a32226ed0679f9e47a0e7ed4cb2ed1009} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!Enemy\+Player\+Damage\+Dealt@{Enemy\+Player\+Damage\+Dealt}}
 \index{Enemy\+Player\+Damage\+Dealt@{Enemy\+Player\+Damage\+Dealt}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{Enemy\+Player\+Damage\+Dealt}{EnemyPlayerDamageDealt}}
@@ -151,79 +151,79 @@ Gets the enemy unit\textquotesingle{}s last defending attack as a string. For se
 \subsubsection{\texorpdfstring{enemy\+Player\+Damage\+Popup}{enemyPlayerDamagePopup}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+enemy\+Player\+Damage\+Popup\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether damage dealt number pops up for enemy player \hypertarget{class_model_1_1_game_state_a0ee0eff828bc31ce69967d7ef04588b8}{}\label{class_model_1_1_game_state_a0ee0eff828bc31ce69967d7ef04588b8} 
+Sets and gets whether damage dealt number pops up for enemy player. \hypertarget{class_model_1_1_game_state_a0ee0eff828bc31ce69967d7ef04588b8}{}\label{class_model_1_1_game_state_a0ee0eff828bc31ce69967d7ef04588b8} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!exit\+Game\+Clicked@{exit\+Game\+Clicked}}
 \index{exit\+Game\+Clicked@{exit\+Game\+Clicked}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{exit\+Game\+Clicked}{exitGameClicked}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+exit\+Game\+Clicked\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets if game should exit \hypertarget{class_model_1_1_game_state_a2274be2a54b2c7b70b81213a07804b75}{}\label{class_model_1_1_game_state_a2274be2a54b2c7b70b81213a07804b75} 
+Sets and gets if game should exit. \hypertarget{class_model_1_1_game_state_a2274be2a54b2c7b70b81213a07804b75}{}\label{class_model_1_1_game_state_a2274be2a54b2c7b70b81213a07804b75} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!game\+Over@{game\+Over}}
 \index{game\+Over@{game\+Over}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{game\+Over}{gameOver}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+game\+Over\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether game is over \hypertarget{class_model_1_1_game_state_ae8b8bcd9dbbed13dc893c5c4319e7435}{}\label{class_model_1_1_game_state_ae8b8bcd9dbbed13dc893c5c4319e7435} 
+Sets and gets whether game is over. \hypertarget{class_model_1_1_game_state_ae8b8bcd9dbbed13dc893c5c4319e7435}{}\label{class_model_1_1_game_state_ae8b8bcd9dbbed13dc893c5c4319e7435} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!inventory\+Open@{inventory\+Open}}
 \index{inventory\+Open@{inventory\+Open}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{inventory\+Open}{inventoryOpen}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+inventory\+Open\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether inventory menu should be open \hypertarget{class_model_1_1_game_state_ac8c6a53641aafa5d57a9dff8f958a904}{}\label{class_model_1_1_game_state_ac8c6a53641aafa5d57a9dff8f958a904} 
+Sets and gets whether inventory menu should be open. \hypertarget{class_model_1_1_game_state_ac8c6a53641aafa5d57a9dff8f958a904}{}\label{class_model_1_1_game_state_ac8c6a53641aafa5d57a9dff8f958a904} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!is\+Animating@{is\+Animating}}
 \index{is\+Animating@{is\+Animating}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{is\+Animating}{isAnimating}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+is\+Animating\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether an animation sequence is currently on screen \hypertarget{class_model_1_1_game_state_a1bacc8a1b6e6959dea52d8a6cf7aa831}{}\label{class_model_1_1_game_state_a1bacc8a1b6e6959dea52d8a6cf7aa831} 
+Sets and gets whether an animation sequence is currently on screen. \hypertarget{class_model_1_1_game_state_a1bacc8a1b6e6959dea52d8a6cf7aa831}{}\label{class_model_1_1_game_state_a1bacc8a1b6e6959dea52d8a6cf7aa831} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!last\+Attacking\+Unit@{last\+Attacking\+Unit}}
 \index{last\+Attacking\+Unit@{last\+Attacking\+Unit}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{last\+Attacking\+Unit}{lastAttackingUnit}}
 {\footnotesize\ttfamily \hyperlink{interface_model_1_1_unit}{Unit} Model.\+Game\+State.\+last\+Attacking\+Unit\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets the current unit controlled in a 2nd location, for printing damage popup A\+F\+T\+ER selected\+Unit has been updated, since damage Popup should appear for a few seconds after action has finished \hypertarget{class_model_1_1_game_state_a129d00c79e3a48b00089ef2d98605810}{}\label{class_model_1_1_game_state_a129d00c79e3a48b00089ef2d98605810} 
+Sets and gets the current unit controlled in a 2nd location, for printing damage popup A\+F\+T\+ER selected\+Unit has been updated, since damage Popup should appear for a few seconds after action has finished. \hypertarget{class_model_1_1_game_state_a129d00c79e3a48b00089ef2d98605810}{}\label{class_model_1_1_game_state_a129d00c79e3a48b00089ef2d98605810} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!last\+Defending\+Unit@{last\+Defending\+Unit}}
 \index{last\+Defending\+Unit@{last\+Defending\+Unit}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{last\+Defending\+Unit}{lastDefendingUnit}}
 {\footnotesize\ttfamily \hyperlink{interface_model_1_1_unit}{Unit} Model.\+Game\+State.\+last\+Defending\+Unit\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets the current unit controlled in a 2nd location, for printing damage popup A\+F\+T\+ER unit\+To\+Attack has been updated, since damage Popup should appear for a few seconds after action has finished \hypertarget{class_model_1_1_game_state_aa2e325332a755c971d36c7c388d136d2}{}\label{class_model_1_1_game_state_aa2e325332a755c971d36c7c388d136d2} 
+Sets and gets the current unit controlled in a 2nd location, for printing damage popup A\+F\+T\+ER unit\+To\+Attack has been updated, since damage Popup should appear for a few seconds after action has finished. \hypertarget{class_model_1_1_game_state_aa2e325332a755c971d36c7c388d136d2}{}\label{class_model_1_1_game_state_aa2e325332a755c971d36c7c388d136d2} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!moveable\+Nodes@{moveable\+Nodes}}
 \index{moveable\+Nodes@{moveable\+Nodes}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{moveable\+Nodes}{moveableNodes}}
 {\footnotesize\ttfamily Linked\+List$<$\hyperlink{class_model_1_1_node}{Node}$>$ Model.\+Game\+State.\+moveable\+Nodes\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets movable nodes that can be retrieved without calling path finding \hypertarget{class_model_1_1_game_state_a37fe1921acaf4d972606d49d2365105e}{}\label{class_model_1_1_game_state_a37fe1921acaf4d972606d49d2365105e} 
+Sets and gets movable nodes that can be retrieved without calling path finding. \hypertarget{class_model_1_1_game_state_a37fe1921acaf4d972606d49d2365105e}{}\label{class_model_1_1_game_state_a37fe1921acaf4d972606d49d2365105e} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!Player1@{Player1}}
 \index{Player1@{Player1}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{Player1}{Player1}}
 {\footnotesize\ttfamily \hyperlink{class_model_1_1_player}{Player} Model.\+Game\+State.\+Player1\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets player 1 (blue team) \hypertarget{class_model_1_1_game_state_a50fe57205063e9f0549fb2514d6430c4}{}\label{class_model_1_1_game_state_a50fe57205063e9f0549fb2514d6430c4} 
+Sets and gets player 1 (blue team). \hypertarget{class_model_1_1_game_state_a50fe57205063e9f0549fb2514d6430c4}{}\label{class_model_1_1_game_state_a50fe57205063e9f0549fb2514d6430c4} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!Player2@{Player2}}
 \index{Player2@{Player2}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{Player2}{Player2}}
 {\footnotesize\ttfamily \hyperlink{class_model_1_1_player}{Player} Model.\+Game\+State.\+Player2\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets player 2 (red team) \hypertarget{class_model_1_1_game_state_a8f709018e2b8d3b31dd89a3bee2f279c}{}\label{class_model_1_1_game_state_a8f709018e2b8d3b31dd89a3bee2f279c} 
+Sets and gets player 2 (red team). \hypertarget{class_model_1_1_game_state_a8f709018e2b8d3b31dd89a3bee2f279c}{}\label{class_model_1_1_game_state_a8f709018e2b8d3b31dd89a3bee2f279c} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!selected\+Enemy\+Unit@{selected\+Enemy\+Unit}}
 \index{selected\+Enemy\+Unit@{selected\+Enemy\+Unit}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{selected\+Enemy\+Unit}{selectedEnemyUnit}}
 {\footnotesize\ttfamily \hyperlink{interface_model_1_1_unit}{Unit} Model.\+Game\+State.\+selected\+Enemy\+Unit\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets the selected enemy unit \hypertarget{class_model_1_1_game_state_ab163d599e6e1f46c470d0835d8053ad9}{}\label{class_model_1_1_game_state_ab163d599e6e1f46c470d0835d8053ad9} 
+Sets and gets the selected enemy unit. \hypertarget{class_model_1_1_game_state_ab163d599e6e1f46c470d0835d8053ad9}{}\label{class_model_1_1_game_state_ab163d599e6e1f46c470d0835d8053ad9} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!selected\+Unit@{selected\+Unit}}
 \index{selected\+Unit@{selected\+Unit}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{selected\+Unit}{selectedUnit}}
 {\footnotesize\ttfamily \hyperlink{interface_model_1_1_unit}{Unit} Model.\+Game\+State.\+selected\+Unit\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets a unit \hypertarget{class_model_1_1_game_state_a1c674970c8810751fe7e478b3cb790d4}{}\label{class_model_1_1_game_state_a1c674970c8810751fe7e478b3cb790d4} 
+Sets and gets a unit. \hypertarget{class_model_1_1_game_state_a1c674970c8810751fe7e478b3cb790d4}{}\label{class_model_1_1_game_state_a1c674970c8810751fe7e478b3cb790d4} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!transition\+Turn@{transition\+Turn}}
 \index{transition\+Turn@{transition\+Turn}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{transition\+Turn}{transitionTurn}}
 {\footnotesize\ttfamily bool Model.\+Game\+State.\+transition\+Turn\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-sets and gets whether it is currently transitioning turns \hypertarget{class_model_1_1_game_state_a07052b158febe5c1f05a6b8bc3426775}{}\label{class_model_1_1_game_state_a07052b158febe5c1f05a6b8bc3426775} 
+sets and gets whether it is currently transitioning turns. \hypertarget{class_model_1_1_game_state_a07052b158febe5c1f05a6b8bc3426775}{}\label{class_model_1_1_game_state_a07052b158febe5c1f05a6b8bc3426775} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!Turn\+State@{Turn\+State}}
 \index{Turn\+State@{Turn\+State}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{Turn\+State}{TurnState}}
@@ -235,13 +235,13 @@ Sets and gets the current Turn\+State of the selected unit. \hypertarget{class_m
 \subsubsection{\texorpdfstring{unit\+To\+Attack}{unitToAttack}}
 {\footnotesize\ttfamily \hyperlink{interface_model_1_1_unit}{Unit} Model.\+Game\+State.\+unit\+To\+Attack\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets the unit to attack \hypertarget{class_model_1_1_game_state_a87cc1bbbd0fef930a435e4ac2d941bfd}{}\label{class_model_1_1_game_state_a87cc1bbbd0fef930a435e4ac2d941bfd} 
+Sets and gets the unit to attack. \hypertarget{class_model_1_1_game_state_a87cc1bbbd0fef930a435e4ac2d941bfd}{}\label{class_model_1_1_game_state_a87cc1bbbd0fef930a435e4ac2d941bfd} 
 \index{Model\+::\+Game\+State@{Model\+::\+Game\+State}!winning\+Player@{winning\+Player}}
 \index{winning\+Player@{winning\+Player}!Model\+::\+Game\+State@{Model\+::\+Game\+State}}
 \subsubsection{\texorpdfstring{winning\+Player}{winningPlayer}}
 {\footnotesize\ttfamily int Model.\+Game\+State.\+winning\+Player\hspace{0.3cm}{\ttfamily [static]}, {\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets the winning player 
+Sets and gets the winning player. 
 
 The documentation for this class was generated from the following file\+:\begin{DoxyCompactItemize}
 \item 
diff --git a/Doc/Design/MIS/latex/class_model_1_1_iron_sword.pdf b/Doc/Design/MIS/latex/class_model_1_1_iron_sword.pdf
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diff --git a/Doc/Design/MIS/latex/class_model_1_1_iron_sword.tex b/Doc/Design/MIS/latex/class_model_1_1_iron_sword.tex
index 128916e..0009db6 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_iron_sword.tex
+++ b/Doc/Design/MIS/latex/class_model_1_1_iron_sword.tex
@@ -14,7 +14,7 @@ Inheritance diagram for Model.\+Iron\+Sword\+:\begin{figure}[H]
 \subsection*{Public Member Functions}
 \begin{DoxyCompactItemize}
 \item 
-weapon\+Type \hyperlink{class_model_1_1_iron_sword_a5a4a9cac128932245e58b8720903566a}{get\+Weap\+Type} ()
+\hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} \hyperlink{class_model_1_1_iron_sword_a5a4a9cac128932245e58b8720903566a}{get\+Weap\+Type} ()
 \item 
 \hyperlink{class_model_1_1_iron_sword_a2c46a5f532dad9cda84c24a2e47db054}{Iron\+Sword} ()
 \end{DoxyCompactItemize}
@@ -52,9 +52,9 @@ Constructs a Iron Sword weapon with stats\+: 7str, 3skill, 0int, and a range of
 \index{Model\+::\+Iron\+Sword@{Model\+::\+Iron\+Sword}!get\+Weap\+Type@{get\+Weap\+Type}}
 \index{get\+Weap\+Type@{get\+Weap\+Type}!Model\+::\+Iron\+Sword@{Model\+::\+Iron\+Sword}}
 \subsubsection{\texorpdfstring{get\+Weap\+Type()}{getWeapType()}}
-{\footnotesize\ttfamily weapon\+Type Model.\+Iron\+Sword.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
+{\footnotesize\ttfamily \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} Model.\+Iron\+Sword.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Return the weapon type 
+Returns the weapon type. 
 
