Crystal Project

Crystal Project

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Yu-Gi-Oh Project
   
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Značky: class, Boss
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2.881 MB
4. kvě. v 16.14
9. říj. v 17.02
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Yu-Gi-Oh Project

Popis
this mod add 6 classes - 2 npcs - 1 PVP fight for now.

Classes.
(Duelist - Elemental HERO - Chance Deck - Random Deck - Monster Deck - The Heart of the Cards)

to unlock the abilities you will need to find the cards across the world and they need a book to use

Duelist: uses more "iconic" cards

Elemental Hero: is mostly jaden deck before the neo space cards

Chance Deck: uses alot of cards based on dice and coin toss with positive and negative effect

Random Deck: is... well that.... random,
he uses alot of cards that I didnt know where to throw so I made this class and.. he have exodia....why not?

Monster Deck: another class created because I dont know what to do whit this abilities, he have monsters that go from things like "moja - D/D to the wicked gods"

The Heart of the Cards: is not really ah class you are suppose to use. he only exist to give you a easy to see passives list to all your character (but you also need to find them)

NPC:
Queen of Games: one extra nan in the house in spawning meadows.

Master Duelist: one npc in the library of the main capital.
He will give you the master items for the classes and the final passive for the heart of the cards "class".
but only when you mastered the other decks first

the pvp fight is in the capital he cant move so is innofensive unless to touch him.
his level is 60 by the way

-------------------Credits----------------

Wave = for making posible for me to publish my mods.

Gargoyle`guy was the one that make the sprite/animations for rebirth blade.

link to the sources of icons/sprites can be found on the .txt file in the mod folder.
Počet komentářů: 9
Navi9067  [autor] 2. říj. v 7.14 
the problem is how the game handles mods
that is assing the same ID number to everything and then change it if something already hase the same number
but it dosent work well if you add/remove mods in the middle of a playthrough
wich lead to inventory items being change / abilities appliyng the wrong status
and things like that
Navi9067  [autor] 2. říj. v 7.12 
so I test it and it seems to be working fine
could you test starting a new playtrough to check if the abilities work?
Navi9067  [autor] 2. říj. v 7.03 
any chance you add the mod in the middle of the playthrough?
It would seem polymerization and the ability future polymerization doesn't work at all and the sub command for both is blank.
Navi9067  [autor] 30. čvc. v 2.48 
happy to try to fix any problem you might find n.n
neonight1986 29. čvc. v 8.33 
Hey thanks for the reply!! So i can do some research when i get home, but it was a mod that adds an item called "Nan's robe" or something like that. only a handful add gear so i can do some play testing to help narrow it down.

Thank you, you are amazing.
Navi9067  [autor] 28. čvc. v 22.25 
I publish a little patch to move "call of the haunted" one space to the right n.n
Navi9067  [autor] 28. čvc. v 21.54 
wich is the mod that clash with that card?
but yea I can move it no problem :3
neonight1986 28. čvc. v 19.05 
i am just starting and found a minor incompatibility with another mod. would it be possible to request that ability "Call of the haunted" moved even a single space to the right. i am being selfish in my request, but thank you for the amazing mod.