more documentation stuff

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TheLastScrub
2021-06-05 00:10:10 -07:00
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## Rolling Checks
Most labels can be clicked to roll a check or test of some kind. If they can be clicked, they should glow red when the mouse is hovered over them.
Most labels can be clicked to roll a check or test of some kind. If they can be clicked, they should glow red when the mouse is hovered over them.
![Sanity Roll](./images/sanity_roll.png)
* Click on _SAN_ (label above current/max sanity) to roll a Sanity check.
* Click on any of the skill labels (such as _Accounting_) to roll a skill test.
@@ -52,4 +54,19 @@ In the example below, the vest is equipped but the helmet is not. As such total
![Armor Calculation](./images/equipped_armor.png)
## Item Macros
Currently there are two built-in item macros, that allow rolling the associated skill check or damage roll for a weapon. Dragging a weapon (try clicking on 'Armor Piercing' to avoid rolling) onto the macro bar results in a macro like this that will roll damage:
```javascript
game.deltagreen.rollItemMacro("Combat Dagger");
```
![Armor Calculation](./images/item_damage_macro.png)
You can get a macro that rolls the appropriate skill check instead however with this command:
```javascript
game.deltagreen.rollItemSkillCheckMacro("Combat Dagger");
```
Note that both of these macros search **the currently selected token** for the first instance of an item matching the indicated name passed to the function.
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