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Monster Master RPG

Join our Discord community for Monster Master RPG: Join the Monster Master RPG Discord Server!
Monster Master development was taken over by Thorlar and Browning.
You can reach out to them via Discord.





Balances/Improvements:

  • -Increases experience gain by 50% for all players at or under level 5.
    -Changed the init text.
Bugfixes:

  • -Fixed a critical bug that only player 1 can buy items.
    -Fixed a bug that the starting items did not belong to the right player.
Note:
This is just a small bugfix version with some critical bug fixes!
So its important to play this version!





Content:

  • -Added a new icon for Wisp King.
Balances/Improvements:

  • -The gates in Dungeon #13 now just respawn if you completely reenter the dungeon.
    -Added a new way to get Iraculus. (2 methods now!)
    -Now monsters learn stages 4 spells with FL 30 or more instead of 40.
    -New Multiboard state: "Tut" while you are watching the cinematic tutorial.
    -Increased the hp of the dungeon #13 gates by 150%.
    -The abilities in the treasure were swapped - fixed.
    -Increase duration of the boss gold texttag. (+2 sec)
Bugfixes:

  • -Hopefully fixed the hotkey problem with Mega Ball [R].
    -Fixed an exploit where you were able to give someone else items from your court monsters.
    -Fixed an exploit where you were able to give purchased items to other players.
    -Fixed a bug that monsters did not need to have FL to wear FL required items.
    -Fixed text of Fusion Scroll #45. (Unholy -> Demon)
    -Fixed a bug that Fusion Scroll #39 did not drop.
    -Spellname: "Stufe" instead of "Stage" in tooltip: Chain Lightning, Healing Wave
    -Fixed the bug that monsters in the court at lvl 1 will get a level up.
    -Fixed the buff of the Lightning Boots movementspeed-aura.
    -Fixed a calculation bug in the master protect system.
    -Fixed the tooltip of the Fusion Scroll for Serpentia.
    -Fixed a disorder of the fusionscrolls variables.
    -Fixed the error message of the "-tut" command outside of the town.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





Improvements:

  • -Added a huge cinematic tutorial.
    -Improved the command: "-mi" -> you now can use "-mix" where x is the number of an other player.
    -If you now take monsters from the court you wont get spammed by text messages.
    -Made Monster Master a little bit smaller.
    -Improved the Afk-Sys message.
    -Improved the Leaver message.
    -Added a specific buff to all potion effects.
    -Changed the icon of Chaos Orc.
    -Changed the soundset of Wicked Draenei.
    -Bosses now drop Fusion Scrolls with a chance depending on the boss' strength.
    -Made the monster effects of the court illusions of other players much smaller.
    -Slightly improved the coding of the single-player-detection.
Bugfixes:

  • -Fixed a bug that caused Yamata fusion to malfunction.
    -Fixed a multiboard bug which caused green icons after a player left the game.
    -Fixed a bug that no illusion was spawned in the court if you catched a monster with a full team.
    -Fixed a bug that monsters at lvl 1 which were loaded in the court got a level up when restoring.
    -Fixed a bug that monsters weren't invulnerable when entering the Healing Zone.
    -Fixed a bug that AntiUnitControl Sys does not work.
    -Fixed a bug that caused a different Ankh value in the market and for sale with the item management system.
    -Fixed a hotkey of Manashield stage 4 with 'W'.
    -Fixed the Manashield buff tooltip.
Balancing:

  • -Increased the Slow duration from 4 to 7 seconds.
    -Balanced Dagger.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





Bugfixes:

  • -Fixed a bug that the kill-boss-message was displayed as often as there are players in the same dungeon.
    -Fixed the multiboard bug with the eyes.
    -Fixed the camera bug with dungeon #13.
    -Fixed a bug with Item Info ability which showed the wrong item owner.
    -You weren't able to start the PvP fight - fixed.
    -Fixed a bug that Pipe of Insight need lvl 5 instead of lvl 4.
    -Fixed a bug that the Leave trigger will not activate when a player leaves the game.
    -Warmace gives wrong boni - fixed.
    -Medallion of the Brave gives wrong boni - fixed.
    -Fixed a bug that all players were informed when a unit in the PvC arena dropped an item.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





New Kontent:

  • -A completely new Dungeon. (#13)
    -7 new T4 monsters.
    -4 new ?-monsters.
    -11 new Fusionscrolls.
    -new PvC fights up to rank 31.
    -2 new basic items.
    -new item models for potions and food.
    -converted all boss items into ultimate items.
    -3 new ultimate items.
    -now all bosses have got their own personal boss items.
    -10 new normal items. (lvl 2 - 29)
Improvements:

  • -Recoded and highly improved the Save Load System. (code resett!)
    -Greatly improved the initial monster choose system.
    -If you now store monsters in the court there will be illusions which help you.
    -Added a system which decreased damage taken to your Master if he got monsters on his side.
    -Bosses in Dungeon #12 or higher now got stage 4 spells.
    -When PvC enemy monsters revive they now attack a random unit instead of the master all the time.
    -Chain Lightning: added information about how often the strike jumps.
    -If you store a monster now it will get unselected.
    -Item drop messages now only goes to the players in the same dungeon where the item has dropped.
    -Added new command: "-afk"
    -Added new command: "-ping"
Bugfixes:

  • -Fixed a camera bug after a lost PvC fight.
    -Tauren boss monster was lvl 28 instead of lvl 25.
    -Fixed Rain of Fire tooltip for the damage over time value.
    -Fixed a bug that the item sell special effect and texttag wasnt on the right position sometimes.
    -Added pathing blockers to the dungeon portal of dungeon #12.
    -Fixed a bug that Poison Attack's duration was undefined long and did not kill creeps at stage 4.
    -Fixed Dragonhead Naga soundset.
    -Fixed a bug that Evilbird was a strength hero.
    -Fixed a bug that Arakkoa was a strength hero.
    -Fixed the attributegain of Wildekin.
    -Fixed a bug that you were not able to sell fusionscrolls in a shop.
    -Fixed many other minor bugs due to the complete recoding of the map.
Balances:

  • -Decreased cooldown of all net-effects from 3 to 1 second.
    -Increased cooldown of Entangling from 10 to 12 seconds.
    -Improved Curse from 2/4/6/8 to 4/8/12/16.
    -Improved Manashield from 3/2/5/2/1.5 to 3/2.25/1.5/0.75.
    -Balanced some lvl 2 - 29 items.
    -Made all bosses from Dungeon #12 or higher stronger.
    -Balanced Heal from 5/10/25/50 to 10/20/35/55.
    -Balanced Damage Aura and Fear Aura. (1/3/6/10) and (-1/-3/-6/-10).
    -Improved True Sight.
    -Improved mana- and lifedrain at stage 4 from 50 to 60 points per second.
    -Added mana cost to Reincarnation.
    -Gave Draelokk another third ability. (Splash -> Pulverize)
    -Draelokk now gains less intelligence and more agility.
    -Set Ankh gold price from 2000 to 1250.
    -Set Teleport gold prive from 200 to 600.
    -Improved Gold Ring.
    -Improved Ring of Life.
    -Berserk balanced from 20/40/60/80% to 25/50/75/100%.
    -Increased Multipower duration from 12 to 15 seconds.
    -Imrpoved Critical Strike from 10/15/20/25% chance to 15/20/25/30% chance.
    -Chimaera now gains more intelligence. (- other stats)
    -Mandraga now gains less intelligence. (+ other stats)
Coding & Mapping:

  • -Recoded everything into vJass.
    -Improved the PvC init function.
    -Coded a teleport system for Dungeon #13.
    -Changed imported Icon Paths.
Cosmetic:

  • -Made all bosses in the map bigger.
    -New Item coloring:
    ->Basic: Grey
    ->Normal: White
    ->Boss: Red
    ->Ultimate: Teal
    -Gave Black Wolf a new model.
    -Gave Raven a new Icon.
    -Added a chaos effect to Duros and removed the fire effect.
    -Changed the icon of Rune Lobster.
Other Things:

  • -Credits: Dan van Ohllus (Raven Icon & Triclyde)
    -Credits: Misha (Naga Sorceror)
    -Credits: Air Elemental (alfredx_sotn)
    -Credits: Ocubeam (Beta Tester)
Note:
This is a very huge update of the map.
As you can see there is much new kontent but you also need to start new because of the recoding.
I hope you can understand that and will still enjoy the game.





Bugfixes:

  • -fixed a bug that you were able to deactivate the enemy Ki with gHost.
    -fixed a bug where it could happen that your monsters will stay in the PvC arena after you lost a fight there.
General Changes:

  • -changed the seconds spell from Balamoth: (Defensive Attitude -> Rain of Fire)
    -now dead monsters will revive when you start a PvC fight.
Balances:

  • -Improved Armor-Train Aura. (+0.1/lvl)
    -Improved Mana-reg-Train Aura slighty. (+0.05/lvl)
Interface:

  • -fixed an interface bug with Hydro Water.
    -fixed a bug that Tuskarr and Wildekin had no icons in the multiboard.
    -fixed many typos in some tooltips (special thx to Tails Clock @ TheHiveWorkshop)
    -added a playercolor to the boss itemdrop message.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)
The most bug fixes and changes are positive for players.
Special thx to Tails Clock @ TheHiveWorkshop!





