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Mods for Pathfinder: Kingmaker

Eldritch Arcana (work in progress)

This mod adds the Oracle class, new spells, magic-themed feats, character traits, and other fun things from PnP Pathfinder.

Note: this was last tested against the PF:K 1.3.0. While I tried to test everything, some features may not work properly yet. If you have a build in mind, I recommend using Bag of Tricks to level up your character to high level, quick save & load, then test out the abilities you want to use. You can file bugs on github or report them using the Nexus mods page.

Note 2: life happened and I've been unable to spend as much hobby time in Q1 2019 as I'd hoped. Should have a lot more free time starting in May; I hope to resume work on the spells/feats/classes that I've been developing behind the scenes, as well as other bug fixes. Cheers!

Installation:

  1. Install Unity Mod Manager
  2. Find your Pathfinder: Kingmaker game directory (if using Steam, this will typically be at: C:\Program Files (x86)\Steam\steamapps\common\Pathfinder Kingmaker\)
  3. Unzip EldritchArcana.zip into the game's Mods directory.

General:

  • Player Characters get 2 trait selections (see "Traits" section below).
  • Favored Class Bonus
  • Spontaneous casters can replace spells at appropriate levels (e.g. for sorcerer, at 4th level and every 2 levels after that)
  • Optional deity selection at character creation.
  • Area of effect spells can be dismissed:
    • Dismissable (D) spells can be dimissed at any time (e.g. Web).
    • Other spells can be dimissed out of combat (e.g. Stone Call).

Classes:

Archetypes:

Bloodlines:

Spells:

Feats:

Magus Arcanas:

Metamagic Feats:

Items:

  • Metamagic Rods for new metamagics, placed in appropriate vendors/loot tables (e.g. if a vendor or drop has a metamgic rod, it adds all the new ones of similar power level, to keep the pacing similar to the base game.)
  • Scrolls for new spells, placed near similar level scrolls in vendor tables.

Bug fixes:

  • Wings (and fly, air walk) now to grant immunity to ground spells, such as: Grease, Obsidian Flow, and Tar Pool. They also grant immunity to Trip (as in PnP).
  • Elemental Body polymorph forms now allow spellcasting, as in PnP (when in humanoid form).
  • Fiery Body now grants the bonuses that come with flight (via red wings).
  • Fixed Spell Specialization so you can choose spells that you know, but that weren't from your class spell list (for example, spells granted by Sorcerer Bloodlines and Oracle Mysteries).
  • Fixed Eldritch Knight prerequisite to require a class that grants proficiency in all martial weapons, as in PnP. Does not effect characters that already have a level in Eldritch Knight, and can be disabled in settings. (Helps balance Eldritch Knights with all of goodies they get in this mod, and picking a martial class makes it more fun.)

Other features:

  • (off by default) Show custom portraits in the main portrait display. Requires restart to take effect. (This is similar to the Better Portraits mod bundled with Kingmaker Mod Loader, but uses a simpler/less resource intense approach--it only preloads the small sprites. Added because I had problems loading KML but missed the excellent portrait feature.)

Traits

Many traits are implemented, chosen base on usefulness (e.g. popular traits in PnP) and feasibility of implementing in game. Player characters get to choose 2 traits at character creation, but they must be from different trait categories. The feat "Additional Traits" can unlock 2 more, but they must also be from trait categories that have not been taken yet.

Combat Traits:

  • Anatomist (+1 to confirm critical hits)
  • Armor Expert (-1 armor check penalty)
  • Berserker of the Society (+3 rage)
  • Blade of the Society (+1 damage on sneak attack)
  • Defender of the Society (+1 AC wearing med/heavy armor)
  • Deft Dodger (+1 reflex save)
  • Dirty Fighter (+1 damage against target you're flanking)
  • Honored First of the Society (+1 ki pool)
  • Reactionary (+2 initiative)
  • Reckless (+1 mobility and it becomes a class skill)
  • Resilient (+1 fortitude save)
  • Witty Repartee (+1 persuasion and it becomes a class skill)

Faith Traits:

  • Birthmark (+2 save against enchantment school)
  • Child of the Temple (+1 lore religion and it becomes a class skill)
  • Devotee of the Green (+1 lore nature and it becomes a class skill)
  • Ease of Faith (+1 persuasion and it becomes a class skill)
  • Exalted of the Society (+1 channel energy uses)
  • Fate's Favored (+1 to luck bonuses)
  • Indomitable Faith (+1 will save)
  • Scholar of the Great Beyond (+1 knowledge world and it becomes a class skill)

Magic Traits:

  • Classically Schooled (+1 knowledge arcana and it becomes a class skill)
  • Dangerously Curious (+1 use magic device and it becomes a class skill)
  • Focused Mind (+2 concentration)
  • Gifted Adept (+1 caster level to chosen spell)
  • Magical Knack (+2 caster level up to character level)
  • Magical Lineage (metamagic costs 1 less for chosen spell)

Social Traits:

  • Adopted (choose race trait of your adoptive parents)
  • Child of the Streets (+1 thievery and it becomes a class skill)
  • Fast-Talker (+1 persuasion and it becomes a class skill)
  • Maestro of the Society (+3 bardic performance uses)
  • Suspicious (+1 perception and it becomes a class skill)

Regional Traits:

  • Metamagic Master (metamagic costs 1 less for chosen spell 3rd level or lower)
  • Signature Spell (+1 caster level for chosen spell)

Campaign Traits:

  • Bastard (+1 will save, -1 persuasion against nobility until you become a noble)
  • Rostlander (+1 fortitude save)
  • Sword Scion (+1 attack and CMB with Longsword or Dueling Sword, start with one of each)

Race Traits:

  • Human (and Half-elf, Half-orc, Aasimar, Tiefling):
    • Carefully Hidden (+1 will save, +2 save vs divination)
    • Fanatic (+1 knowledge aracana and it becomes a class skill)
    • Historian (+1 bardic knowledge, +1 knowledge world and it becomes a class skill)
    • Shield Bearer (+1 damage on shield bash)
    • Superstitious (+1 save vs arcane spells)
    • World Traveler (choose: persuasion, perception, or knowledge world; get +1 and it becomes a class skill)
  • Elf (and Half-Elf):
    • Dilettante Artist (+1 persuasion and it becomes a class skill)
    • Forlorn (+1 fortitude save)
    • Warrior of the Old (+2 initiative)
    • Youthful Mischief (+1 reflex save)
  • Half-Orc:
    • Brute (+1 persuasion and it becomes a class skill)
    • Legacy of Sand (+1 will save)
  • Half-Elf:
    • Elven Relexes (+2 initiative)
    • Failed Apprentice (+1 save vs arcane spells)
  • Halfling:
    • Freed Slave (+1 knowledge world and it becomes a class skill)
    • Freedom Fighter (+1 mobility and it becomes a class skill)
    • Well-Informed (+1 persuasion and it becomes a class skill)
  • Dwarf:
    • Grounded (+2 mobility, +1 reflex save)
    • Militant Merchant (+1 perception and it becomes a class skill)
    • Ruthless (+1 to confirm critical hits)
    • Zest for Battle (+1 trait dmg if has morale attack bonus)
  • Gnome:
    • Animal Friend (+1 will save and lore nature becomes a class skill, must have familar or animal companion)
    • Rapscallion (+1 initiative, +1 mobility)
  • Aasimar:
    • Martyr’s Blood (+1 attack if character's hit points are below half)
    • Toxophilite (+2 to confirm critical hits with bows)
    • Wary (+1 perception/persuasion)
  • Tiefling:
    • Ever Wary (retain half dex bonus AC during surpise round)
    • Prolong Magic (racial spell-like abilities get free extend spell)
    • God Scorn (Demodand heritage; +1 saves vs divine spells)
    • Shadow Stabber (+2 melee damage if opponent can't see you)

Known issues:

  • See https://github.com/jennyem/pathfinder-mods/issues
  • The text in the mod (e.g. feat names/descriptions) is not translated/localized yet.
  • All icons reuse existing game icons (for feats, abilities, spells, etc). They are not always a good match, especially for the new feats/traits.
  • Mystic Theurge is not currently compatible with Oracle. (The game does not support two spontaneous caster classes both select spells from the spell selection UI, and Mystic Theurge prioritzes arcane casters. For example, if Inquisitor is used with Mystic Theurge, their spells are selected via the feat UI. Oracle could do that too, but it's more work to implement/test, and not done yet.)
  • Incendiary Cloud does not move away from the player (Cloudkill should too). Also the area is smaller than it should be (limitation of the visual effects).
  • Character creation page for choosing abilities can't fit more than 6 entries, and if it exceeds that, it wraps in a strange looking way. Does not affect functionality. The mod adds up to 2 selections (favored class, favored class bonus) to the first ability choice page (before stats/skills) and up to 5 on the second feats page (2 traits, deity, plus 2 more if choosing "additional traits"), so it can trigger this more often than the base game would.
  • Crossblooded sorcerer gets their next level spell pick on even levels, like a normal sorcerer does. They should start with 0 spells known and get their first spell on the following level (e.g. 3rd level spell at level 7 instead of 6). Reasons for this design:
    • Technical limitations: the spellbook level up code seemed to have problems with 0 spells known at a level (probably fixable),
    • Balance reasons: in PnP, sorcerers can use higher level slots for lower level spells, so they're able to use those higher level slots, even with 0 spells known.

Game balance notes:

  • This mod makes spellcasters more powerful (especially at high levels), but that's how PnP Pathfinder works. :)
  • Aasimar and Tiefling appear to be treated as having Scion of Humanity/Pass for Human respectively, because they are affected by humanoid affecting spells (e.g. Hold Person, Enlarge Person). For this reason they are allowed to qualify as Human for traits and favored class bonuses added by this mod.
  • Eldritch Scion is very powerful in PF:K compared to PnP, because it gets sorcerer bloodlines instead of bloodrager bloodlines and does not need to spend Eldritch Pool points to use those abilities. Some things added by this mod (such as Eldritch Heritage) make Scion even stronger.
  • Arcane Bloodline still gets the concentration bonus from the level 3 and 20 powers (Metamagic Adept and Arcane Apotheosis). The game developers replaced the PnP powers with concentration bonus ones; I didn't want to remove that in case anyone is relying on it for their build. Concentration bonuses are not especially powerful (at higher levels, the checks are easy to make), and the level 20 power is missing some of its features from PnP, so overall it's still decently balanced.

Existing game bugs to investigate:

  • Arcane Bond for sorcerers does not seem to work with a bonded item (familiars work).
  • Dueling Swords should be usable if the character has proficiency in longswords. Exotic proficiency is only necessary to get the 1.5 Strength bonus as a 2-handed weapon, or to use it with Weapon Finesse.

Credits

I wanted to thank some other projects that made this mod possible.

Custom Blueprints was a huge help, making it easy easy to view the game's blueprints and see how they're implemented.

Bag of Tricks was a huge help playtesting features (and it's generally a great quality of life mod).

Unity Mod Manager and Harmony are what makes mods like this possible.

And of course, thanks to Owlcat Games for making such a fun game based on Pathfinder, that inspired me to get into modding!

Last but not least, thanks to players who've given me ideas and inspiration for things to focus on.

pathfinder-mods's People

Contributors

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pathfinder-mods's Issues

Persistent Spell has no effect

Persistent spell doesn't seem to have any effect (tested with disintegration).

I've made 20 trials with fortitude save of 20 against disintegration with DC = 30.
Normally it should have 50% chance to induce full effect.
If metamagic "persistent spell" would be working this chanc would be increased to 75%.

Still in experiments roughly 50% of disintegration saves is successful.
Not to mention that there's no proper log of double saves ( but this was noted already)

Replace spells addition breaks premade build leveling.

When leveling a pre-made build once you reach level 5 on a spontaneous caster the replace spell option appears, you cannot continue leveling without selecting an option and selecting any option will permanently disable the pre-made build for that character.