 Implements \hyperlink{interface_model_1_1_weapon_a8a1a86582efd21733df621490f39e075}{Model.\+Weapon}.
 
diff --git a/Doc/Design/MIS/latex/class_model_1_1_long_bow.pdf b/Doc/Design/MIS/latex/class_model_1_1_long_bow.pdf
index d3f10a5..b0041ef 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_long_bow.pdf
+++ b/Doc/Design/MIS/latex/class_model_1_1_long_bow.pdf
@@ -52,12 +52,12 @@ endobj
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-<rdf:Description rdf:about='uuid:748e8d11-bcbf-11e6-0000-76ad7d92a686' xmlns:xmp='http://ns.adobe.com/xap/1.0/'><xmp:ModifyDate>2016-12-04T15:55:15-05:00</xmp:ModifyDate>
-<xmp:CreateDate>2016-12-04T15:55:15-05:00</xmp:CreateDate>
+<rdf:Description rdf:about='uuid:c0e0c9ce-bccd-11e6-0000-76ad7d92a686' xmlns:pdf='http://ns.adobe.com/pdf/1.3/' pdf:Producer='MiKTeX GPL Ghostscript 9.19'/>
+<rdf:Description rdf:about='uuid:c0e0c9ce-bccd-11e6-0000-76ad7d92a686' xmlns:xmp='http://ns.adobe.com/xap/1.0/'><xmp:ModifyDate>2016-12-04T17:37:36-05:00</xmp:ModifyDate>
+<xmp:CreateDate>2016-12-04T17:37:36-05:00</xmp:CreateDate>
 <xmp:CreatorTool>Doxygen</xmp:CreatorTool></rdf:Description>
-<rdf:Description rdf:about='uuid:748e8d11-bcbf-11e6-0000-76ad7d92a686' xmlns:xapMM='http://ns.adobe.com/xap/1.0/mm/' xapMM:DocumentID='uuid:748e8d11-bcbf-11e6-0000-76ad7d92a686'/>
-<rdf:Description rdf:about='uuid:748e8d11-bcbf-11e6-0000-76ad7d92a686' xmlns:dc='http://purl.org/dc/elements/1.1/' dc:format='application/pdf'><dc:title><rdf:Alt><rdf:li xml:lang='x-default'>ClassName</rdf:li></rdf:Alt></dc:title><dc:creator><rdf:Seq><rdf:li></rdf:li></rdf:Seq></dc:creator></rdf:Description>
+<rdf:Description rdf:about='uuid:c0e0c9ce-bccd-11e6-0000-76ad7d92a686' xmlns:xapMM='http://ns.adobe.com/xap/1.0/mm/' xapMM:DocumentID='uuid:c0e0c9ce-bccd-11e6-0000-76ad7d92a686'/>
+<rdf:Description rdf:about='uuid:c0e0c9ce-bccd-11e6-0000-76ad7d92a686' xmlns:dc='http://purl.org/dc/elements/1.1/' dc:format='application/pdf'><dc:title><rdf:Alt><rdf:li xml:lang='x-default'>ClassName</rdf:li></rdf:Alt></dc:title><dc:creator><rdf:Seq><rdf:li></rdf:li></rdf:Seq></dc:creator></rdf:Description>
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@@ -67,8 +67,8 @@ endstream
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diff --git a/Doc/Design/MIS/latex/class_model_1_1_long_bow.tex b/Doc/Design/MIS/latex/class_model_1_1_long_bow.tex
index 6e9557e..c3b4e39 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_long_bow.tex
+++ b/Doc/Design/MIS/latex/class_model_1_1_long_bow.tex
@@ -14,7 +14,7 @@ Inheritance diagram for Model.\+Long\+Bow\+:\begin{figure}[H]
 \subsection*{Public Member Functions}
 \begin{DoxyCompactItemize}
 \item 
-weapon\+Type \hyperlink{class_model_1_1_long_bow_aaa59e7c64eb7de1ba47de55c56d6cf93}{get\+Weap\+Type} ()
+\hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} \hyperlink{class_model_1_1_long_bow_aaa59e7c64eb7de1ba47de55c56d6cf93}{get\+Weap\+Type} ()
 \item 
 \hyperlink{class_model_1_1_long_bow_a0ac1eb12d01801e0b2385624ae974002}{Long\+Bow} ()
 \end{DoxyCompactItemize}
@@ -45,16 +45,16 @@ This class represents a ranged weapon. It implements the \hyperlink{interface_mo
 \subsubsection{\texorpdfstring{Long\+Bow()}{LongBow()}}
 {\footnotesize\ttfamily Model.\+Long\+Bow.\+Long\+Bow (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Constructs a \hyperlink{class_model_1_1_long_bow}{Long\+Bow} weapon with stats\+: 7str, 8skill, 0int, and a range of 2-\/3 with name Long Bow 
+Constructs a \hyperlink{class_model_1_1_long_bow}{Long\+Bow} weapon with stats\+: 7str, 8skill, 0int, and a range of 2-\/3 with name Long Bows 
 
 \subsection{Member Function Documentation}
 \hypertarget{class_model_1_1_long_bow_aaa59e7c64eb7de1ba47de55c56d6cf93}{}\label{class_model_1_1_long_bow_aaa59e7c64eb7de1ba47de55c56d6cf93} 
 \index{Model\+::\+Long\+Bow@{Model\+::\+Long\+Bow}!get\+Weap\+Type@{get\+Weap\+Type}}
 \index{get\+Weap\+Type@{get\+Weap\+Type}!Model\+::\+Long\+Bow@{Model\+::\+Long\+Bow}}
 \subsubsection{\texorpdfstring{get\+Weap\+Type()}{getWeapType()}}
-{\footnotesize\ttfamily weapon\+Type Model.\+Long\+Bow.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
+{\footnotesize\ttfamily \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} Model.\+Long\+Bow.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Return the weapon type 
+Returns the weapon type. 
 
 Implements \hyperlink{interface_model_1_1_weapon_a8a1a86582efd21733df621490f39e075}{Model.\+Weapon}.
 
diff --git a/Doc/Design/MIS/latex/class_model_1_1_mage.pdf b/Doc/Design/MIS/latex/class_model_1_1_mage.pdf
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diff --git a/Doc/Design/MIS/latex/class_model_1_1_short_bow.pdf b/Doc/Design/MIS/latex/class_model_1_1_short_bow.pdf
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diff --git a/Doc/Design/MIS/latex/class_model_1_1_short_bow.tex b/Doc/Design/MIS/latex/class_model_1_1_short_bow.tex
index c023052..5131860 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_short_bow.tex
+++ b/Doc/Design/MIS/latex/class_model_1_1_short_bow.tex
@@ -14,7 +14,7 @@ Inheritance diagram for Model.\+Short\+Bow\+:\begin{figure}[H]
 \subsection*{Public Member Functions}
 \begin{DoxyCompactItemize}
 \item 
-weapon\+Type \hyperlink{class_model_1_1_short_bow_a760f49d4a3009336d5781e635ad56171}{get\+Weap\+Type} ()
+\hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} \hyperlink{class_model_1_1_short_bow_a760f49d4a3009336d5781e635ad56171}{get\+Weap\+Type} ()
 \item 
 \hyperlink{class_model_1_1_short_bow_a56be3348d6294bcf8f3e01f8166ac809}{Short\+Bow} ()
 \end{DoxyCompactItemize}
@@ -45,16 +45,16 @@ This class represents a ranged weapon. It implements the \hyperlink{interface_mo
 \subsubsection{\texorpdfstring{Short\+Bow()}{ShortBow()}}
 {\footnotesize\ttfamily Model.\+Short\+Bow.\+Short\+Bow (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Constructs a \hyperlink{class_model_1_1_fireball}{Fireball} weapon with stats\+: 7str, 10skill, 0int, and a range of 1-\/2 with name Short Bow 
+Constructs a \hyperlink{class_model_1_1_fireball}{Fireball} weapon with stats\+: 7str, 10skill, 0int, and a range of 1-\/2 with name Short Bows 
 
 \subsection{Member Function Documentation}
 \hypertarget{class_model_1_1_short_bow_a760f49d4a3009336d5781e635ad56171}{}\label{class_model_1_1_short_bow_a760f49d4a3009336d5781e635ad56171} 
 \index{Model\+::\+Short\+Bow@{Model\+::\+Short\+Bow}!get\+Weap\+Type@{get\+Weap\+Type}}
 \index{get\+Weap\+Type@{get\+Weap\+Type}!Model\+::\+Short\+Bow@{Model\+::\+Short\+Bow}}
 \subsubsection{\texorpdfstring{get\+Weap\+Type()}{getWeapType()}}
-{\footnotesize\ttfamily weapon\+Type Model.\+Short\+Bow.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
+{\footnotesize\ttfamily \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} Model.\+Short\+Bow.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Return the weapon type 
+Returns the weapon type. 
 
 Implements \hyperlink{interface_model_1_1_weapon_a8a1a86582efd21733df621490f39e075}{Model.\+Weapon}.
 
diff --git a/Doc/Design/MIS/latex/class_model_1_1_warrior.pdf b/Doc/Design/MIS/latex/class_model_1_1_warrior.pdf
index ec6e852..ec43844 100644
--- a/Doc/Design/MIS/latex/class_model_1_1_warrior.pdf
+++ b/Doc/Design/MIS/latex/class_model_1_1_warrior.pdf
@@ -51,12 +51,12 @@ endobj
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+<rdf:Description rdf:about='uuid:c179604e-bccd-11e6-0000-c6b4f6bb745d' xmlns:xapMM='http://ns.adobe.com/xap/1.0/mm/' xapMM:DocumentID='uuid:c179604e-bccd-11e6-0000-c6b4f6bb745d'/>
+<rdf:Description rdf:about='uuid:c179604e-bccd-11e6-0000-c6b4f6bb745d' xmlns:dc='http://purl.org/dc/elements/1.1/' dc:format='application/pdf'><dc:title><rdf:Alt><rdf:li xml:lang='x-default'>ClassName</rdf:li></rdf:Alt></dc:title><dc:creator><rdf:Seq><rdf:li></rdf:li></rdf:Seq></dc:creator></rdf:Description>
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@@ -87,7 +87,7 @@ xref
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 trailer
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 >>
 startxref
 2405
diff --git a/Doc/Design/MIS/latex/class_view_1_1_button.tex b/Doc/Design/MIS/latex/class_view_1_1_button.tex
index 80de97f..0299698 100644
--- a/Doc/Design/MIS/latex/class_view_1_1_button.tex
+++ b/Doc/Design/MIS/latex/class_view_1_1_button.tex
@@ -2,7 +2,7 @@
 \label{class_view_1_1_button}\index{View.\+Button@{View.\+Button}}
 
 
-Buttons for the drop down menu buttons when selecting units  
+Buttons for the drop down menu buttons when selecting units.  
 
 
 \subsection*{Public Member Functions}
@@ -32,7 +32,7 @@ bool \hyperlink{class_view_1_1_button_adb5efb75c832f3f33858f6c5d28c28dd}{has\+It
 
 
 \subsection{Detailed Description}
-Buttons for the drop down menu buttons when selecting units 
+Buttons for the drop down menu buttons when selecting units. 
 
 
 
@@ -45,11 +45,11 @@ Buttons for the drop down menu buttons when selecting units
 
 Constructor for button. \hyperlink{class_view_1_1_button}{Button} is by defaalt active, and has no item. 
 \begin{DoxyParams}{Parameters}
-{\em type} & Which button type \\
+{\em type} & What the button type is. \\
 \hline
-{\em coordinates} & The pixel coordinate of the button \\
+{\em coordinates} & The pixel coordinate of the button. \\
 \hline
-{\em image} & The texture for the button \\
+{\em image} & The texture for the button. \\
 \hline
 \end{DoxyParams}
 
@@ -61,29 +61,29 @@ Constructor for button. \hyperlink{class_view_1_1_button}{Button} is by defaalt
 \subsubsection{\texorpdfstring{get\+Button\+Type()}{getButtonType()}}
 {\footnotesize\ttfamily \hyperlink{namespace_view_a422668be256dfc045dfa818cfd90a99e}{Button\+Type} View.\+Button.\+get\+Button\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Returns the button type \hypertarget{class_view_1_1_button_a78a9a7b0a48dddfe30553e964a39e576}{}\label{class_view_1_1_button_a78a9a7b0a48dddfe30553e964a39e576} 
+Returns the button type. \hypertarget{class_view_1_1_button_a78a9a7b0a48dddfe30553e964a39e576}{}\label{class_view_1_1_button_a78a9a7b0a48dddfe30553e964a39e576} 
 \index{View\+::\+Button@{View\+::\+Button}!get\+Image@{get\+Image}}
 \index{get\+Image@{get\+Image}!View\+::\+Button@{View\+::\+Button}}
 \subsubsection{\texorpdfstring{get\+Image()}{getImage()}}
 {\footnotesize\ttfamily Texture2D View.\+Button.\+get\+Image (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Returns the button image \hypertarget{class_view_1_1_button_ab5af522cf14ccd4b5cb98db22b3d2148}{}\label{class_view_1_1_button_ab5af522cf14ccd4b5cb98db22b3d2148} 
+Returns the button image. \hypertarget{class_view_1_1_button_ab5af522cf14ccd4b5cb98db22b3d2148}{}\label{class_view_1_1_button_ab5af522cf14ccd4b5cb98db22b3d2148} 
 \index{View\+::\+Button@{View\+::\+Button}!get\+Pixel\+Coordinates@{get\+Pixel\+Coordinates}}
 \index{get\+Pixel\+Coordinates@{get\+Pixel\+Coordinates}!View\+::\+Button@{View\+::\+Button}}
 \subsubsection{\texorpdfstring{get\+Pixel\+Coordinates()}{getPixelCoordinates()}}
 {\footnotesize\ttfamily Vector2 View.\+Button.\+get\+Pixel\+Coordinates (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Returns the pixel coordinate of the button \hypertarget{class_view_1_1_button_a74efddb86bfe8f4a765bd124c0fa492d}{}\label{class_view_1_1_button_a74efddb86bfe8f4a765bd124c0fa492d} 
+Returns the pixel coordinate of the button. \hypertarget{class_view_1_1_button_a74efddb86bfe8f4a765bd124c0fa492d}{}\label{class_view_1_1_button_a74efddb86bfe8f4a765bd124c0fa492d} 
 \index{View\+::\+Button@{View\+::\+Button}!set\+Pixel\+Coordinates@{set\+Pixel\+Coordinates}}
 \index{set\+Pixel\+Coordinates@{set\+Pixel\+Coordinates}!View\+::\+Button@{View\+::\+Button}}
 \subsubsection{\texorpdfstring{set\+Pixel\+Coordinates()}{setPixelCoordinates()}}
 {\footnotesize\ttfamily void View.\+Button.\+set\+Pixel\+Coordinates (\begin{DoxyParamCaption}\item[{int}]{x,  }\item[{int}]{y }\end{DoxyParamCaption})}
 
-Sets the pixel\+Coordinate 
+Sets the pixel\+Coordinate of button. 
 \begin{DoxyParams}{Parameters}
-{\em x} & The x coordinate of the button \\
+{\em x} & The x coordinate of the button. \\
 \hline
-{\em y} & the y coordinate of the button \\
+{\em y} & the y coordinate of the button. \\
 \hline
 \end{DoxyParams}
 
@@ -95,25 +95,25 @@ Sets the pixel\+Coordinate
 \subsubsection{\texorpdfstring{Active}{Active}}
 {\footnotesize\ttfamily bool View.\+Button.\+Active\hspace{0.3cm}{\ttfamily [get]}, {\ttfamily [set]}}
 
