Indeed, the editor can sometimes be annoying. This is why I usually do not put much (or in fact any) text in the Setup section, just a Diagram. If there is text I edit it in HTML source mode, where I have to add the <p> tags myself. (Especially annoying if it contains boldface or italics.) The summary of the pieces I usually let create by the ID itself, as a satellite pieceList. But to get proper layout I usually have to put things in a table, which requires a fair amount of HTML tags.
Advantage is that when you have done it once, you can copy-paste that to other articles, and only have to adapt the Diagram parameters to the new variant.
Distant rider moves can use the same symbol as slider moves; only the first leap would use the jump symbol, where for sliders the adjacent square would use the same symbol as the distant targets. Also, for a hopper one would not mark the square behind the mount as a jump; the jump symbol must be reserved for direct leaps from the square of origin. That reaching the square involves a jump is already obvious from the geometry; what the symbols should convey is whether the presence of another piece not shown in the diagram between the target and the moving piece would block the move or not. Note that the amount of information that one can display in a static move diagram is rather limited, and for unusual moves can easily be misinterpreted. (E.g. imagine a 'stuttering rider', which alternately moves outward like D and then pulls back like W; it would reach the same squares as a Rook.
Note that your XBetza description for the Bowman does block it moving close to the edge, when the capture target is off board; you would have to include o mode for that step to avoid that.
Indeed, the editor can sometimes be annoying. This is why I usually do not put much (or in fact any) text in the Setup section, just a Diagram. If there is text I edit it in HTML source mode, where I have to add the <p> tags myself. (Especially annoying if it contains boldface or italics.) The summary of the pieces I usually let create by the ID itself, as a satellite pieceList. But to get proper layout I usually have to put things in a table, which requires a fair amount of HTML tags.
Advantage is that when you have done it once, you can copy-paste that to other articles, and only have to adapt the Diagram parameters to the new variant.
Distant rider moves can use the same symbol as slider moves; only the first leap would use the jump symbol, where for sliders the adjacent square would use the same symbol as the distant targets. Also, for a hopper one would not mark the square behind the mount as a jump; the jump symbol must be reserved for direct leaps from the square of origin. That reaching the square involves a jump is already obvious from the geometry; what the symbols should convey is whether the presence of another piece not shown in the diagram between the target and the moving piece would block the move or not. Note that the amount of information that one can display in a static move diagram is rather limited, and for unusual moves can easily be misinterpreted. (E.g. imagine a 'stuttering rider', which alternately moves outward like D and then pulls back like W; it would reach the same squares as a Rook.
Note that your XBetza description for the Bowman does block it moving close to the edge, when the capture target is off board; you would have to include o mode for that step to avoid that.