From f744cc36f0c72a314a7f8e1ef5112f2733dc3667 Mon Sep 17 00:00:00 2001 From: jalensailin Date: Thu, 28 Sep 2023 22:48:08 -0400 Subject: [PATCH] prettify /documentation md files --- documentation/agent_sheet_sample.md | 7 ++++- documentation/home.md | 43 ++++++++++++++++++----------- 2 files changed, 33 insertions(+), 17 deletions(-) diff --git a/documentation/agent_sheet_sample.md b/documentation/agent_sheet_sample.md index 1866889..1a81ef2 100644 --- a/documentation/agent_sheet_sample.md +++ b/documentation/agent_sheet_sample.md @@ -21,16 +21,21 @@ The "Cowboys" setting gives the oldest feel, with a typewriter font and an weath ![Character Sheet Screenshot - Program - Skills](./images/agent_sheet_program_skills_tab.webp) ## Physical + ![Character Sheet Screenshot](./images/agent_sheet_program_statistics_tab.webp) ## Mental + ![Character Sheet Screenshot](./images/agent_sheet_program_psychological_tab.webp) ## Gear + ![Character Sheet Screenshot](./images/agent_sheet_program_equipment_tab.webp) ## CV + ![Character Sheet Screenshot](./images/agent_sheet_program_personal_tab.webp) ## Contacts -![Character Sheet Screenshot](./images/agent_sheet_program_bonds_tab.webp) \ No newline at end of file + +![Character Sheet Screenshot](./images/agent_sheet_program_bonds_tab.webp) diff --git a/documentation/home.md b/documentation/home.md index 4e69e7a..0aa7946 100644 --- a/documentation/home.md +++ b/documentation/home.md @@ -1,6 +1,7 @@ # System Documentation ## Table of Contents + 1. [Rolling Checks](#rolling-checks) 2. [Modifying Rolls on the Fly](#modifying-rolls) 3. [Type Skills Such as Art or Piloting](#type-skills) @@ -12,19 +13,21 @@ 9. [Item Macros](#item-macros) -## Rolling Checks + +## 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. ![Sanity Roll](./images/sanity_roll.webp) -* 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. -* Click on the name of a physical statistic (such as _STR_, on the _Physical_ tab) to roll a test. -* Click on a weapon name (on the _Gear_ tab) to roll the skill test associated with it (e.g. _Firearms_). -* Click on the Damage/Lethality associated with a weapon to roll it. +- 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. +- Click on the name of a physical statistic (such as _STR_, on the _Physical_ tab) to roll a test. +- Click on a weapon name (on the _Gear_ tab) to roll the skill test associated with it (e.g. _Firearms_). +- Click on the Damage/Lethality associated with a weapon to roll it. + ## Modifying Rolls on the Fly Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll. @@ -32,51 +35,58 @@ Shift-clicking or right-clicking will bring up a dialogue to allow modifying the ![Modify Roll Window](./images/modify_roll_dialogue.webp) + ## Where are the Specialized Skills Like 'Science' and 'Pilot'? -Only one 'Typed' skill is shown for an Agent by default, that being Art (Painting), and it is *below* all the other skills. It can be removed by clicking the trash icon inside the box for the skill. Likewise, new typed skills can be added by clicking the _+_ button just above the section. +Only one 'Typed' skill is shown for an Agent by default, that being Art (Painting), and it is _below_ all the other skills. It can be removed by clicking the trash icon inside the box for the skill. Likewise, new typed skills can be added by clicking the _+_ button just above the section. This allows adding any number of skills as needed, without having dead space for unused skills. ![Type Skills Section](./images/type_skill_example.webp) + ## Why Does the 'Lethality' Roll Show Damage Even on a Success? For Lethality, the D100 test against the target lethality threshold is evaluated like a normal skill test. But regardless of the outcome, the damage associated with a non-lethal roll (2D10) is also displayed in paretheses as lethality does not affect some creatures. -Note - the Lethality roll does not currently take into account the changes that rolling a critical on the associated attack roll involves. For example, on a critical _Firearms_ check with a weapon with a lethality of 10%, the threshold doubles to 20%, and if that check fails the resulting damage doubles as well. +Note - the Lethality roll does not currently take into account the changes that rolling a