Stinking Cloud does not work with Persist spell

For some reason, you cannot apply Persistent Spell to Stinking Cloud via the normal Metamagic screen. I am not sure if the spell is affected by rods because there is no feedback for whether a spell has persistent added to it. I have a feature request to have the log in the lower right show both saving throws when persistent spell is on that spell and a second roll is needed but I'm not sure how easy that would be.

Here is a screenshot highlighting the issue with not being able to apply Persistent Spell

https://imgur.com/gallery/d2Z4CRm

Your work is amazing and I appreciate everything you've done so far.

Don't work after updated to 1.2.5c

[EldritchArcana] Failed to apply patch EldritchArcana.UIUtilityUnit_CollectClassDeterminators_Patch: System.ArgumentException: No target method specified for class EldritchArcana.UIUtilityUnit_CollectClassDeterminators_Patch (declaringType=Kingmaker.UI.Common.UIUtilityUnit, methodName =CollectClassDeterminator, methodType=, argumentTypes=(Kingmaker.Blueprints.Classes.BlueprintProgression, Kingmaker.UnitLogic.UnitProgressionData))
at Harmony12.PatchProcessor.PrepareType () [0x001de] in <455e5c1456634e14910c281b79c6c325>:0
at Harmony12.PatchProcessor..ctor (Harmony12.HarmonyInstance instance, System.Type type, Harmony12.HarmonyMethod attributes) [0x00065] in <455e5c1456634e14910c281b79c6c325>:0
at EldritchArcana.Main.ApplyPatch (System.Type type, System.String featureName) [0x0007e] in <747853739bac4da2867b221972530edd>:0

Failed to load under 1.3

Updated to Kingmaker 1.3 today, loaded a saved game and this came up (image)
I started a new char and none of the trait options were visible in the character creation process, Unity Mod Manager did not show any errors.

ArcaneTraitError

Magical Knack calculations

Hi there, I hope you don't mind my posting this on Github.
I've brought this up on the Nexus forums, and have confirmed the issue with a second character with fighter 3/wiz 1 levels and magical knack; Shield spell lasts 4 minutes rather than 3, Enlarge Person lasts 4 minutes rather than 3 - seems like it's adding +3 caster levels rather than +2.

Also, Magical knack doesn't add to Arcane Strike's calculation of caster levels. i.e. character with caster level 14 +2 from Magical Knack is only getting +3 damage rather than +4.

Kudos on an excellent mod! I know it's a big undertaking and there's always bound to be wrinkles to iron out with projects of this scope - the definitely community appreciates your work.

Frostbite (or Chill Touch) Spell

It'd be great to get this spell in the game, although they both involve multi-touches per spell. This is probably not supported, we'd have to modify TouchSpellsController and maybe UnitPartTouch to allow for multiple charges on a single ability use.

I'm really terrible dealing with the blueprints. If you want a PR for the TouchSpellsController and surrounding components to allow an integer to be passed on spellcast (that represents how many times a touch can be used) , I can do that, but actually making the spells would be a real pain for me.

Metamagic Master and Magical Lineage not selecting spells

Hello. Thank you very much for creating this mod. I get to have even more fun with Wizards and Magi now.
However, during character creation, Metamagic Master and Magical Lineage do not take you anywhere to select a spell, as their descriptions indicate. Instead, they have you select a level of spell.
After character creation, when I go over to the metamagic tab to start applying metamagic, the feats apply the level changes without any reduction to the level (I'm going to use Shocking Grasp as the example here, as MM and ML were both selected to affect level 1 spells.)
Applying Empower and Maximize still turns Shocking Grasp into a level 6 spell, rather than a level 4 (or 5, if both of these features don't interact with each other).

0.9.6 causing tooltip floating window unable to be called

On the class selection of character creation, we should be able to put the mouse on the button of a class, and receive a floating window, which shows us the information of the class ( and the prerequisites). However after installing EA v0.9.6 I can no longer see this floating tooltip comes out.
Not an important problem though. (It can barely be called as an issue) But I wonder if this abnormal situation is rooted in some deeper and darker loophole.