-sets and gets whether button is active \hypertarget{class_view_1_1_button_adb5efb75c832f3f33858f6c5d28c28dd}{}\label{class_view_1_1_button_adb5efb75c832f3f33858f6c5d28c28dd} 
+sets and gets whether button is active. \hypertarget{class_view_1_1_button_adb5efb75c832f3f33858f6c5d28c28dd}{}\label{class_view_1_1_button_adb5efb75c832f3f33858f6c5d28c28dd} 
 \index{View\+::\+Button@{View\+::\+Button}!has\+Item@{has\+Item}}
 \index{has\+Item@{has\+Item}!View\+::\+Button@{View\+::\+Button}}
 \subsubsection{\texorpdfstring{has\+Item}{hasItem}}
 {\footnotesize\ttfamily bool View.\+Button.\+has\+Item\hspace{0.3cm}{\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets whether an item is currently bounded to button \hypertarget{class_view_1_1_button_a2de48361287cc94e5a1443b197a0f78c}{}\label{class_view_1_1_button_a2de48361287cc94e5a1443b197a0f78c} 
+Sets and gets whether an item is currently bounded to button. \hypertarget{class_view_1_1_button_a2de48361287cc94e5a1443b197a0f78c}{}\label{class_view_1_1_button_a2de48361287cc94e5a1443b197a0f78c} 
 \index{View\+::\+Button@{View\+::\+Button}!item@{item}}
 \index{item@{item}!View\+::\+Button@{View\+::\+Button}}
 \subsubsection{\texorpdfstring{item}{item}}
 {\footnotesize\ttfamily String View.\+Button.\+item\hspace{0.3cm}{\ttfamily [get]}, {\ttfamily [set]}}
 
-sets and gets string name for item name \hypertarget{class_view_1_1_button_af7d2c198f378abf2b90d9d32f369640e}{}\label{class_view_1_1_button_af7d2c198f378abf2b90d9d32f369640e} 
+Sets and gets string name for item name. \hypertarget{class_view_1_1_button_af7d2c198f378abf2b90d9d32f369640e}{}\label{class_view_1_1_button_af7d2c198f378abf2b90d9d32f369640e} 
 \index{View\+::\+Button@{View\+::\+Button}!weapon@{weapon}}
 \index{weapon@{weapon}!View\+::\+Button@{View\+::\+Button}}
 \subsubsection{\texorpdfstring{weapon}{weapon}}
 {\footnotesize\ttfamily \hyperlink{interface_model_1_1_weapon}{Weapon} View.\+Button.\+weapon\hspace{0.3cm}{\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets weapon associated with button 
+Sets and gets weapon associated with the button. 
 
 The documentation for this class was generated from the following file\+:\begin{DoxyCompactItemize}
 \item 
diff --git a/Doc/Design/MIS/latex/class_view_1_1_camera.tex b/Doc/Design/MIS/latex/class_view_1_1_camera.tex
index 27c8367..3e560d1 100644
--- a/Doc/Design/MIS/latex/class_view_1_1_camera.tex
+++ b/Doc/Design/MIS/latex/class_view_1_1_camera.tex
@@ -2,7 +2,7 @@
 \label{class_view_1_1_camera}\index{View.\+Camera@{View.\+Camera}}
 
 
-\hyperlink{class_view_1_1_camera}{Camera} class for making the scrollable camera  
+The camera class for making the scrollable camera.  
 
 
 \subsection*{Public Member Functions}
@@ -20,7 +20,7 @@ Matrix \hyperlink{class_view_1_1_camera_a991c3ad145e3f813a9246284f92e3afd}{Trans
 
 
 \subsection{Detailed Description}
-\hyperlink{class_view_1_1_camera}{Camera} class for making the scrollable camera 
+The camera class for making the scrollable camera. 
 
 
 
@@ -31,7 +31,7 @@ Matrix \hyperlink{class_view_1_1_camera_a991c3ad145e3f813a9246284f92e3afd}{Trans
 \subsubsection{\texorpdfstring{Camera()}{Camera()}}
 {\footnotesize\ttfamily View.\+Camera.\+Camera (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Constructor for the camera. Initial location is at 0,0 
+Constructor for the camera. Initial location is at 0,0. 
 
 \subsection{Property Documentation}
 \hypertarget{class_view_1_1_camera_aafc05b32a065447351d219867908fd88}{}\label{class_view_1_1_camera_aafc05b32a065447351d219867908fd88} 
diff --git a/Doc/Design/MIS/latex/class_view_1_1_draw_class.tex b/Doc/Design/MIS/latex/class_view_1_1_draw_class.tex
index c4d3e29..e1719b3 100644
--- a/Doc/Design/MIS/latex/class_view_1_1_draw_class.tex
+++ b/Doc/Design/MIS/latex/class_view_1_1_draw_class.tex
@@ -46,17 +46,17 @@ Draw Class containing all the different draw methods
 \subsubsection{\texorpdfstring{draw\+Attack\+Confirm()}{drawAttackConfirm()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+draw\+Attack\+Confirm (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch,  }\item[{Sprite\+Font}]{font,  }\item[{Sprite\+Font}]{large\+Font,  }\item[{Sprite\+Font}]{largest\+Font,  }\item[{\hyperlink{class_model_1_1_graph}{Graph}}]{graph }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Draw attack confirmation screen. All the damage calculations, 1 set each for each player\+: Attack\+Type, damage\+Dealt, hit\+C\+Ount, hit\+Rate, crit\+Rate, HP and equipped weapons are all printed to the screen. To make sure the damage numbers are properly displayed for which player\textquotesingle{}s unit is attacking, and which is defending, the method will check for whose player\textquotesingle{}s turn it currently is. The method will also draw the attack confirm button. Negative numbers for stats are handled in Damage\+Class. 
+Draws the attack confirmation screen. All the damage calculations, 1 set each for each player\+: Attack\+Type, damage\+Dealt, hit\+C\+Ount, hit\+Rate, crit\+Rate, HP and equipped weapons are all printed to the screen. To make sure the damage numbers are properly displayed for which player\textquotesingle{}s unit is attacking, and which is defending, the method will check for whose player\textquotesingle{}s turn it currently is. The method will also draw the attack confirm button. Negative numbers for stats are handled in Damage\+Class. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em font} & small font to be used \\
+{\em font} & The small font to be used. \\
 \hline
-{\em large\+Font} & Larger font to be used \\
+{\em large\+Font} & The larger font to be used. \\
 \hline
-{\em largest\+Font} & Largest font to be used \\
+{\em largest\+Font} & The largest font to be used. \\
 \hline
-{\em graph} & The game graph \\
+{\em graph} & The current game graph. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_ae99bdbd081b2d201780307a233bfd9d3}{}\label{class_view_1_1_draw_class_ae99bdbd081b2d201780307a233bfd9d3} 
@@ -65,15 +65,15 @@ Draw attack confirmation screen. All the damage calculations, 1 set each for eac
 \subsubsection{\texorpdfstring{draw\+Damage\+Popup()}{drawDamagePopup()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+draw\+Damage\+Popup (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch,  }\item[{Sprite\+Font}]{font }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Draw Damage pop up numbers from attacking. If Game\+State current\+Player\+Damage\+Popup is true, draw the damage dealt by attacking player on top of the enemy unit. If Game\+State enemy\+Player\+Damage\+Popup is true, draw the damage received by defender on top of the recipient. ~\newline
+Draws the Damage pop up numbers from attacking. If Game\+State current\+Player\+Damage\+Popup is true, draw the damage dealt by attacking player on top of the enemy unit. If Game\+State enemy\+Player\+Damage\+Popup is true, draw the damage received by defender on top of the recipient. ~\newline
  {\bfseries Exceptions\+:} ~\newline
 
 \begin{DoxyItemize}
 \item This function assumes that the last time damage calculation was calculated and stored corresponds to the last attacking and defending unit 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em font} & the font to be used \\
+{\em font} & the font to be used. \\
 \hline
 \end{DoxyParams}
 
@@ -85,7 +85,7 @@ Draw Damage pop up numbers from attacking. If Game\+State current\+Player\+Damag
 
 Draws all active buttons for the currently selected unit. The 4 possible active button is Attack, Move, Item and Wait. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_aadfde5664a486e1dc9581628ce98b0b6}{}\label{class_view_1_1_draw_class_aadfde5664a486e1dc9581628ce98b0b6} 
@@ -94,11 +94,11 @@ Draws all active buttons for the currently selected unit. The 4 possible active
 \subsubsection{\texorpdfstring{draw\+End\+Turn\+Button()}{drawEndTurnButton()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+draw\+End\+Turn\+Button (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch,  }\item[{Texture2D}]{end\+Turn\+Button }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Draw end turn button 
+Draws end turn button. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em end\+Turn\+Button} & End turn button texture2D \\
+{\em end\+Turn\+Button} & End turn button texture2D. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_a58026b4efa17fe7b88500b5d58009e41}{}\label{class_view_1_1_draw_class_a58026b4efa17fe7b88500b5d58009e41} 
@@ -107,15 +107,15 @@ Draw end turn button
 \subsubsection{\texorpdfstring{draw\+Game\+Over\+Menu()}{drawGameOverMenu()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+draw\+Game\+Over\+Menu (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch,  }\item[{Texture2D}]{game\+Over,  }\item[{Texture2D}]{back\+Ground,  }\item[{Sprite\+Font}]{largest\+Font }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Draw Game over menu. A game over button texture, the string \char`\"{}\+Game Over\char`\"{}, which player won, and a darkened background is drawn to screen. 
+Draw the Game over menu. A game over button texture, the string \char`\"{}\+Game Over\char`\"{}, which player won, and a darkened background is drawn to screen. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em game\+Over} & The game over button Texture2D \\
+{\em game\+Over} & The game over button Texture2D. \\
 \hline
-{\em background} & The background Texture2D \\
+{\em background} & The background Texture2D. \\
 \hline
-{\em largest\+Font} & Largest font to be used \\
+{\em largest\+Font} & The largest font to be used. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_a4f65b2590cbc2d54776fb2e6e8446337}{}\label{class_view_1_1_draw_class_a4f65b2590cbc2d54776fb2e6e8446337} 
@@ -124,19 +124,19 @@ Draw Game over menu. A game over button texture, the string \char`\"{}\+Game Ove
 \subsubsection{\texorpdfstring{draw\+Highlight\+Nodes()}{drawHighlightNodes()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+draw\+Highlight\+Nodes (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch,  }\item[{\hyperlink{class_model_1_1_graph}{Graph}}]{graph,  }\item[{Texture2D}]{moveable\+Node,  }\item[{Texture2D}]{attackable\+Node }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Draw highlightable nodes. If a unit has yet to move, and unit is selected, all moveable nodes are highlighted blue, with the max attack range nodes highlighted red. Otherwise if a unit is selected, and has finished moving, only display the attackable nodes from the unit\textquotesingle{}s current position. ~\newline
+Draws the highlighted nodes. If a unit has yet to move, and unit is selected, all moveable nodes are highlighted blue, with the max attack range nodes highlighted red. Otherwise if a unit is selected, and has finished moving, only display the attackable nodes from the unit\textquotesingle{}s current position. ~\newline
  {\bfseries Exceptions\+:} ~\newline
 
 \begin{DoxyItemize}
 \item If a unit has no moveable nodes, no squares will be highlighted blue 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em graph} & The current game graph \\
+{\em graph} & The current game graph. \\
 \hline
-{\em moveable\+Node} & The texture for moveable\+Node \\
+{\em moveable\+Node} & The texture for moveable\+Node. \\
 \hline
-{\em attackable\+Node} & The texture for attackable\+Node \\
+{\em attackable\+Node} & The texture for attackable\+Node. \\
 \hline
 \end{DoxyParams}
 
@@ -148,13 +148,13 @@ Draw highlightable nodes. If a unit has yet to move, and unit is selected, all m
 
 Draws character information popup. If it is player 1\textquotesingle{}s turn, the popup will be on the bottom left screen. Otherwise it will show up on right side of the screen. The stats Level, Strength, Int, Skill, Speed, Defense, Resistance, HP and char\+Info\+Background texture are all drawn to screen. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & Draws 2D bitmap to screen. \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em unit} & Unit to print information of. \\
+{\em unit} & The unit to print information of. \\
 \hline
-{\em font} & Small font to be used. \\
+{\em font} & The small font to be used. \\
 \hline
-{\em large\+Font} & Larger font to be used. \\
+{\em large\+Font} & The larger font to be used. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_a66b9b84b3e7e82180fe747a5d0ac6af4}{}\label{class_view_1_1_draw_class_a66b9b84b3e7e82180fe747a5d0ac6af4} 
@@ -163,11 +163,11 @@ Draws character information popup. If it is player 1\textquotesingle{}s turn, th
 \subsubsection{\texorpdfstring{draw\+Inventory\+Menu()}{drawInventoryMenu()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+draw\+Inventory\+Menu (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch,  }\item[{Sprite\+Font}]{font }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Draw Inventory Menu for the selected unit. This method will loop through all possible inventory slots, and display them if the slot if the button for that slot is both active, and has an item. The name of the item is drawn to screen along with the button. 
+Draws the Inventory Menu for the selected unit. This method will loop through all possible inventory slots, and display them if the slot if the button for that slot is both active, and has an item. The name of the item is drawn to screen along with the button. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em font} & The font used to draw the text \\
+{\em font} & The font used to draw the text. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_a15ffcf74c22681b0867d6214dab77c94}{}\label{class_view_1_1_draw_class_a15ffcf74c22681b0867d6214dab77c94} 
@@ -176,13 +176,13 @@ Draw Inventory Menu for the selected unit. This method will loop through all pos
 \subsubsection{\texorpdfstring{Draw\+Player\+Turn()}{DrawPlayerTurn()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+Draw\+Player\+Turn (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch,  }\item[{int}]{player,  }\item[{Texture2D}]{player\+Turn }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Draw who\textquotesingle{}s player turn it currently is. The method takes in the texture containing that info, sprite\+Batch and the int for the player\textquotesingle{}s whose turn it is. The method will print the texture for player 1 on left side of screen if it is currently player 1\textquotesingle{}s turn, otherwise it will print it on right side. 
+This method draws who\textquotesingle{}s player turn it currently is. The method takes in the texture containing that info, sprite\+Batch and the int for the player\textquotesingle{}s whose turn it is. The method will print the texture for player 1 on left side of screen if it is currently player 1\textquotesingle{}s turn, otherwise it will print it on right side. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em player} & The current player \\
+{\em player} & The current player. \\
 \hline
-{\em turn\+Info} & the Texture2D containing the text on which player\textquotesingle{}s turn it currently is. \\
+{\em turn\+Info} & The Texture2D containing the text on which player\textquotesingle{}s turn it currently is. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_a93919267e711f68a3ebc1087246fbcbe}{}\label{class_view_1_1_draw_class_a93919267e711f68a3ebc1087246fbcbe} 
@@ -193,11 +193,11 @@ Draw who\textquotesingle{}s player turn it currently is. The method takes in the
 