critical on the associated attack roll involves. For example, on a critical _Firearms_ check with a weapon with a lethality of 10%, the threshold doubles to 20%, and if that check fails the resulting damage doubles as well. + ## Where is an Agent's Breaking Point Shown? -It is under the _Mental_ tab, as are the boxes to tick for _Incidents of Sanity Loss Without Going Insane_ and an Agents _Motivations_ and _Disorders_. Clicking the _Reset_ button will automatically change it to current SAN - POW. +It is under the _Mental_ tab, as are the boxes to tick for _Incidents of Sanity Loss Without Going Insane_ and an Agents _Motivations_ and _Disorders_. Clicking the _Reset_ button will automatically change it to current SAN - POW. + ## "Inhuman Rules" - Why are Results for x5 Tests Different for Creatures with a x5 that is Greater than 100%? -Per the rules in the Handler's Guide, if a creature has a physical attribute that is 20 or above (giving a x5 of 100% or higher), it is considered "inhuman" and all rolls that are not a 100 automatically succeed. Furthermore, any roll that is **below the attribute score** is a critical (on top of the normal critical rules). For example, if a monster had a strength of 25, giving a x5 of 125, that monster could score a critical not only by rolling a 33, but also by rolling anything 25 or under. +Per the rules in the Handler's Guide, if a creature has a physical attribute that is 20 or above (giving a x5 of 100% or higher), it is considered "inhuman" and all rolls that are not a 100 automatically succeed. Furthermore, any roll that is **below the attribute score** is a critical (on top of the normal critical rules). For example, if a monster had a strength of 25, giving a x5 of 125, that monster could score a critical not only by rolling a 33, but also by rolling anything 25 or under. + ## What is the Ritual Skill? -Per the rules in the Handler's Guide, the ritual skill is used (primarily) to activate rituals. It is calculated as 100 - SAN. E.g., the lower one's sanity, the easier ritual activation becomes. Like Unnatural, it cannot be improved through failure like other skills. +Per the rules in the Handler's Guide, the ritual skill is used (primarily) to activate rituals. It is calculated as 100 - SAN. E.g., the lower one's sanity, the easier ritual activation becomes. Like Unnatural, it cannot be improved through failure like other skills. + ## What is the Shield Icon by Health? -This represents the total protection value of all equipped armor (click on the x or checkmark to toggle if armor is equipped or not). This is how much damage should be subtracted from incoming attacks, assuming the incoming damage has no armor penetration. +This represents the total protection value of all equipped armor (click on the x or checkmark to toggle if armor is equipped or not). This is how much damage should be subtracted from incoming attacks, assuming the incoming damage has no armor penetration. -Note there are a few limitations of this calculation. For instance the system is unaware of certain pieces that should not stack, such as wearing multiple helmets. Or wearing a kevlar helmet with armor that includes a helmet already (such as a bomb suit). +Note there are a few limitations of this calculation. For instance the system is unaware of certain pieces that should not stack, such as wearing multiple helmets. Or wearing a kevlar helmet with armor that includes a helmet already (such as a bomb suit). -In the example below, the vest is equipped but the helmet is not. As such total armor is only 4 rather than 5. Note that currently only 'Armor' type items can increase the calculated protection value. +In the example below, the vest is equipped but the helmet is not. As such total armor is only 4 rather than 5. Note that currently only 'Armor' type items can increase the calculated protection value. ![Armor Calculation](./images/equipped_armor.webp) + ## 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: +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"); @@ -89,4 +99,5 @@ You can get a macro that rolls the appropriate skill check instead however with ```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 + +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.