Greater Spellfocus not selectable

I don't have any other mods that alter feats, abilities, etc. so I can't help but wonder whether it's EA. If I have more than one Spell Focus feat/school selected for a character, at subsequent levels Greater Spell focus feats are not available (they don't even seem to show up on the list of feats that are not yet available). Also, the second spell focus feat shows on the Class features/level up choices screen as Spell Focus: the first school I took the feat in, rather than the second. i.e. duplicate, even though on the Abilities screen it shows properly that I have the feat for a second school.

This is happening with Tristian, Linzi, and Octavia.

Oracle can't get mystic theurge

My English is not good. Please understand. (T_T)

My Character is Sorcerer/oracle. and now Level 9, So I was going to the mystic theurge.
When selecting level up class, there is clearly no problem with the requirements.
but next page, oracle is not included in the Divine Spellcasting book list.

mt1
mt2

Is this a bug? Or is it impossible to use mystic theurge in the original rules?

Some assets not loading

Just installed the mod and am getting notice that certain assets are not loading, namely the ability to dismiss area effects, Favored Class bonus, Deity Selection, and Prestigious spellcaster.

Other things are obviously working, like trait selection during character creation and the ability to see custom portraits in character creation.

Animal Companion

Animal companions for both Sacred Huntsman and Cleric's Animal Compain wont spawn. I have not checked it with ranger or druids. Disabling the mod and using the respec mod seems to fix it so I guess it has something to do with the 1.2.5 update.

No issue!! Just a request!

Sorry i didn't know how else to comment to you on github! I'd request from the original author before they stopped being active, is there any way to adjust traits so that you can either select just one, or none. I think there's an option for it in deity where you can select nothing.

It's just when you respec companions, sometimes it would be nice to not have to select two traits!!

Sorry and thank you so much for your time and effort!

0.9.6 class information not showing during level up

After updating mod to 0.9.6. Class information is not showing during level up. Like during level up when you click on a class you can see the BAB and other class features.

But the entire area appears blank. I confirmed that the issue is the mod, and the current update. Rolling back to previous game version and previous mod version seems to be working fine.

Bug between Tiefling heritage and crossblooded sorcerer heritage

I'm trying a Tiefling character with Hellspawn (Devil-Spawn) bloodline for the race heritage, and Infernal and Draconic (Red Dragon) bloodlines for the crossblooded sorcerer heritage, but the Infernal bloodline is not cancelling the charisma penalty of Hellspawn (Devil-Spawn) bloodline as it does with the normal sorcerer bloodline (and as stated that it should in the Hellspawn bloodline description). Is this a bug (as i think it is...) or is it an intended feature?

Combat Casting Adept and Meta Magic Adept listed Twice

I am currently rolling an Arcane Bloodline Sorcerer I've just reached Level 3 and got the "Combat Casting Adept" and " Meta Magic Adept". However when I go into the Abilities menu under the Character menu, "Combat Casting Adept" and " Meta Magic Adept" are listed twice in the Special Abilities list.

issue installing mod

Hi there

I was looking to install the Eldritch Arcana mod however I am running into an issue, when I use the unity mod manager to try to install the mod it seems to begin installing and the logs say "Unpacking 'EldritchArcana-0-9-6.zip' - SUCCESS." however the status does not change to OK. When I look in the Pathfinder Kingmaker/Mods folder there is a new folder that appears called "pathfinder-mods-master" but it does not seem to have installed the mod based on opening the game and seeing the mod list as well as looking at the content in the create character screen.

Eldritch Arcana install issue

Looking forward to hearing from you.

Kind regards,
Michael

Can't select select party members in combat

what I mean is I created an Oracle and when I'm out of combat I can click on the portrait of party members to then see and use their spells/abilities/items. Yet when I'm in combat when I click on a party members portrait to switch to them to use their spells/abilities or items it doesn't switch to them. Just continues to stay on the Oracle

spell selection feature nonfunctional and breaks UI

Whenever a feature from EA requires you to select a spell, it breaks the UI.