 Draws a turn transition image to screen. player1\+Transition is if Game\+State is player1, otherwise player2\+Transition is drawn. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em player1\+Transition} & The player 1 transition texture2D \\
+{\em player1\+Transition} & The player 1 transition texture2D. \\
 \hline
-{\em player2\+Transition} & The player 2 transition texture2D \\
+{\em player2\+Transition} & The player 2 transition texture2D. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_a5b4e02d7c968fe293c2b42b26a3b2945}{}\label{class_view_1_1_draw_class_a5b4e02d7c968fe293c2b42b26a3b2945} 
@@ -206,11 +206,11 @@ Draws a turn transition image to screen. player1\+Transition is if Game\+State i
 \subsubsection{\texorpdfstring{Draw\+Unit()}{DrawUnit()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+Draw\+Unit (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch,  }\item[{\hyperlink{class_model_1_1_player}{Player}}]{player }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Draw unit sprites, by taking in sprite\+Batch, and the Player who\textquotesingle{}s units are to be drawn along with their healthbar. All the player\textquotesingle{}s units will then be looped through, and drawn to screen if such unit is alive. The healthbar location is directly above the character x coord of unit +1. The healthbar will be 30 pixels wide, and be scaled in accordance with the unit\textquotesingle{}s current HP by using a rectangle. 
+This method draws the unit sprites, by taking in sprite\+Batch, and the Player who\textquotesingle{}s units are to be drawn along with their healthbar. All the player\textquotesingle{}s units will then be looped through, and drawn to screen if such unit is alive. The healthbar location is directly above the character x coord of unit +1. The healthbar will be 30 pixels wide, and be scaled in accordance with the unit\textquotesingle{}s current HP by using a rectangle. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
-{\em player} & The player\textquotesingle{}s unit to draw \\
+{\em player} & The player\textquotesingle{}s unit to draw. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_draw_class_a69c3edf89c9b736bb8a9921e2e489e1a}{}\label{class_view_1_1_draw_class_a69c3edf89c9b736bb8a9921e2e489e1a} 
@@ -219,9 +219,9 @@ Draw unit sprites, by taking in sprite\+Batch, and the Player who\textquotesingl
 \subsubsection{\texorpdfstring{draw\+Units\+At\+Game\+Over()}{drawUnitsAtGameOver()}}
 {\footnotesize\ttfamily static void View.\+Draw\+Class.\+draw\+Units\+At\+Game\+Over (\begin{DoxyParamCaption}\item[{Sprite\+Batch}]{sprite\+Batch }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-Redraw unit for game over. This method loops through all of player 1 and 2\textquotesingle{}s units, and redraws them with a darker shade to match the darker game over screen. 
+Redraws units for game over state. This method loops through all of player 1 and 2\textquotesingle{}s units, and redraws them with a darker shade to match the darker game over screen. 
 \begin{DoxyParams}{Parameters}
-{\em sprite\+Batch} & to draw 2D bitmap to screen \\
+{\em sprite\+Batch} & The spitebatch used to draw 2D bitmap to screen. \\
 \hline
 \end{DoxyParams}
 
diff --git a/Doc/Design/MIS/latex/class_view_1_1_how_to_play.pdf b/Doc/Design/MIS/latex/class_view_1_1_how_to_play.pdf
index 6c22a6e..b7775e7 100644
--- a/Doc/Design/MIS/latex/class_view_1_1_how_to_play.pdf
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diff --git a/Doc/Design/MIS/latex/class_view_1_1_how_to_play2.pdf b/Doc/Design/MIS/latex/class_view_1_1_how_to_play2.pdf
index 7d2c84b..28ae991 100644
--- a/Doc/Design/MIS/latex/class_view_1_1_how_to_play2.pdf
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diff --git a/Doc/Design/MIS/latex/class_view_1_1_main_menu.pdf b/Doc/Design/MIS/latex/class_view_1_1_main_menu.pdf
index 2168819..0eb8651 100644
--- a/Doc/Design/MIS/latex/class_view_1_1_main_menu.pdf
+++ b/Doc/Design/MIS/latex/class_view_1_1_main_menu.pdf
@@ -53,12 +53,12 @@ endobj
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diff --git a/Doc/Design/MIS/latex/class_view_1_1_sounds.tex b/Doc/Design/MIS/latex/class_view_1_1_sounds.tex
index f792cab..83656e4 100644
--- a/Doc/Design/MIS/latex/class_view_1_1_sounds.tex
+++ b/Doc/Design/MIS/latex/class_view_1_1_sounds.tex
@@ -32,21 +32,21 @@ Sound class containing methods to play all different sounds to be used in the ga
 \subsubsection{\texorpdfstring{attack\+Sound()}{attackSound()}}
 {\footnotesize\ttfamily static void View.\+Sounds.\+attack\+Sound (\begin{DoxyParamCaption}\item[{\hyperlink{interface_model_1_1_unit}{Unit}}]{unit }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-This method takes in a unit, and plays an attacking sound corresponding to the unit\textquotesingle{}s weapon. The weapon sounds include Sword, Bow, and Magic /param unit The unit who\textquotesingle{}s weapon sound will be played \hypertarget{class_view_1_1_sounds_ada712efeff25692ef207a76d1833dad1}{}\label{class_view_1_1_sounds_ada712efeff25692ef207a76d1833dad1} 
+This method takes in a unit, and plays an attacking sound corresponding to the unit\textquotesingle{}s weapon. The weapon sounds include Sword, Bow, and Magic. /param unit The unit who\textquotesingle{}s weapon sound will be played. \hypertarget{class_view_1_1_sounds_ada712efeff25692ef207a76d1833dad1}{}\label{class_view_1_1_sounds_ada712efeff25692ef207a76d1833dad1} 
 \index{View\+::\+Sounds@{View\+::\+Sounds}!play\+Game\+Over\+Song@{play\+Game\+Over\+Song}}
 \index{play\+Game\+Over\+Song@{play\+Game\+Over\+Song}!View\+::\+Sounds@{View\+::\+Sounds}}
 \subsubsection{\texorpdfstring{play\+Game\+Over\+Song()}{playGameOverSong()}}
 {\footnotesize\ttfamily static void View.\+Sounds.\+play\+Game\+Over\+Song (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-This method plays the Game Over Song \hypertarget{class_view_1_1_sounds_a00111a18d755859f6c1e7e619cedd636}{}\label{class_view_1_1_sounds_a00111a18d755859f6c1e7e619cedd636} 
+This method plays the Game Over Song. \hypertarget{class_view_1_1_sounds_a00111a18d755859f6c1e7e619cedd636}{}\label{class_view_1_1_sounds_a00111a18d755859f6c1e7e619cedd636} 
 \index{View\+::\+Sounds@{View\+::\+Sounds}!play\+Map\+Song@{play\+Map\+Song}}
 \index{play\+Map\+Song@{play\+Map\+Song}!View\+::\+Sounds@{View\+::\+Sounds}}
 \subsubsection{\texorpdfstring{play\+Map\+Song()}{playMapSong()}}
 {\footnotesize\ttfamily static void View.\+Sounds.\+play\+Map\+Song (\begin{DoxyParamCaption}\item[{bool}]{play }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-This method takes in the bool play, and either plays the instance of Main Map Song if true, or stops it from playing if false 
+This method takes in the bool play, and either plays the instance of Main Map Song if true, or stops it from playing if false. 
 \begin{DoxyParams}{Parameters}
-{\em play} & The Boolean determining if music should be played or stopped \\
+{\em play} & The Boolean determining if music should be played or stopped. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_sounds_a375e38c529895c398a8b96bd358bcabc}{}\label{class_view_1_1_sounds_a375e38c529895c398a8b96bd358bcabc} 
@@ -55,9 +55,9 @@ This method takes in the bool play, and either plays the instance of Main Map So
 \subsubsection{\texorpdfstring{play\+Menu\+Song()}{playMenuSong()}}
 {\footnotesize\ttfamily static void View.\+Sounds.\+play\+Menu\+Song (\begin{DoxyParamCaption}\item[{bool}]{play }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-This method takes in the bool play, and either plays the instance of Menu song if true, or stops it from playing if false 
+This method takes in the bool play, and either plays the instance of Menu song if true, or stops it from playing if false. 
 \begin{DoxyParams}{Parameters}
-{\em play} & The Boolean determining if music should be played or stopped \\
+{\em play} & The Boolean determining if music should be played or stopped. \\
 \hline
 \end{DoxyParams}
 \hypertarget{class_view_1_1_sounds_aa798fd781b805d8497ff19819fe97088}{}\label{class_view_1_1_sounds_aa798fd781b805d8497ff19819fe97088} 
@@ -66,7 +66,7 @@ This method takes in the bool play, and either plays the instance of Menu song i
 \subsubsection{\texorpdfstring{walking\+Sound()}{walkingSound()}}
 {\footnotesize\ttfamily static void View.\+Sounds.\+walking\+Sound (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [static]}}
 
-This method plays a single walking step sound 
+This method plays a single walking step sound. 
 
 The documentation for this class was generated from the following file\+:\begin{DoxyCompactItemize}
 \item 
diff --git a/Doc/Design/MIS/latex/interface_model_1_1_unit.pdf b/Doc/Design/MIS/latex/interface_model_1_1_unit.pdf
index 11c5380..2c4b71f 100644
--- a/Doc/Design/MIS/latex/interface_model_1_1_unit.pdf
+++ b/Doc/Design/MIS/latex/interface_model_1_1_unit.pdf
@@ -54,12 +54,12 @@ endobj
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 trailer
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 2482
diff --git a/Doc/Design/MIS/latex/interface_model_1_1_unit.tex b/Doc/Design/MIS/latex/interface_model_1_1_unit.tex
index 51fd962..b6ad2d5 100644
--- a/Doc/Design/MIS/latex/interface_model_1_1_unit.tex
+++ b/Doc/Design/MIS/latex/interface_model_1_1_unit.tex
@@ -2,7 +2,7 @@
 \label{interface_model_1_1_unit}\index{Model.\+Unit@{Model.\+Unit}}
 
 
-\hyperlink{interface_model_1_1_unit}{Unit} Interface for \hyperlink{class_model_1_1_warrior}{Warrior}, \hyperlink{class_model_1_1_mage}{Mage}, and \hyperlink{class_model_1_1_archer}{Archer}  
+\hyperlink{interface_model_1_1_unit}{Unit} Interface for \hyperlink{class_model_1_1_warrior}{Warrior}, \hyperlink{class_model_1_1_mage}{Mage}, and \hyperlink{class_model_1_1_archer}{Archer}.  
 
 
 Inheritance diagram for Model.\+Unit\+:\begin{figure}[H]
@@ -78,7 +78,7 @@ Vector2 \hyperlink{interface_model_1_1_unit_a40c0baa06bc651953048d73599070425}{P
 
 
 \subsection{Detailed Description}
-\hyperlink{interface_model_1_1_unit}{Unit} Interface for \hyperlink{class_model_1_1_warrior}{Warrior}, \hyperlink{class_model_1_1_mage}{Mage}, and \hyperlink{class_model_1_1_archer}{Archer} 
+\hyperlink{interface_model_1_1_unit}{Unit} Interface for \hyperlink{class_model_1_1_warrior}{Warrior}, \hyperlink{class_model_1_1_mage}{Mage}, and \hyperlink{class_model_1_1_archer}{Archer}. 
 
 This is the interface for the 3 playable unit classes, where the only differences in the units will be their statistics and graphical assets 
 
@@ -89,7 +89,7 @@ This is the interface for the 3 playable unit classes, where the only difference
 \subsubsection{\texorpdfstring{get\+Button\+Image()}{getButtonImage()}}
 {\footnotesize\ttfamily Texture2D Model.\+Unit.\+get\+Button\+Image (\begin{DoxyParamCaption}\item[{\hyperlink{namespace_view_a422668be256dfc045dfa818cfd90a99e}{Button\+Type}}]{button\+Type }\end{DoxyParamCaption})}
 
-returns the button texture at index i 
+Returns the button texture at index i. 
 
 Implemented in \hyperlink{class_model_1_1_mage_a6c34591377675f0643fa36a2d1cb378d}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_aa643e878609d234a3fddca294d4d6756}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_a113fc7c767ebae89aa0968f2b467a007}{Model.\+Warrior}.
 
@@ -99,7 +99,7 @@ Implemented in \hyperlink{class_model_1_1_mage_a6c34591377675f0643fa36a2d1cb378d
 \subsubsection{\texorpdfstring{get\+Buttons()}{getButtons()}}
 {\footnotesize\ttfamily \hyperlink{class_view_1_1_button}{Button} \mbox{[}$\,$\mbox{]} Model.\+Unit.\+get\+Buttons (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-returns the dropdown menu buttons of the unit 
+Returns the dropdown menu buttons of the unit. 
 
 Implemented in \hyperlink{class_model_1_1_mage_a57c850c709b509cf0e23f8ebf24da6f0}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_a9bbc5e879beafc25e5a33ff80c59ae82}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_acfd43847689bf1dc0d58429688c33b24}{Model.\+Warrior}.
 
@@ -109,9 +109,9 @@ Implemented in \hyperlink{class_model_1_1_mage_a57c850c709b509cf0e23f8ebf24da6f0
 \subsubsection{\texorpdfstring{get\+Button\+Type()}{getButtonType()}}
 {\footnotesize\ttfamily \hyperlink{class_view_1_1_button}{Button} Model.\+Unit.\+get\+Button\+Type (\begin{DoxyParamCaption}\item[{\hyperlink{namespace_view_a422668be256dfc045dfa818cfd90a99e}{Button\+Type}}]{button\+Type }\end{DoxyParamCaption})}
 
-Method takes in the button\+Type enum, then returns the object associated with that enum 
+Method takes in the button\+Type enum, then returns the object associated with that enum. 
 \begin{DoxyParams}{Parameters}
-{\em button\+Type} & The button to return (Move, Attack, Item, Wait, and attack confirm) \\
+{\em button\+Type} & The button to return (Move, Attack, Item, Wait, and attack confirm). \\
 \hline
 \end{DoxyParams}
 
@@ -124,7 +124,7 @@ Implemented in \hyperlink{class_model_1_1_mage_ac4e875b6ed87a970b75ab79f78ecaa19
 \subsubsection{\texorpdfstring{get\+Char\+Attack\+Info()}{getCharAttackInfo()}}
 {\footnotesize\ttfamily Texture2D Model.\+Unit.\+get\+Char\+Attack\+Info (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-returns the char attack info screen texture 
+Returns the char attack info screen texture. 
 
 Implemented in \hyperlink{class_model_1_1_mage_aa7c9dac02c4b3c6cd7c6de256c3b2f92}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_a9f123fc3a324eaf0041462dd40b5ae10}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_a40dcd822abdd36758035af6c6d08c0b9}{Model.\+Warrior}.
 