Gameplay/Keyfeatures:

  • -Now monsters etc get unselect when MM enters or leave a room.
    -MANY new Monster Master names. (26 in total! One for every alphabetic character!)
    -The Boss from Dungeon #8, #9, #10 are stronger now.
    -Improved the F9-Log from "Items" and "Fusion-Help".
    -Now ALL T4 monsters with a sub fusion with a ?-monster needs a min FL by 10!
    -PvC Monster Master now level their Aura abilities dependent on their level.
    -After all players left a dungeon all monsters there are completely reset - also the food boni!
    -Increased the FL-increase from +5 to +6 when fusing two monsters at lvl 30.
    -Deactivated a blizzard feature to make the whole map visible.
    -Added a new sortie for the Portal Room, because many players disliked the long way out.
    -Now PvC enemy monster can have a FL.
    -Now feeded monsters have got a visual effect so that you know which one you feeded.
    -Added a new Multiboard State: "PvC" while fighting in the PvC-Arena.
    -Added a new Multiboard State: "PvP" while fighting in the PvP-Arena.
    -Recoded all PvP Triggers and konverted the last Gui triggers into Jass and vJass - also fixed bugs.
    -Monster Masters in a PvP fight are now invulnerable as long as they got monster on the arena field.
    -Added a new Dungeon: #11 - "Dream World"
    -Added a new Dungeon: #12 - "Elemental Islands"
    -Changed how FusionLevel improves the monster: 1/6 = +Damage - 5/6 = +Stats (max: +50stats/+10dmg)
    -Changed the calculation of the chance to get a boss item.
    -Recoded the Ability Learn Systems for a much better performance.
    -Added full fusion bonus to all monsters for a better ingame performance.
    -Added a new Master-Databank for all ingame Monster which substituted some other Databanks. (Hashtables)
    -Every Player now has got an Itembox in the town in which he can store items.
    -Recoded the whole MonsterManagement System. (better performance)
    -Increased the "item-give-range" from 150 to 300.
    -Added the ItemManagement System to the Monster Master of every player.
    -PvC-Arena: The enemy Monster Master now recall his monster a few seconds after they died.
    -8 new PvC fights in total!
    -Remade/Rebalanced the min req rank points for the dungeons.
    -Made creep gold also dependent on the creep's FL. (for example: creeps in dungeon #10 now give 35 gold)
    -MonsterView in the Multiboard now shows if a monster is dead or alive.
    -Greatly Improved Init. (Performance)
    -Reduced revive time from the Monster Master from 30 seconds to 25 seconds.
Bugfixes:

  • -Cmd: FusionLevel was displayed wrong in some situations.
    -Fusionscroll: fixed the name of the "Balamoth" fusionscroll.
    -Sound: fixed the SnowOwl soundset.
    -Fixed a bug that a monster did not have any FL damage boni after restoring it from the court.
    -Fixed a bug that all T4 air monsters belonged to the unholy class.
    -Fixed a bug that you were able to catch enemy monster's and the monster masters in the PvC-Arena.
    -Fixed a bug that Bird Talker had a melee attack instead of ranged.
    -Fixed a bug that sometimes you got teleported to a wrong dungeon or something like that.
    -It was possible to catch and feed enemy summons - fixed.
    -It was possible to target the own monsters with feed.
    -It was possible to target the Monster Master with feed and nets.
    -Fixed a buggy event from the Court Store feature.
    -Snow Owl and Frost Treant had the same abilities - no bug, but many players disliked that.
    -Hopefully fixed the bug that Taunt did not work correctly.
    -Fixed a bug that respawned monster in dungeons always lose their FL.
    -Fixed a bug that players were able to move their units into the PvP-Arena castle.
    -Fixed a bug that players were able to share purchased items - now they are binded.
    -Fixed the itemdrop system textes and added a playercolor to them.
    -Fixed the tooltip of Rejuvintation.
    -Fixed a bug that creeps in dungeon didn't get increased damage due to their FL.
    -Fixed a bug that PvC monsters did not remove when the player left the game while fighting in the PvC-Arena.
    -Soundset: Fixed the soundset from Raven. (Bearvoice 0.o)
Balances:

  • -Illusion now deals the same damage on every level.
    -Balanced Sneak. (made it better [+])
    -Balanced Koma. (made it weaker [-])
    -Balanced Fire Rain. [-]
    -Balanced Megaball Ability. [+]
    -Balanced Blizzard. [-]
    -Balanced Mega Magic. [+/-]
    -Balanced Summon Earth Elemental [-]
    -Rebalanced PvC-Arena fight cost to: "15x²"
    -Balanced Special Missiles. [-]
    -Balanced Healing Wave. [+]
    -Balanced Rejuvintation. [-]
Cosmetic/Terrain:

  • -F9-Log: "WarlordsMaster" was written wrong.
    -F9-Log: fixed a writing bug with my email adress "[email protected]"
    -Name: fixed the typebug where "Toxic Liquid" was written "Poison Liquid".
    -General minor interface improvements.
    -Fixed a bug that Evil Armor got no projetile when he attacks.
    -Fixed a typebug "stroed" -> "stored" in the MonsterManagement.
    -Fixed a minor typebug "actived" -> "activated" while map init.
    -Teleport: The Monster Master now face to you after teleporting.
    -Added a minor grafical effect to the meres in dungeon #10.
    -Added a big pier on the bottom end of the town.
    -Added "Robbepop @ Northrend" to make sure on which server you have to search me. ;-)
    -Added peq to the credits for his small, passive hashtable tutorial.
    -Added Kricz to the credits for his awesome icons for the Monster- and ItemManagement System.
    -Added PipeDream, Vexorian, PitzerMike and MindWorX to the credits for the JNGP and vJass.
    -Added a fire visual effect to Duros.
    -Added the Partnership with "clan Gnet" and "God-Network" to the Loadscreen text.
    -Made some minor terrain cosmetics in a few dungeons.
    -Added new import icons to the MonsterManagement System.
    -Added new import icons to the ItemManagement System.
    -Added Headlessone to the credits for his beta testings.
Note:
This is a very huge update for MM RPG.
Nearly all missing Gui triggers are converted into Jass and i also use vJass elements.
The game is getting into his last steps bevor the first non-beta version is starting the development.
I did not change anything but the performance on the Save/Load system,
so your codes will still work. ;-)
This version is only stable to v1.24 and not to any earlier versions of wc3!

New Monster Master Names:

  • A - Avaldo
    B - Baldir
    C - Celvin
    D - Doros
    E - Evio
    F - Faras
    G - Gantor
    H - Helgaris
    I - Ionas
    J - Jaquaire
    K - Keeve, Krucz
    L - Lorgomir
    M - Malgabis
    N - Normanus
    O - Olavius
    P - Peokles
    Q - Quezal
    R - Rokhan
    S - Silvan
    T - Temeras
    U - Urio
    V - Valnar
    W - Wamberan
    X - Xantis
    Y - Yizz
    Z - Zoltan



Bugfixes:

  • -Fixed a bug which causes monsters in dungeons to despawn when a player left the region.
    -The monster in the sub fusion field will no longer lose it's items.
    -Some of the new monsters caused bugs in the savesystem - fixed.
    -When a player left while fighting in the PvP arena, the others couldn't finish the fight - hopefully fixed.
    -When a player left and revived afterwards, his state in the multiboard was 'alive' instead of 'left'.
    -Hell Walker had a melee attack - fixed.
    -Moonwood Walker had a melee attack - fixed.
    -Beast Talker had a wrong soundset - fixed.
    -Fixed some spellbutton positions.
    -Fixed a typeing bug with Scroll of Fusion #16.
    -Improved the damagelost of cripple.
    -Recoded the player left trigger. (Gui -> Jass)
    -Increased effect duration from Multi Power from 10 to 12 seconds and fixed typing bugs.
    -Dark Dorem has now got a new passiv ability. (Lifesteal -> Evasion)
    -It was possible to catch the PvC monster master which causes bugs - fixed.
    -The tree eating ability could make shortcuts in dungeon #8.
    -Hopefully fixed the hotkey bug with Megaball.
Note:
This is a fix version like v0.37b.
I hope there wont be any greater bugs in MM RPG now,
so that i can start developing the v0.4b versions.



Bugfixes:

  • -Fixed a bug, that you got "Drac Lord" instead of "Balamoth"
    -Typefix in F9-Log: "speedygonsales" -> "SpEeDyGonsales"
    -Some fusions for new monsters did not work - fixed.
    -Pardise Bird in Dungeon #10 had no items - fixed.
    -Textbug in the box on top right.
Note:
This is just a small fix version, but it's still importn to play this one instead of
v0.36b because the bugs were huge and everything but funny.