EA release: Apr 4
PF:K version: EE, v. 2.0.3 and 2.0.4

Examples where I have run into this issue:

  • spell specialisation feat
  • spell replacement feature for sorcs

Observable result: Fly-out list stays empty, in the case of spell replacement you'll get stuck. Aborting the level-up process is possible, but irrevocably breaks any level-up UI: the entire 'book' is empty then, even for characters that have no spellcasting. Reloading fixes the UI, but the feature remains nonfunctional. The log from ModManager says nothing.

error when installing the mod.

Hi,
I recently encountered error and issue when updating the mod. After having installed it (last 20 october update) and tried to create a new game, I realise that the mod what not working properly. No traits and features etc...
Looking to the statut's mod it seems to be Ok but when activated (CTRL+10) it is written : "Error : some assets failed to load. Saves using this features won't work".
Could you please have a look to what's going wrong ?
Here is the installed log file :
(EA Update)output_log.txt

Mage's Tattoo not working

Hi, the Mage's Tattoo effect appears to not be working. Either it's simply shown wrong in the combat log or it's not applied at all. The DC of a spell with spell focus, greater spell focus and the MT is shown as the result of 10 + spelllevel + 2 + 2, and presumably missing the +2 from MT.

Magical Knack doesn't check ReplaceCasterLevel

Based on the discussion we had on Discord.

IncreaseCasterLevelUpToCharacterLevel.GetBonus gets the character's current caster level from evt.Spellbook.CasterLevel, but sometimes the rule has set an evt.ReplaceCasterLevel value.

If it's set, GetBonus should probably use ReplaceCasterLevel in its calculation instead of the CL from the spellbook.

Unable to copy Time Stop, Wish and Limited Wish to wizard's spellbook

As the title says, after buying scrolls of Time Stop, Wish and Limited Wish from the vendor at the Rushlight Tournament, I was unable to copy those spells into my spellbook (right clicking on the scrolls did not provide the option to "copy to spellbook").

My character is not yet able to cast 9th level spells, but you can copy other spells ahead of your level to your spellbook. For example, I'm able to copy the Summon Monster IX scroll available from the same vendor to my spellbook.

Also, Octavia does not know Limited Wish and is 15th level, but unable to copy Limited Wish to her spellbook either.

This was observed in Kingmaker 1.2.5 with Eldritch Arcana version 0.9.5.

Spell Perfection - Spell selection window is blank

Just tried out your awesome mod, but got a bug straight away:

Wizard leveled up to lvl 15, wanted to learn "Spell perfection", but as soon as you klick on the feat it kind of gets stuck. The Window for choosing the spell is not opening. If you go back to "Skills" and than again to "Abilities" you see the empty Spell-Selection window. From this on you are unable to progress in the levelup.

Game Version: 2.0.5c
UMM: 0.20.0.0
Active Mods: only EldritchArcana

Steps to reproduce:

  1. Go to "Abilities" in the level up process

  2. Select "Spell perfection"
    -> Now you are Stuck.

  3. Press "Back" to go back to "Skills"

  4. Go back to "Abilities"
    Now you should see this:
    image

If you exit the level-up process and reenter it, you are stuck with this screen:
image

Also the "Total"-screen seems to bug after this:
image

Reload resets everything back to normal.

This is the Output-Log for the exact moment i select the feat:
output_log.txt

Full log:
output_log.txt

Oracle Battle Mystery

The Oracle Battle Mystery, doesn't let you select a weapon when taking the weapon mastery mystery locking you from proceeding.

Knock and Detect Secret Doors Not working

Knock and detect secret doors, seem to have a disconnect with the secret doors in the depths DLC. Recognizes them, but has a disconnect with being able to set them to open

Life Mystery Oracle Life Link Calculates Incorrectly

First off, thank you so much for implementing my favorite class into the game!

Sadly, there is one thing that came up that I noticed that doesn't work properly. The Life Mystery ability Life Link will heal an ally and harm you regardless of the amount of HP remaining they have. Fortunately, you don't take the full 5 points of damage even if you only heal 1 hit point, but it can cause some problems if you're not really careful.

Life Link Ability

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