@@ -134,7 +134,7 @@ Implemented in \hyperlink{class_model_1_1_mage_aa7c9dac02c4b3c6cd7c6de256c3b2f92
 \subsubsection{\texorpdfstring{get\+Char\+Info()}{getCharInfo()}}
 {\footnotesize\ttfamily Texture2D Model.\+Unit.\+get\+Char\+Info (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-returns the char info screen texture 
+Returns the char info screen texture. 
 
 Implemented in \hyperlink{class_model_1_1_mage_ae6256780be01124c7c9864f4f44b9810}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_a4b1194492d3f9f83fe9842691fc110d9}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_a243b4ba6d7657e5275c0d74c1e9800e5}{Model.\+Warrior}.
 
@@ -144,7 +144,7 @@ Implemented in \hyperlink{class_model_1_1_mage_ae6256780be01124c7c9864f4f44b9810
 \subsubsection{\texorpdfstring{get\+Class()}{getClass()}}
 {\footnotesize\ttfamily \hyperlink{namespace_model_a68c359d1437f179951c3fe1315410fcf}{Unit\+Type} Model.\+Unit.\+get\+Class (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-returns unit\textquotesingle{}s class (warrior, mage, archer) 
+Returns unit\textquotesingle{}s class (warrior, mage, archer). 
 
 Implemented in \hyperlink{class_model_1_1_mage_aa8290998eb8b6db8fd6544478771b4ab}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_abd8b38fd96a6bf778cd635afd1ae13a4}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_a0b8ae1e95b8b00d7da976330db80b968}{Model.\+Warrior}.
 
@@ -154,9 +154,9 @@ Implemented in \hyperlink{class_model_1_1_mage_aa8290998eb8b6db8fd6544478771b4ab
 \subsubsection{\texorpdfstring{get\+Current\+Frame()}{getCurrentFrame()}}
 {\footnotesize\ttfamily Rectangle Model.\+Unit.\+get\+Current\+Frame (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-returns the current sprite frame in animation sequence. The rectangle starts at current\+Frame $\ast$ 32, where 32 is the sprite sheet offset between frames, and is 32 high and wide. ~\newline
+Returns the current sprite frame in animation sequence. The rectangle starts at current\+Frame $\ast$ 32, where 32 is the sprite sheet offset between frames, and is 32 high and wide. ~\newline
  {\bfseries Exceptions\+:} ~\newline
- -\/\+Assumes that each sprite frame is 32pixels wide 
+ -\/\+Assumes that each sprite frame is 32pixels wide. 
 
 Implemented in \hyperlink{class_model_1_1_mage_a1da4d9ee53db7b09e338bdab37a57167}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_a5fc8cd405796886cde8f15f3ad095ca2}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_a8e10a65906547abdc55aabb7852eb34a}{Model.\+Warrior}.
 
@@ -167,9 +167,9 @@ Implemented in \hyperlink{class_model_1_1_mage_a1da4d9ee53db7b09e338bdab37a57167
 {\footnotesize\ttfamily \hyperlink{interface_model_1_1_weapon}{Weapon} \mbox{[}$\,$\mbox{]} Model.\+Unit.\+get\+Equipable\+Weapons (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
 T\+O\+DO -\/ Not yet used ~\newline
-returns array of equipable weapons ~\newline
+Returns array of equipable weapons. ~\newline
  {\bfseries Exceptions\+:} ~\newline
- -\/\+If this array is empty, unit cannot equip any weapons 
+ -\/\+If this array is empty, unit cannot equip any weapons. 
 
 Implemented in \hyperlink{class_model_1_1_mage_a5735ecc56cf62b4dccaf218560458bef}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_a7a0e7ac7aae02a3f7ceb19a5581f114b}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_a8f611698ecb5f6b287fd68863462a344}{Model.\+Warrior}.
 
@@ -179,7 +179,7 @@ Implemented in \hyperlink{class_model_1_1_mage_a5735ecc56cf62b4dccaf218560458bef
 \subsubsection{\texorpdfstring{get\+Health\+Bar()}{getHealthBar()}}
 {\footnotesize\ttfamily Texture2D Model.\+Unit.\+get\+Health\+Bar (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Returns the health\+Bar Texture 
+Returns the health\+Bar Texture. 
 
 Implemented in \hyperlink{class_model_1_1_mage_a546392590593b502a958117c8d3952a3}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_a95e1e2d85143d7c774de1ac3f581754e}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_aa37b49693b125c3993ff5b24aeb145c9}{Model.\+Warrior}.
 
@@ -189,7 +189,7 @@ Implemented in \hyperlink{class_model_1_1_mage_a546392590593b502a958117c8d3952a3
 \subsubsection{\texorpdfstring{get\+Max\+Hp()}{getMaxHp()}}
 {\footnotesize\ttfamily int Model.\+Unit.\+get\+Max\+Hp (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Returns the unit\textquotesingle{}s max HP 
+Returns the unit\textquotesingle{}s max HP. 
 
 Implemented in \hyperlink{class_model_1_1_mage_a3514599976869c84e5f4f5fe6851bf3d}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_a574b96774e237343b651f8902b45615d}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_a4867b986ba9552ecdd8892e514d21268}{Model.\+Warrior}.
 
@@ -211,7 +211,7 @@ Implemented in \hyperlink{class_model_1_1_mage_a90c0cbd19877be1cb16be4300e7413b2
 \subsubsection{\texorpdfstring{get\+Sprite\+Image()}{getSpriteImage()}}
 {\footnotesize\ttfamily Texture2D Model.\+Unit.\+get\+Sprite\+Image (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-returns the sprite image of the unit 
+Returns the sprite image of the unit. 
 
 Implemented in \hyperlink{class_model_1_1_mage_af32359315cd33ca16d78c83d3f898e8f}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_a4efe27d91b20d37fee32b7144bbe4af2}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_abcbb2031c3f28d0a4c3509aa30b6308a}{Model.\+Warrior}.
 
@@ -231,7 +231,7 @@ Implemented in \hyperlink{class_model_1_1_mage_a226ae9e107258aca2485b887a9f2015f
 \subsubsection{\texorpdfstring{is\+Button\+Active()}{isButtonActive()}}
 {\footnotesize\ttfamily bool Model.\+Unit.\+is\+Button\+Active (\begin{DoxyParamCaption}\item[{\hyperlink{namespace_view_a422668be256dfc045dfa818cfd90a99e}{Button\+Type}}]{button\+Type }\end{DoxyParamCaption})}
 
-indicates whether a button has already been previously selected or not 
+Indicates whether a button has already been previously selected or not. 
 
 Implemented in \hyperlink{class_model_1_1_mage_ad4c42c550ad5993ee7fd773e896fc914}{Model.\+Mage}, \hyperlink{class_model_1_1_archer_ae2eb6257593149ac06d4518e3ee52d5e}{Model.\+Archer}, and \hyperlink{class_model_1_1_warrior_a10925eec2f2749a02bcee78c273646f2}{Model.\+Warrior}.
 
@@ -243,7 +243,7 @@ Implemented in \hyperlink{class_model_1_1_mage_ad4c42c550ad5993ee7fd773e896fc914
 
 Sets the coordinates of menu buttons. One for loop will position the main Drop Down menu (potentailly containing attack, move, item and wait directly 32 pixels to the right of unit (so the tile to right of unit) , and for each active button, increment it downwards by 32 pixels (height of each button). The second for loop is similiar and is for the inventory menu buttons, except it starts 160 pixels offsetted to right (to the right of the main drop down menu). 
 \begin{DoxyParams}{Parameters}
-{\em pixel\+Coordinates} & The pixel coordinate of the button \\
+{\em pixel\+Coordinates} & The pixel coordinates of the button. \\
 \hline
 \end{DoxyParams}
 
@@ -275,7 +275,7 @@ Sets and returns whether or not unit is alive \hypertarget{interface_model_1_1_u
 \subsubsection{\texorpdfstring{current\+Frame}{currentFrame}}
 {\footnotesize\ttfamily int Model.\+Unit.\+current\+Frame\hspace{0.3cm}{\ttfamily [get]}, {\ttfamily [set]}}
 
-Sets and gets the current frame of the animation sequence \hypertarget{interface_model_1_1_unit_afca346077df4376dc519435f3a192949}{}\label{interface_model_1_1_unit_afca346077df4376dc519435f3a192949} 
+Sets and gets the current frame of the animation sequence. \hypertarget{interface_model_1_1_unit_afca346077df4376dc519435f3a192949}{}\label{interface_model_1_1_unit_afca346077df4376dc519435f3a192949} 
 \index{Model\+::\+Unit@{Model\+::\+Unit}!Def@{Def}}
 \index{Def@{Def}!Model\+::\+Unit@{Model\+::\+Unit}}
 \subsubsection{\texorpdfstring{Def}{Def}}
@@ -289,7 +289,7 @@ Sets and returns a unit\textquotesingle{}s Defense ~\newline
 \subsubsection{\texorpdfstring{equipped\+Weapon}{equippedWeapon}}
 {\footnotesize\ttfamily \hyperlink{interface_model_1_1_weapon}{Weapon} Model.\+Unit.\+equipped\+Weapon\hspace{0.3cm}{\ttfamily [get]}, {\ttfamily [set]}}
 
-returns weapon the unit is currently equipping \hypertarget{interface_model_1_1_unit_add5c3b029398346c448bfa3a64f278f1}{}\label{interface_model_1_1_unit_add5c3b029398346c448bfa3a64f278f1} 
+Returns weapon the unit is currently equipping. \hypertarget{interface_model_1_1_unit_add5c3b029398346c448bfa3a64f278f1}{}\label{interface_model_1_1_unit_add5c3b029398346c448bfa3a64f278f1} 
 \index{Model\+::\+Unit@{Model\+::\+Unit}!Hp@{Hp}}
 \index{Hp@{Hp}!Model\+::\+Unit@{Model\+::\+Unit}}
 \subsubsection{\texorpdfstring{Hp}{Hp}}
@@ -315,16 +315,15 @@ Sets and returns a unit\textquotesingle{}s Level. Currently does not have any us
 \subsubsection{\texorpdfstring{Pixel\+Coordinates}{PixelCoordinates}}
 {\footnotesize\ttfamily Vector2 Model.\+Unit.\+Pixel\+Coordinates\hspace{0.3cm}{\ttfamily [get]}, {\ttfamily [set]}}
 
-returns the pixel coordinate of the unit ~\newline
- sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate) ~\newline
+Returns the pixel coordinate of the unit, sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate). ~\newline
 {\bfseries Exceptions\+:} ~\newline
- -\/\+Dead units will still have a position, but won\textquotesingle{}t impact the rest of the game \hypertarget{interface_model_1_1_unit_a090b11590e5dbfa1a064c21d831d0a3b}{}\label{interface_model_1_1_unit_a090b11590e5dbfa1a064c21d831d0a3b} 
+ -\/\+Dead units will still have a position, but won\textquotesingle{}t impact the rest of the game. \hypertarget{interface_model_1_1_unit_a090b11590e5dbfa1a064c21d831d0a3b}{}\label{interface_model_1_1_unit_a090b11590e5dbfa1a064c21d831d0a3b} 
 \index{Model\+::\+Unit@{Model\+::\+Unit}!Position@{Position}}
 \index{Position@{Position}!Model\+::\+Unit@{Model\+::\+Unit}}
 \subsubsection{\texorpdfstring{Position}{Position}}
 {\footnotesize\ttfamily Tuple$<$int, int$>$ Model.\+Unit.\+Position\hspace{0.3cm}{\ttfamily [get]}, {\ttfamily [set]}}
 
-gets and sets unit\textquotesingle{}s position by tile. The set also updates pixel\+Coordinate\textquotesingle{}s location by making that vector equivalent to position$\ast$32 (since each tile is 32x32). ~\newline
+Gets and sets unit\textquotesingle{}s position by tile. The set also updates pixel\+Coordinate\textquotesingle{}s location by making that vector equivalent to position$\ast$32 (since each tile is 32x32). ~\newline
  {\bfseries Exceptions\+:} ~\newline
  -\/\+Dead units will still have a position, but won\textquotesingle{}t impact the rest of the game \hypertarget{interface_model_1_1_unit_acc73a95a98cadd660da4df26aa1dab22}{}\label{interface_model_1_1_unit_acc73a95a98cadd660da4df26aa1dab22} 
 \index{Model\+::\+Unit@{Model\+::\+Unit}!Res@{Res}}
diff --git a/Doc/Design/MIS/latex/interface_model_1_1_weapon.pdf b/Doc/Design/MIS/latex/interface_model_1_1_weapon.pdf
index c70f7318a1d0f68168f05ac50c9dbd58b75424b5..5113654147f963eba8ff94de2842cedd76d7a1c5 100644
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diff --git a/Doc/Design/MIS/latex/interface_model_1_1_weapon.tex b/Doc/Design/MIS/latex/interface_model_1_1_weapon.tex
index 2a1497c..bc1a289 100644
--- a/Doc/Design/MIS/latex/interface_model_1_1_weapon.tex
+++ b/Doc/Design/MIS/latex/interface_model_1_1_weapon.tex
@@ -14,7 +14,7 @@ Inheritance diagram for Model.\+Weapon\+:\begin{figure}[H]
 \subsection*{Public Member Functions}
 \begin{DoxyCompactItemize}
 \item 
-weapon\+Type \hyperlink{interface_model_1_1_weapon_a8a1a86582efd21733df621490f39e075}{get\+Weap\+Type} ()
+\hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} \hyperlink{interface_model_1_1_weapon_a8a1a86582efd21733df621490f39e075}{get\+Weap\+Type} ()
 \end{DoxyCompactItemize}
 \subsection*{Properties}
 \begin{DoxyCompactItemize}
@@ -41,9 +41,9 @@ This is the interface to be used when creating new weapons. The only differences
 \index{Model\+::\+Weapon@{Model\+::\+Weapon}!get\+Weap\+Type@{get\+Weap\+Type}}
 \index{get\+Weap\+Type@{get\+Weap\+Type}!Model\+::\+Weapon@{Model\+::\+Weapon}}
 \subsubsection{\texorpdfstring{get\+Weap\+Type()}{getWeapType()}}
-{\footnotesize\ttfamily weapon\+Type Model.\+Weapon.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
+{\footnotesize\ttfamily \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} Model.\+Weapon.\+get\+Weap\+Type (\begin{DoxyParamCaption}{ }\end{DoxyParamCaption})}
 
-Returns the weapon type 
+Returns the weapon type. 
 
