more documentation stuff
This commit is contained in:
+18
-1
@@ -2,7 +2,9 @@
|
||||
|
||||
## 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.
|
||||
|
||||

|
||||
|
||||
* 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
|
||||
|
||||

|
||||
|
||||
## 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");
|
||||
```
|
||||
|
||||

|
||||
|
||||
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.
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 325 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 227 KiB |
Reference in New Issue
Block a user