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Senior Member
Join Date: Jul 2010
Location: Knoxville, Tn
Posts: 126
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So I'm taking a stab at adding support for Pulp Cthulhu. I've never used the editor before and I'm not sure where to add things like the pulp talents so that they are available during character builds.
I added one as a test as an ability but it's not showing up. Where would you suggest these be added? Some things I'll need to tackle are: Pulp HP's Pulp Archetypes Pulp Talents I'd love some guidance and am happy to assist here if someone else is already doing this. No need to reinvent the wheel! |
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Member
Join Date: Dec 2015
Posts: 58
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Maybe post in the Pathfinder forum? For programming info.
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Member
Join Date: Dec 2014
Location: Cincinnati, OH
Posts: 55
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You might be able to add Archetypes and Talents as Skills in the editor with eval scripts to add everything they give the character. It's a kludgey way to do it and it might look odd on the character sheet but it might work. I'm doing something similar for Dr Who using Kairos' data set.
If you can find a way to add an Ability to a character, that would probably work better. I haven't done much with the 7th Ed. CoC in HLC yet. If you're brave enough to get into the Authoring Kit, you might be able to add a new tab for them but that's some pretty heavy coding outside of the editor. No idea how to handle the 2x normal HP. |
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Junior Member
Join Date: Mar 2019
Location: Indianapolis
Posts: 1
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Quote:
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Senior Member
Join Date: Jul 2017
Posts: 347
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Any success in adding the Pulp Cthulhu options to the game system?
The past is a rudder to guide us, not an anchor to hold us back. |
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Member
Join Date: Dec 2015
Posts: 58
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Junior Member
Join Date: Feb 2017
Posts: 9
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Has there been any movement from anyone (including Wolflair) on getting Pulp rules added to HLC? It's literally the only thing stopping me from purchasing the Cthulhu rule set.
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Senior Member
Join Date: Jul 2017
Posts: 347
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Seems not
![]() The past is a rudder to guide us, not an anchor to hold us back. |
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