 Implemented in \hyperlink{class_model_1_1_bronze_sword_a7cfa62de465249a6cf04a4ee3881ce4e}{Model.\+Bronze\+Sword}, \hyperlink{class_model_1_1_fireball_a0bf71d9257be9b96e75a62bf0f08fa09}{Model.\+Fireball}, \hyperlink{class_model_1_1_fireblast_a50932f8fd4838688bb226987fcbdb757}{Model.\+Fireblast}, \hyperlink{class_model_1_1_iron_sword_a5a4a9cac128932245e58b8720903566a}{Model.\+Iron\+Sword}, \hyperlink{class_model_1_1_long_bow_aaa59e7c64eb7de1ba47de55c56d6cf93}{Model.\+Long\+Bow}, and \hyperlink{class_model_1_1_short_bow_a760f49d4a3009336d5781e635ad56171}{Model.\+Short\+Bow}.
 
diff --git a/Doc/Design/MIS/latex/namespace_model.tex b/Doc/Design/MIS/latex/namespace_model.tex
index 1fbd209..d212211 100644
--- a/Doc/Design/MIS/latex/namespace_model.tex
+++ b/Doc/Design/MIS/latex/namespace_model.tex
@@ -19,7 +19,7 @@ class \hyperlink{class_model_1_1_fireball}{Fireball}
 class \hyperlink{class_model_1_1_fireblast}{Fireblast}
 \begin{DoxyCompactList}\small\item\em Ranged Magical \hyperlink{interface_model_1_1_weapon}{Weapon}. \end{DoxyCompactList}\item 
 class \hyperlink{class_model_1_1_game_state}{Game\+State}
-\begin{DoxyCompactList}\small\item\em This class holds states in the scope of the entire gameplay \end{DoxyCompactList}\item 
+\begin{DoxyCompactList}\small\item\em This class holds states in the scope of the entire gameplay. \end{DoxyCompactList}\item 
 class \hyperlink{class_model_1_1_graph}{Graph}
 \begin{DoxyCompactList}\small\item\em Structure that represents the game map. \end{DoxyCompactList}\item 
 class \hyperlink{class_model_1_1_iron_sword}{Iron\+Sword}
@@ -36,7 +36,7 @@ class \hyperlink{class_model_1_1_player}{Player}
 class \hyperlink{class_model_1_1_short_bow}{Short\+Bow}
 \begin{DoxyCompactList}\small\item\em Ranged physical \hyperlink{interface_model_1_1_weapon}{Weapon}. \end{DoxyCompactList}\item 
 interface \hyperlink{interface_model_1_1_unit}{Unit}
-\begin{DoxyCompactList}\small\item\em \hyperlink{interface_model_1_1_unit}{Unit} Interface for \hyperlink{class_model_1_1_warrior}{Warrior}, \hyperlink{class_model_1_1_mage}{Mage}, and \hyperlink{class_model_1_1_archer}{Archer} \end{DoxyCompactList}\item 
+\begin{DoxyCompactList}\small\item\em \hyperlink{interface_model_1_1_unit}{Unit} Interface for \hyperlink{class_model_1_1_warrior}{Warrior}, \hyperlink{class_model_1_1_mage}{Mage}, and \hyperlink{class_model_1_1_archer}{Archer}. \end{DoxyCompactList}\item 
 class \hyperlink{class_model_1_1_warrior}{Warrior}
 \begin{DoxyCompactList}\small\item\em The \hyperlink{class_model_1_1_warrior}{Warrior} model class, extends \hyperlink{interface_model_1_1_unit}{Unit}. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance. \end{DoxyCompactList}\item 
 interface \hyperlink{interface_model_1_1_weapon}{Weapon}
@@ -74,8 +74,7 @@ enum {\bfseries Direction} \{ {\bfseries Down},
 {\bfseries Up}
  \}
 \item 
-\hypertarget{namespace_model_a5085f78348a95672f62cec7ed55e6471}{}\label{namespace_model_a5085f78348a95672f62cec7ed55e6471} 
-enum {\bfseries weapon\+Type} \{ {\bfseries Sword}, 
+enum \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{weapon\+Type} \{ {\bfseries Sword}, 
 {\bfseries Bow}, 
 {\bfseries Magic}
  \}
@@ -94,16 +93,22 @@ The model in M\+VC. These classes contain the structure of the game, and will be
 \subsubsection{\texorpdfstring{Game\+Menu\+State}{GameMenuState}}
 {\footnotesize\ttfamily enum \hyperlink{namespace_model_a37db30f781c99ca4eb226b512958bded}{Model.\+Game\+Menu\+State}\hspace{0.3cm}{\ttfamily [strong]}}
 
-enumerated list for different possible Game States \hypertarget{namespace_model_abc9786019e8deab9844b28c3d9c58f86}{}\label{namespace_model_abc9786019e8deab9844b28c3d9c58f86} 
+Enumerated list for different possible Game States. \hypertarget{namespace_model_abc9786019e8deab9844b28c3d9c58f86}{}\label{namespace_model_abc9786019e8deab9844b28c3d9c58f86} 
 \index{Model@{Model}!Turn\+State@{Turn\+State}}
 \index{Turn\+State@{Turn\+State}!Model@{Model}}
 \subsubsection{\texorpdfstring{Turn\+State}{TurnState}}
 {\footnotesize\ttfamily enum \hyperlink{namespace_model_abc9786019e8deab9844b28c3d9c58f86}{Model.\+Turn\+State}\hspace{0.3cm}{\ttfamily [strong]}}
 
-enumerated list for what the current turn state is (per unit) \hypertarget{namespace_model_a68c359d1437f179951c3fe1315410fcf}{}\label{namespace_model_a68c359d1437f179951c3fe1315410fcf} 
+Enumerated list for what the current turn state is (per unit). \hypertarget{namespace_model_a68c359d1437f179951c3fe1315410fcf}{}\label{namespace_model_a68c359d1437f179951c3fe1315410fcf} 
 \index{Model@{Model}!Unit\+Type@{Unit\+Type}}
 \index{Unit\+Type@{Unit\+Type}!Model@{Model}}
 \subsubsection{\texorpdfstring{Unit\+Type}{UnitType}}
 {\footnotesize\ttfamily enum \hyperlink{namespace_model_a68c359d1437f179951c3fe1315410fcf}{Model.\+Unit\+Type}\hspace{0.3cm}{\ttfamily [strong]}}
 
-defines the possible classes of a unit 
\ No newline at end of file
+Defines the possible classes of a unit \hypertarget{namespace_model_a5085f78348a95672f62cec7ed55e6471}{}\label{namespace_model_a5085f78348a95672f62cec7ed55e6471} 
+\index{Model@{Model}!weapon\+Type@{weapon\+Type}}
+\index{weapon\+Type@{weapon\+Type}!Model@{Model}}
+\subsubsection{\texorpdfstring{weapon\+Type}{weaponType}}
+{\footnotesize\ttfamily enum \hyperlink{namespace_model_a5085f78348a95672f62cec7ed55e6471}{Model.\+weapon\+Type}\hspace{0.3cm}{\ttfamily [strong]}}
+
+The enum for different weapon types. 
\ No newline at end of file
diff --git a/Doc/Design/MIS/latex/namespace_view.tex b/Doc/Design/MIS/latex/namespace_view.tex
index 2f77f7b..7ba5989 100644
--- a/Doc/Design/MIS/latex/namespace_view.tex
+++ b/Doc/Design/MIS/latex/namespace_view.tex
@@ -11,9 +11,9 @@ The view in M\+VC. These classes deal with the view that the user sees in the ga
 class \hyperlink{class_view_1_1_animation}{Animation}
 \begin{DoxyCompactList}\small\item\em Static class containing all animation methods \end{DoxyCompactList}\item 
 class \hyperlink{class_view_1_1_button}{Button}
-\begin{DoxyCompactList}\small\item\em Buttons for the drop down menu buttons when selecting units \end{DoxyCompactList}\item 
+\begin{DoxyCompactList}\small\item\em Buttons for the drop down menu buttons when selecting units. \end{DoxyCompactList}\item 
 class \hyperlink{class_view_1_1_camera}{Camera}
-\begin{DoxyCompactList}\small\item\em \hyperlink{class_view_1_1_camera}{Camera} class for making the scrollable camera \end{DoxyCompactList}\item 
+\begin{DoxyCompactList}\small\item\em The camera class for making the scrollable camera. \end{DoxyCompactList}\item 
 class \hyperlink{class_view_1_1_draw_class}{Draw\+Class}
 \begin{DoxyCompactList}\small\item\em Draw Class containing all the different draw methods \end{DoxyCompactList}\item 
 class \hyperlink{class_view_1_1_how_to_play}{How\+To\+Play}
@@ -57,4 +57,4 @@ The view in M\+VC. These classes deal with the view that the user sees in the ga
 \subsubsection{\texorpdfstring{Button\+Type}{ButtonType}}
 {\footnotesize\ttfamily enum \hyperlink{namespace_view_a422668be256dfc045dfa818cfd90a99e}{View.\+Button\+Type}\hspace{0.3cm}{\ttfamily [strong]}}
 
-Enumerated list for the possible button types 
\ No newline at end of file
+Enumerated list for the possible button types. 
\ No newline at end of file
diff --git a/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs b/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs
index ee673db..fb09b7d 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs
@@ -38,7 +38,7 @@
         public int[] range { get; }
 
         /**
-        Return the weapon type
+        Returns the weapon type.
         */
         public weaponType getWeapType()
         {
@@ -46,7 +46,7 @@
         }
 
         /**
-        Constructs a bronze sword weapon with stats: 5str, 5skill, 0int, and a range of 1 with name Bronze Sword
+        Constructs a bronze sword weapon with stats: str, 5skill, 0int, and a range of 1 with name Bronze Sword.
         */
         public BronzeSword()
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Button.cs b/src/Blaze-Brigade/Blaze_Brigade/Button.cs
index 9ade653..1aa2fef 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Button.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Button.cs
@@ -6,7 +6,7 @@ using Model;
 namespace View
 {
     /// <summary>
-    /// Buttons for the drop down menu buttons when selecting units
+    /// Buttons for the drop down menu buttons when selecting units.
     /// </summary>
     public class Button
     {
@@ -16,25 +16,25 @@ namespace View
         private Weapon weapons;
 
         /**
-        sets and gets whether button is active
+        sets and gets whether button is active.
         */
         public bool Active { get; set; }
 
         /**
-        sets and gets string name for item name
+        Sets and gets string name for item name.
         */
         public String item { get; set; }
 
         /**
-        Sets and gets whether an item is currently bounded to button
+        Sets and gets whether an item is currently bounded to button.
         */
         public bool hasItem { get; set; }
 
         /**
         Constructor for button. Button is by defaalt active, and has no item.
-        * @param type Which button type
-        * @param coordinates The pixel coordinate of the button
-        * @param image The texture for the button
+        * @param type What the button type is.
+        * @param coordinates The pixel coordinate of the button.
+        * @param image The texture for the button.
         */
         public Button(ButtonType type, Vector2 coordinates, Texture2D image)
         {
@@ -46,7 +46,7 @@ namespace View
         }
 
         /**
-        Sets and gets weapon associated with button
+        Sets and gets weapon associated with the button.
         */
         public Weapon weapon
         {
@@ -62,7 +62,7 @@ namespace View
         }
 
         /**
-        Returns the pixel coordinate of the button
+        Returns the pixel coordinate of the button.
         */
         public Vector2 getPixelCoordinates()
         {
@@ -70,7 +70,7 @@ namespace View
         }
 
         /**
-        Returns the button type
+        Returns the button type.
         */
         public ButtonType getButtonType()
         {
@@ -78,7 +78,7 @@ namespace View
         }
 
         /**
-        Returns the button image
+        Returns the button image.
         */
         public Texture2D getImage()
         {
@@ -86,9 +86,9 @@ namespace View
         }
 
         /**
-        Sets the pixelCoordinate
-        * @param x The x coordinate of the button
-        * @param y the y coordinate of the button
+        Sets the pixelCoordinate of button.
+        * @param x The x coordinate of the button.
+        * @param y the y coordinate of the button.
         */
         public void setPixelCoordinates(int x, int y)
         {
@@ -98,7 +98,7 @@ namespace View
     }
 
     /**
-    Enumerated list for the possible button types
+    Enumerated list for the possible button types.
     */
     public enum ButtonType
     {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Camera.cs b/src/Blaze-Brigade/Blaze_Brigade/Camera.cs
index 2ab7c74..6ee236d 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Camera.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Camera.cs
@@ -3,7 +3,7 @@
 namespace View
 {
     /// <summary>
-    /// Camera class for making the scrollable camera
+    /// The camera class for making the scrollable camera.
     /// </summary>
     public class Camera
     {
@@ -13,7 +13,7 @@ namespace View
         public Vector2 Position { get; set; }
 
         /**
-        Constructor for the camera. Initial location is at 0,0
+        Constructor for the camera. Initial location is at 0,0.
         */
         public Camera()
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs b/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
index 9ba2614..e549172 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
@@ -8,12 +8,12 @@ namespace Model
     public static class DamageCalculations
     {
         /**
-        passes in the 2 units, and a boolean on whether attack is physical (false). Damage is then calculated by taking attacker's Str/int, 
+        This method takes in the 2 units, and a boolean on whether attack is physical (false). Damage is then calculated by taking attacker's Str/int, 
         and defender's def/res (where str-def is for physical, and int-res is for magic). If the defending stat is higher, final damage is 0
         as an attack cannot heal.
-        *@param attacker The unit performing the attack
-        *@param defender The unit defending against the attack
-        *@param physOrMagic Boolean that tells the controller if it's physical or magical damage to be calculated
+        *@param attacker The unit performing the attack.
+        *@param defender The unit defending against the attack.
+        *@param physOrMagic Boolean that tells the controller if it's physical or magical damage to be calculated.
         */
         public static int getDamageDealt(Unit attacker, Unit defender, bool physOrMagic)
         {
@@ -33,11 +33,11 @@ namespace Model
         }
 
         /**
-        Passes in the 2 units, and returns the hit rate as a percentage out of 100 by taking into account both unit's skill. \n
+        This method takes in the 2 units, and returns the hit rate as a percentage out of 100 by taking into account both unit's skill. \n
         This calculation is found according to the equation  [((attackerSkill/10) - (defenderSkill/10) +1) *0.8] *100. \n
         A negative hitrate will be changed to 0.
-        *@param attacker The unit performing the attack
-        *@param defender The unit defending against the attack
+        *@param attacker The unit performing the attack.
+        *@param defender The unit defending against the attack.
         */
         public static int getHitRate(Unit attacker, Unit defender)
         {
@@ -54,11 +54,11 @@ namespace Model
         }
 
         /**
-        Passes in the 2 units, and returns the crit rate as a percentage out of 100 by taking into account both unit's skill. \n
+        This method takes in the 2 units, and returns the crit rate as a percentage out of 100 by taking into account both unit's skill. \n
         This calculation is found according to the equation  [((attackerSkill/10) - (defenderSkill/10) +1) *0.1] *100. \n
         A negative hitrate will be changed to 0.
-        *@param attacker The unit performing the attack
-        *@param defender The unit defending against the attack
+        *@param attacker The unit performing the attack.
+        *@param defender The unit defending against the attack.
         */
         public static int getCritRate(Unit attacker, Unit defender)
         {
@@ -76,10 +76,10 @@ namespace Model
         }
 
