diff --git a/documentation/home.md b/documentation/home.md index 3f5d296..dca2348 100644 --- a/documentation/home.md +++ b/documentation/home.md @@ -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. + +![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. \ No newline at end of file diff --git a/documentation/images/item_damage_macro.png b/documentation/images/item_damage_macro.png new file mode 100644 index 0000000..71a9b9e Binary files /dev/null and b/documentation/images/item_damage_macro.png differ diff --git a/documentation/images/sanity_roll.png b/documentation/images/sanity_roll.png new file mode 100644 index 0000000..a906749 Binary files /dev/null and b/documentation/images/sanity_roll.png differ