         /**
-        passes in then 2 units, and determines how many attacks the attacker makes by factoring in both unit's relative speed. 
+        This method takes in the 2 units, and determines how many attacks the attacker makes by factoring in both unit's relative speed. 
         If one unit's speed is 4 or more higher then the other unit, hitCount will return 2.
-        *@param attacker The unit performing the attack
-        *@param defender The unit defending against the attack
+        *@param attacker The unit performing the attack.
+        *@param defender The unit defending against the attack.
         */
         public static int getHitCount(Unit attacker, Unit defender)
         {
@@ -93,15 +93,15 @@ namespace Model
             }
         }
         /**
-        factors in damage dealt, hit rate, crit rate, and number of attacks (as in how above functions were calculated) to calculate actual damage dealt.
+        This method factors in damage dealt, hit rate, crit rate, and number of attacks (as in how above functions were calculated) to calculate actual damage dealt.
         Hit and crit is factored in by creating a random number between 0-100, and see if that random number is within the range of the crit or hit rate.
         If it is, then the unit hits with the attack and/or crits. \n
         If an attack misses, damage dealt is 0, otherwise damage is dealt normally. \n
         If an attack crits, damage dealt is x2 regular normal damage. \n
         If numOfAttacks is 1, damage is dealt once. Else if 2, damage is dealt twice.
-        *@param attacker The unit performing the attack
-        *@param defender The unit defending against the attack
-        *@param physOrMagic Boolean that tells the controller if it's physical or magical damage to be calculated
+        *@param attacker The unit performing the attack.
+        *@param defender The unit defending against the attack.
+        *@param physOrMagic The boolean that tells the controller if it's physical or magical damage to be calculated.
         */
         public static int finalDamage(Unit attacker, Unit defender, bool physOrMagic)
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs b/src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs
index e1c511a..74c756a 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs
@@ -13,11 +13,11 @@ namespace View
     public static class DrawClass
     {
         /**
-        Draw unit sprites, by taking in spriteBatch, and the Player who's units are to be drawn along with their healthbar. All the player's units will
+        This method draws the unit sprites, by taking in spriteBatch, and the Player who's units are to be drawn along with their healthbar. All the player's units will
         then be looped through, and drawn to screen if such unit is alive. The healthbar location is directly above the character x coord of unit +1. 
         The healthbar will be 30 pixels wide, and be scaled in accordance with the unit's current HP by using a rectangle.
-        \param spriteBatch to draw 2D bitmap to screen
-        \param player The player's unit to draw
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param player The player's unit to draw.
         */
         public static void DrawUnit(SpriteBatch spriteBatch, Player player) // draw it all to the screen.
         {
@@ -45,11 +45,11 @@ namespace View
         }
 
         /**
-        Draw who's player turn it currently is. The method takes in the texture containing that info, spriteBatch and the int for the player's whose turn it is.
+        This method draws who's player turn it currently is. The method takes in the texture containing that info, spriteBatch and the int for the player's whose turn it is.
         The method will print the texture for player 1 on left side of screen if it is currently player 1's turn, otherwise it will print it on right side.
-        \param spriteBatch to draw 2D bitmap to screen
-        \param player The current player
-        \param turnInfo the Texture2D containing the text on which player's turn it currently is.
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param player The current player.
+        \param turnInfo The Texture2D containing the text on which player's turn it currently is.
         */
         public static void DrawPlayerTurn(SpriteBatch spriteBatch, int player, Texture2D playerTurn)
         {
@@ -66,12 +66,12 @@ namespace View
         }
 
         /**
-        Draw Damage pop up numbers from attacking. If GameState currentPlayerDamagePopup is true, draw the damage dealt by attacking player on top of the enemy unit.
+        Draws the Damage pop up numbers from attacking. If GameState currentPlayerDamagePopup is true, draw the damage dealt by attacking player on top of the enemy unit.
         If GameState enemyPlayerDamagePopup is true, draw the damage received by defender on top of the recipient.
         \n \b Exceptions: \n
             - This function assumes that the last time damage calculation was calculated and stored corresponds to the last attacking and defending unit
-        \param spriteBatch to draw 2D bitmap to screen
-        \param font the font to be used
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param font the font to be used.
         */
         public static void drawDamagePopup(SpriteBatch spriteBatch, SpriteFont font)
         {
@@ -88,14 +88,14 @@ namespace View
         }
 
         /**
-        Draw highlightable nodes. If a unit has yet to move, and unit is selected, all moveable nodes are highlighted blue, with the max attack range nodes
+        Draws the highlighted nodes. If a unit has yet to move, and unit is selected, all moveable nodes are highlighted blue, with the max attack range nodes
         highlighted red. Otherwise if a unit is selected, and has finished moving, only display the attackable nodes from the unit's current position.
         \n \b Exceptions: \n
             - If a unit has no moveable nodes, no squares will be highlighted blue
-        \param spriteBatch to draw 2D bitmap to screen
-        \param graph The current game graph
-        \param moveableNode The texture for moveableNode
-        \param attackableNode The texture for attackableNode
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param graph The current game graph.
+        \param moveableNode The texture for moveableNode.
+        \param attackableNode The texture for attackableNode.
         */
         public static void drawHighlightNodes(SpriteBatch spriteBatch, Graph graph, Texture2D moveableNode, Texture2D attackableNode)
         {
@@ -130,7 +130,7 @@ namespace View
 
         /**
         Draws all active buttons for the currently selected unit. The 4 possible active button is Attack, Move, Item and Wait.
-        \param spriteBatch to draw 2D bitmap to screen
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
         */
         public static void drawDropDownMenu(SpriteBatch spriteBatch)
         {
@@ -147,10 +147,10 @@ namespace View
         }
 
         /**
-        Draw Inventory Menu for the selected unit. This method will loop through all possible inventory slots, and display them if the
+        Draws the Inventory Menu for the selected unit. This method will loop through all possible inventory slots, and display them if the
         slot if the button for that slot is both active, and has an item. The name of the item is drawn to screen along with the button.
-        \param spriteBatch to draw 2D bitmap to screen
-        \param font The font used to draw the text
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param font The font used to draw the text.
         */
         public static void drawInventoryMenu(SpriteBatch spriteBatch, SpriteFont font)
         {
@@ -172,9 +172,9 @@ namespace View
         }
 
         /**
-        Redraw unit for game over. This method loops through all of player 1 and 2's units, 
+        Redraws units for game over state. This method loops through all of player 1 and 2's units, 
         and redraws them with a darker shade to match the darker game over screen.
-        \param spriteBatch to draw 2D bitmap to screen
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
         */
         public static void drawUnitsAtGameOver(SpriteBatch spriteBatch)
         {
@@ -207,9 +207,9 @@ namespace View
         }
 
         /**
-        Draw end turn button
-        \param spriteBatch to draw 2D bitmap to screen
-        \param endTurnButton End turn button texture2D
+        Draws end turn button.
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param endTurnButton End turn button texture2D.
         */
         public static void drawEndTurnButton(SpriteBatch spriteBatch, Texture2D endTurnButton)
         {
@@ -217,14 +217,14 @@ namespace View
         }
 
         /**
-        Draw attack confirmation screen. All the damage calculations, 1 set each for each player: AttackType, damageDealt, hitCOunt, hitRate, critRate, HP and equipped weapons 
+        Draws the attack confirmation screen. All the damage calculations, 1 set each for each player: AttackType, damageDealt, hitCOunt, hitRate, critRate, HP and equipped weapons 
         are all printed to the screen. To make sure the damage numbers are properly displayed for which player's unit is attacking, and which is defending, the method will
         check for whose player's turn it currently is. The method will also draw the attack confirm button. Negative numbers for stats are handled in DamageClass.
-        \param spriteBatch to draw 2D bitmap to screen
-        \param font small font to be used
-        \param largeFont Larger font to be used
-        \param largestFont Largest font to be used
-        \param graph The game graph
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param font The small font to be used.
+        \param largeFont The larger font to be used.
+        \param largestFont The largest font to be used.
+        \param graph The current game graph.
         */
         public static void drawAttackConfirm(SpriteBatch spriteBatch, SpriteFont font, SpriteFont largeFont, SpriteFont largestFont, Graph graph)
         {
@@ -302,10 +302,10 @@ namespace View
         /**
         Draws character information popup. If it is player 1's turn, the popup will be on the bottom left screen. Otherwise it will show up on right side of the screen.
         The stats Level, Strength, Int, Skill, Speed, Defense, Resistance, HP and charInfoBackground texture are all drawn to screen.
-        \param spriteBatch Draws 2D bitmap to screen.
-        \param unit Unit to print information of.
-        \param font Small font to be used.
-        \param largeFont Larger font to be used.
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param unit The unit to print information of.
+        \param font The small font to be used.
+        \param largeFont The larger font to be used.
         */
         public static void drawInfoScreen(SpriteBatch spriteBatch, Unit unit, SpriteFont font, SpriteFont largeFont)
         {
@@ -361,11 +361,11 @@ namespace View
         }
 
         /**
-        Draw Game over menu. A game over button texture, the string "Game Over", which player won, and a darkened background is drawn to screen.
-        \param spriteBatch to draw 2D bitmap to screen
-        \param gameOver The game over button Texture2D
-        \param background The background Texture2D
-        \param largestFont Largest font to be used
+        Draw the Game over menu. A game over button texture, the string "Game Over", which player won, and a darkened background is drawn to screen.
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param gameOver The game over button Texture2D.
+        \param background The background Texture2D.
+        \param largestFont The largest font to be used.
         */
         public static void drawGameOverMenu(SpriteBatch spriteBatch, Texture2D gameOver, Texture2D backGround, SpriteFont largestFont)
         {
@@ -378,9 +378,9 @@ namespace View
 
         /**
         Draws a turn transition image to screen. player1Transition is if GameState is player1, otherwise player2Transition is drawn.
-        \param spriteBatch to draw 2D bitmap to screen
-        \param player1Transition The player 1 transition texture2D
-        \param player2Transition The player 2 transition texture2D
+        \param spriteBatch The spitebatch used to draw 2D bitmap to screen.
+        \param player1Transition The player 1 transition texture2D.
+        \param player2Transition The player 2 transition texture2D.
         */
         public static void drawTurnTransition(SpriteBatch spriteBatch, Texture2D player1Transition, Texture2D player2Transition)
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs b/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs
index 56db58a..90f1994 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs
@@ -38,7 +38,7 @@
         public int[] range { get; }
 
         /**
-        Return the weapon type
+        Returns the weapon type.
         */
         public weaponType getWeapType()
         {
@@ -46,7 +46,7 @@
         }
 
         /**
-        Constructs a Fireball weapon with stats: 1str, 5skill, 5int, and a range of 1-2 with name Fireball tome
+        Constructs a Fireball weapon with stats: 1str, 5skill, 5int, and a range of 1-2 with name Fireball tome.
         */
         public Fireball()
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/FireBlast.cs b/src/Blaze-Brigade/Blaze_Brigade/FireBlast.cs
index b599cdc..ff3cdc7 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/FireBlast.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/FireBlast.cs
@@ -38,7 +38,7 @@
         public int[] range { get; }
 
         /**
-        Return the weapon type
+        Returns the weapon type.
         */
         public weaponType getWeapType()
         {
@@ -46,7 +46,7 @@
         }
 
         /**
-        Constructs a Fireblast weapon with stats: 1str, 3skill, 7int, and a range of 1-2 with name Fireblast tome
+        Constructs a Fireblast weapon with stats: 1str, 3skill, 7int, and a range of 1-2 with name Fireblast tome.
         */
         public Fireblast()
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Game.cs b/src/Blaze-Brigade/Blaze_Brigade/Game.cs
index 813340f..92a0369 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Game.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Game.cs
@@ -61,7 +61,7 @@ namespace Controller
         }
 
         /**
-        initializes game. The Game screen is invisible until the Menu screen is closed
+        Initializes the game. The Game screen is invisible until the Menu screen is closed.
         */
         protected override void Initialize()
         {
@@ -169,15 +169,15 @@ namespace Controller
                 -# Checks if get instruction button is clicked. In which case the gameState is switched to HowToPlay and instruction screen pops up. \n
                 -# Checks if Exit Game is clicked, in which case the game closes. \n
             - During Game State HowToPlay: \n
-                -# Checks if next button is clicked. In such case, change game state to HowToPlay2, set the 2nd instruction screen to show, and close the current window \n
-                -# Checks if back button is clicked. In such case, change game state to MainMenu, set the Main Menu to show, and close the current window \n
+                -# Checks if next button is clicked. In such case, change game state to HowToPlay2, set the 2nd instruction screen to show, and close the current window. \n
+                -# Checks if back button is clicked. In such case, change game state to MainMenu, set the Main Menu to show, and close the current window. \n
                 -# Checks if Exit Game is clicked, in which case the game closes. \n
             - During Game State HowToPlay2: \n
-                -# Checks if next button is clicked. In such case, change game state to HowToPlay3, set the 2nd instruction screen to show, and close the current window \n
-                -# Checks if back button is clicked. In such case, change game state to HowToPlay1, set the 2nd instruction screen to show, and close the current window \n
+                -# Checks if next button is clicked. In such case, change game state to HowToPlay3, set the 2nd instruction screen to show, and close the current window. \n
+                -# Checks if back button is clicked. In such case, change game state to HowToPlay1, set the 2nd instruction screen to show, and close the current window. \n
                 -# Checks if Exit Game is clicked, in which case the game closes. \n
             - During Game State HowToPlay3: \n
-                -# Checks if back button is clicked. In such case, change game state to HowToPlay2, set the 2nd instruction screen to show, and close the current window \n
+                -# Checks if back button is clicked. In such case, change game state to HowToPlay2, set the 2nd instruction screen to show, and close the current window. \n
                 -# Checks if Exit Game is clicked, in which case the game closes. \n
             - During Game State Playing: \n
                 -# Loads the map texture \n
@@ -187,7 +187,7 @@ namespace Controller
                 -# If enemyPlayerDamagePopUp is true, set it to false after 2.5 seconds. \n
                 -# Loops over all player1 and 2's units, and removes the ones that are dead. If either player has no units left, isGameOver is set to true, and Song changes from map theme to Game over theme. \n
 
-            \param gameTime The current Game Time
+            \param gameTime The current Game Time.
         */
         protected override void Update(GameTime gameTime)
         {
@@ -369,7 +369,7 @@ namespace Controller
         }
 
         /**
-        Draws the game as it updates at 60FPS \n\n
+        Draws the game as it updates at 60FPS. \n\n
             \b Draw \b Components \b that \b move \b with \camera:       *Note: Many draw methods although called here will not perform any action should the conditions to draw it not be met.
             - Start spriteBatch.begin, pass in camera transform matrix.
             - Draws background texture. \n
@@ -387,7 +387,7 @@ namespace Controller
             - If turnTransition is true, draw the correct turn transition image. \n
             - If it is not game over, draw the label for the current player's turn. \n
             - If it is game over, draw the game over overlay image and buttons. \n
-            \param gameTime The current Game Time
+            \param gameTime The current Game Time.
         */
         protected override void Draw(GameTime gameTime)
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/GameState.cs b/src/Blaze-Brigade/Blaze_Brigade/GameState.cs
index 4d18dc4..0188557 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/GameState.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/GameState.cs
@@ -5,7 +5,7 @@ using System.Collections.Generic;
 namespace Model
 {
     /// <summary>
-    /// This class holds states in the scope of the entire gameplay
+    /// This class holds states in the scope of the entire gameplay.
     /// </summary>
     public static class GameState
     {
@@ -13,75 +13,75 @@ namespace Model
         public static readonly int SCREEN_WIDTH = 960;
 
         /**
-        Sets and gets player 1 (blue team)
+        Sets and gets player 1 (blue team).
         */
         public static Player Player1 { get; set; }
         /**
-        Sets and gets player 2 (red team)
+        Sets and gets player 2 (red team).
         */
         public static Player Player2 { get; set; }
         /**
-        Sets and gets a unit
+        Sets and gets a unit.
         */
         public static Unit selectedUnit { get; set; }
         /**
-        Sets and gets the selected enemy unit
+        Sets and gets the selected enemy unit.
         */
         public static Unit selectedEnemyUnit { get; set; }
         /**
-        Sets and gets the unit to attack
+        Sets and gets the unit to attack.
         */
         public static Unit unitToAttack { get; set; }
         /**
-        Sets and gets the current player
+        Sets and gets the current player.
         */
         public static Player currentPlayer { get; set; }
         /**
-        Sets and gets the enemy player
+        Sets and gets the enemy player.
         */
         public static Player enemyPlayer { get; set; }
         /**
-        Sets and gets whether drop down menu should be open
+        Sets and gets whether drop down menu should be open.
         */
         public static bool dropDownMenuOpen { get; set; }
         /**
-        Sets and gets whether attackConfirm menu should be open
+        Sets and gets whether attackConfirm menu should be open.
         */
         public static bool attackConfirmOpen { get; set; }
         /**
-        Sets and gets whether player is currently selecting unit to attack
+        Sets and gets whether player is currently selecting unit to attack.
         */
         public static bool attackSelect { get; set; }
         /**
-        Sets and gets whether inventory menu should be open
+        Sets and gets whether inventory menu should be open.
         */
         public static bool inventoryOpen { get; set; }
         /**
-        Sets and gets whether end turn button is active
+        Sets and gets whether end turn button is active.
         **/
         public static bool endTurnButton { get; set; }
         /**
-        Sets and gets if a unit has moved yet or not. beforeMOve is true before unit moves, false after it moves. Used to determine what tiles are highlighted
+        Sets and gets if a unit has moved yet or not. beforeMOve is true before unit moves, false after it moves. Used to determine what tiles are highlighted.
         */
         public static bool beforeMove { get; set; }
         /**
-        Sets and gets whether an animation sequence is currently on screen
+        Sets and gets whether an animation sequence is currently on screen.
         */
         public static bool isAnimating { get; set; }
         /**
-        Sets and gets whether game is over
+        Sets and gets whether game is over.
         */
         public static bool gameOver { get; set; }
         /**
-        Sets and gets if game should exit
+        Sets and gets if game should exit.
         */
         public static bool exitGameClicked { get; set; }
         /**
-        Sets and gets end turn button position
+        Sets and gets end turn button position.
         */
         public static Vector2 endTurnButtonLocation { get; set; }
         /**
-        sets and gets whether it is currently transitioning turns
+        sets and gets whether it is currently transitioning turns.
         */
         public static bool transitionTurn { get; set; }
         /**
@@ -89,11 +89,11 @@ namespace Model
         */
         public static TurnState TurnState { get; set; }
         /**
-        Sets and gets whether damage dealt number pops up for current player
+        Sets and gets whether damage dealt number pops up for current player.
         */
         public static bool currentPlayerDamagePopup { get; set; }
         /**
-        Stores the damage dealt by current player in their most recent attack
+        Stores the damage dealt by current player in their most recent attack.
         */
         private static String currentPlayerDamageDealt;
         /**
@@ -121,15 +121,15 @@ namespace Model
         }
 
         /**
-        Sets and gets the current unit controlled in a 2nd location, for printing damage popup AFTER selectedUnit has been updated, since damage Popup should appear for a few seconds after action has finished
+        Sets and gets the current unit controlled in a 2nd location, for printing damage popup AFTER selectedUnit has been updated, since damage Popup should appear for a few seconds after action has finished.
         */
         public static Unit lastAttackingUnit { get; set; }
         /**
-        Sets and gets whether damage dealt number pops up for enemy player
+        Sets and gets whether damage dealt number pops up for enemy player.
         */
         public static bool enemyPlayerDamagePopup { get; set; }
         /**
-        Stores the damage dealt by enemy player in their most recent attack
+        Stores the damage dealt by enemy player in their most recent attack.
         */
         private static String enemyPlayerDamageDealt;
         /**
@@ -156,20 +156,20 @@ namespace Model
             }
         }
         /**
-        Sets and gets the current unit controlled in a 2nd location, for printing damage popup AFTER unitToAttack has been updated, since damage Popup should appear for a few seconds after action has finished
+        Sets and gets the current unit controlled in a 2nd location, for printing damage popup AFTER unitToAttack has been updated, since damage Popup should appear for a few seconds after action has finished.
         */
         public static Unit lastDefendingUnit { get; set; }
         /**
-        Sets and gets movable nodes that can be retrieved without calling path finding
+        Sets and gets movable nodes that can be retrieved without calling path finding.
         */
         public static LinkedList<Node> moveableNodes { get; set; }
         /**
-        Sets and gets the winning player
+        Sets and gets the winning player.
         */
         public static int winningPlayer { get; set; }
     }
     /**
-    enumerated list for different possible Game States
+    Enumerated list for different possible Game States.
     */
     public enum GameMenuState
     {
@@ -180,7 +180,7 @@ namespace Model
         Playing        // Playing game Screen
     }
     /**
-    enumerated list for what the current turn state is (per unit)
+    Enumerated list for what the current turn state is (per unit).
     */
     public enum TurnState
     {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/IronSword.cs b/src/Blaze-Brigade/Blaze_Brigade/IronSword.cs
index 1ef7f44..ffcad3d 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/IronSword.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/IronSword.cs
@@ -38,7 +38,7 @@
         public int[] range { get; }
 
         /**
-        Return the weapon type
+        Returns the weapon type.
         */
         public weaponType getWeapType()
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/LongBow.cs b/src/Blaze-Brigade/Blaze_Brigade/LongBow.cs
index 0747fd0..976d88a 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/LongBow.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/LongBow.cs
@@ -38,7 +38,7 @@
         public int[] range { get; }
 
         /**
-        Return the weapon type
+        Returns the weapon type.
         */
         public weaponType getWeapType()
         {
@@ -46,7 +46,7 @@
         }
 
         /**
-        Constructs a LongBow weapon with stats: 7str, 8skill, 0int, and a range of 2-3 with name Long Bow
+        Constructs a LongBow weapon with stats: 7str, 8skill, 0int, and a range of 2-3 with name Long Bows
         */
         public LongBow()
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/ShortBow.cs b/src/Blaze-Brigade/Blaze_Brigade/ShortBow.cs
index 35c88b4..dffcf2e 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/ShortBow.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/ShortBow.cs
@@ -38,7 +38,7 @@
         public int[] range { get; }
 
         /**
-        Return the weapon type
+        Returns the weapon type.
         */
         public weaponType getWeapType()
         {
@@ -46,7 +46,7 @@
         }
 
         /**
-        Constructs a Fireball weapon with stats: 7str, 10skill, 0int, and a range of 1-2 with name Short Bow
+        Constructs a Fireball weapon with stats: 7str, 10skill, 0int, and a range of 1-2 with name Short Bows
         */
         public ShortBow()
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Sounds.cs b/src/Blaze-Brigade/Blaze_Brigade/Sounds.cs
index c3479a0..241c964 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Sounds.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Sounds.cs
@@ -9,8 +9,8 @@ namespace View
     public static class Sounds
     {
         /**
-        This method takes in a unit, and plays an attacking sound corresponding to the unit's weapon. The weapon sounds include Sword, Bow, and Magic
-        /param unit The unit who's weapon sound will be played
+        This method takes in a unit, and plays an attacking sound corresponding to the unit's weapon. The weapon sounds include Sword, Bow, and Magic.
+        /param unit The unit who's weapon sound will be played.
         */
         public static void attackSound(Unit unit)
         {
@@ -29,7 +29,7 @@ namespace View
         }
 
         /**
-        This method plays a single walking step sound
+        This method plays a single walking step sound.
         */
         public static void walkingSound()
         {
@@ -37,8 +37,8 @@ namespace View
         }
 
         /**
-        This method takes in the bool play, and either plays the instance of Menu song if true, or stops it from playing if false
-        \param play The Boolean determining if music should be played or stopped
+        This method takes in the bool play, and either plays the instance of Menu song if true, or stops it from playing if false.
+        \param play The Boolean determining if music should be played or stopped.
         */
         public static void playMenuSong(bool play)
         {
@@ -53,8 +53,8 @@ namespace View
         }
 
         /**
-        This method takes in the bool play, and either plays the instance of Main Map Song if true, or stops it from playing if false
-        \param play The Boolean determining if music should be played or stopped
+        This method takes in the bool play, and either plays the instance of Main Map Song if true, or stops it from playing if false.
+        \param play The Boolean determining if music should be played or stopped.
         */
         public static void playMapSong(bool play)
         {
@@ -70,7 +70,7 @@ namespace View
         }
 
         /**
-        This method plays the Game Over Song
+        This method plays the Game Over Song.
         */
         public static void playGameOverSong()
         {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Unit.cs b/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
index c58f203..16d1e3b 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
@@ -10,7 +10,7 @@ using View;
 namespace Model
 {
     /// <summary>
-    /// Unit Interface for Warrior, Mage, and Archer 
+    /// Unit Interface for Warrior, Mage, and Archer. 
     /// </summary>
 
     /**
@@ -96,14 +96,14 @@ namespace Model
         #endregion
 
         /**
-        returns weapon the unit is currently equipping
+        Returns weapon the unit is currently equipping.
         */
         Weapon equippedWeapon { get; set; }
 
         // TODO void setEquipableWeapons(Weapon add);  // need to update the weapon array, put new weapon into it
 
         /**
-        indicates whether a button has already been previously selected or not
+        Indicates whether a button has already been previously selected or not.
         */
         bool isButtonActive(ButtonType buttonType);
 
@@ -113,37 +113,37 @@ namespace Model
         , and for each active button, increment it downwards by 32 pixels (height of each button). The second 
         for loop is similiar and is for the inventory menu buttons, except it starts 160 pixels offsetted to
         right (to the right of the main drop down menu).
-        * @param pixelCoordinates The pixel coordinate of the button
+        * @param pixelCoordinates The pixel coordinates of the button.
         */
         void setButtonCoordinates(Vector2 pixelCoordinates);
 
         /**
-        Sets and gets the current frame of the animation sequence
+        Sets and gets the current frame of the animation sequence.
         */
         int currentFrame { get; set; }
 
         /**
-        returns the sprite image of the unit
+        Returns the sprite image of the unit.
         */
         Texture2D getSpriteImage();
 
         /**
-        returns the button texture at index i
+        Returns the button texture at index i.
         */
         Texture2D getButtonImage(ButtonType buttonType);
 
         /**
-        returns the char info screen texture
+        Returns the char info screen texture.
         */
         Texture2D getCharInfo();
 
         /**
-        returns the char attack info screen texture
+        Returns the char attack info screen texture.
         */
         Texture2D getCharAttackInfo();
 
         /**
-       gets and sets unit's position by tile. The set also updates pixelCoordinate's location by making 
+       Gets and sets unit's position by tile. The set also updates pixelCoordinate's location by making 
        that vector equivalent to position*32 (since each tile is 32x32). \n
            \b Exceptions: \n
            -Dead units will still have a position, but won't impact the rest of the game
@@ -151,58 +151,58 @@ namespace Model
         Tuple<int, int> Position { get; set; }
 
         /**
-        returns the pixel coordinate of the unit
-        \n sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate) \n
+        Returns the pixel coordinate of the unit,
+        sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate). \n
         \b Exceptions: \n
-            -Dead units will still have a position, but won't impact the rest of the game
+            -Dead units will still have a position, but won't impact the rest of the game.
         */
         Vector2 PixelCoordinates { get; set; }
 
         /**
-        returns the dropdown menu buttons of the unit
+        Returns the dropdown menu buttons of the unit.
         */
         Button[] getButtons();
 
         /**
-         Method takes in the buttonType enum, then returns the object associated with that enum
-         * @param buttonType The button to return (Move, Attack, Item, Wait, and attack confirm)
+         Method takes in the buttonType enum, then returns the object associated with that enum.
+         * @param buttonType The button to return (Move, Attack, Item, Wait, and attack confirm).
          */
         Button getButtonType(ButtonType buttonType);
 
         /**
-        returns the current sprite frame in animation sequence. The rectangle starts at currentFrame * 32, where 
+        Returns the current sprite frame in animation sequence. The rectangle starts at currentFrame * 32, where 
         32 is the sprite sheet offset between frames, and is 32 high and wide. \n
             \b Exceptions: \n
-            -Assumes that each sprite frame is 32pixels wide
+            -Assumes that each sprite frame is 32pixels wide.
         */
         Rectangle getCurrentFrame();
 
         /**
         TODO - Not yet used \n
-        returns array of equipable weapons \n
+        Returns array of equipable weapons. \n
             \b Exceptions: \n
-            -If this array is empty, unit cannot equip any weapons
+            -If this array is empty, unit cannot equip any weapons.
         */
         Weapon[] getEquipableWeapons();
 
         /**
-        returns unit's class (warrior, mage, archer)
+        Returns unit's class (warrior, mage, archer).
         */
         UnitType getClass();
 
         /**
-        Returns the healthBar Texture
+        Returns the healthBar Texture.
         */
         Texture2D getHealthBar();
 
         /**
-        Returns the unit's max HP
+        Returns the unit's max HP.
         */
         int getMaxHp();
 
     }
     /**
-    defines the possible classes of a unit
+    Defines the possible classes of a unit
     */
     public enum UnitType { Warrior, Archer, Mage };
     public enum Direction { Down, Left, Right, Up };
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs b/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
index 49cb63e..fc8210b 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
@@ -38,11 +38,13 @@ namespace Model
         int[] range { get; }
 
         /**
-        Returns the weapon type
+        Returns the weapon type.
         */
         weaponType getWeapType();
     }
 
-    //Enum for different weapon types
+    /**
+     * The enum for different weapon types.
+     */
     public enum weaponType { Sword, Bow, Magic };
 }
-- 
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