Bugfixes:

  • -Fixed the Staff of Lightning bug by changing how the spell is working.
    -Fixed a bug in the AntiAfkSys and recoded it a lil bit.
    -Fixed a bug, that sometimes enemies massed in dungeons. (for example in front of a gate)
    -Monster Master was able to equip some "only monsters" items - fixed.
    -Fixed a bug, that players lost gold when they got killed in the PvP arena.
    -Cloud Fog didn't cause enemies to miss on their attacks.
    -Monsters with Reincarnation wont get removed from the game now, when they die while reincarnation isn't ready.
    -Critical Strikes from items never triggered - fixed.
    -Megamagic was able to destroy trees, which could cause other bugs - fixed.
    -PvC Enemys often didn't attack your monster master - fixed.
    -Fixed a huge bug in the Fusionsystem, where a wrong monster was removed instead of the fused one in fusions with 2 different players.
    -Fixed a bug, that monster had no abilities, when they were caught above level 1.
    -Earth Guardian was shown as T2, but it was T3.
    -Fixed a tooltipbug from Poison Strike.
    -Added manacost to teleporter. (staff)
    -Wisp had a melee attack, but should be ranged - fixed.
    -Fixed a bug, where the Itemdropmessage said that a fusionscroll dropped, when a specialitem dropped instead.
    -Increased the distance from a portal when you enter a new dungeon.
    -It was possible to go through the closed PvC-Arena door - fixed.
    -Mega Drac had no projectile - fixed.
    -Added an error message, when loading with an old code. (also some Errors didn't worked right)
    -Added some error messages for "-new"; for example when you try to repick while fighting in the arena.
    -Fixed some bugstates.
    -Fixed a tooltipbug in the "Drac Lord" fusionscroll.
    -Fixed a bug that True Sight did not have any level conditions.
    -Fixed a bug that Corruption Aura did not have any level conditions.
Improvements/Performance:

  • -Decreased Loadingtime and improved game performance a bit by changing how the ability learn system works for enemy creeps.
    -Recoded the whole teleport triggers and added a few features to them. (GUI -> JASS)
    -Recoded the Fusionsystem a bit - now items from "parents" will go into the inventory of the result monster on will be layn down to its feet.
    -Recoded some other Triggers from GUI to Jass.
    -Added a max loadcount: Players now have got 5 tries to load their heroes.
Terrain/Cosmetics:

  • -Increased size of dungeon #6 a bit.
    -Increased size of dungeon #7 a bit.
    -Imrproved the portalrooms "terrain" a bit and made the missing numbers for the next dungeons.
    -Remade a few interface options.
    -Added a new imported icon to Burning Treant. (selfmade)
    -Added a new imported icon to Frost Treant. (selfmade)
    -F9-Log completly remade.
Gameplay:

  • -Added 4 brand new ?-monsters.
    -Added 7 brand new T4 monsters.
    -Added a new Multiboard, which give a great overview about the players and their teams.
    -Monsters now learn their stage 4 abilities with a min fusionlevel of 40 instead of 50. (they also need to be lvl 30)
    -Greater bosses now give more gold, when you kill them.
    -2 neu Dungeons! (#9 and #10)
    -New PvC-Arena fights. (20 total)
    -A new command: "-swapxy" which allows the player to swap the monster data with the data from a court slot.
    -Remade the fusionlevel requirements for T4 and ?-Monsters.
    -Increased the attack damage from monsters with higher tiers. (+2 dmg / tier)
    -Monsters in higher tiers get a hp and mana bonus now.
    -The command "-mi" now also shows the Fl of all monsters.
    -Monstermaster now revive after 30 seconds instead of 45 seconds.
    -Now, only players, who are in the Dungeon get the gold and the message, when a boss is killed.
    -Added a new Ability: Stomp
Balance:

  • -Balanced the price of some staffs.
    -All mana potions now cost 5 mana to cast.
    -Increased the bonus damage from Inner Fire.
    -Increased the bonus damage from Damage Aura and made the value non-%.
    -Rebalanced the price of some Monster Master items.
    -Rebalanced heal value of Spell: "Healing Wave"
    -Flying Dutchman now has got new abilities.
    -Greatly improved True Sight.
Items:

  • -Made the 7 missing Fusionscrolls for the ?-monster t4 fusions.
    -Added 12 brand new Fusionscrolls for the new monsters.
Note:
I had a huge data lost. So the work for the new version took longer and i had to recreate much stuff.
Please report all bugs to me, so that we can make MM RPG an awesome and bugfree game! :D



Items:

  • -Added 11 new Boss Items
    -Added Fusionscrolls
    -Added new and different Nets
    -Added Ankh of Reincarnation
    -Added Teleport
    -Added Staffs for Monster Master.
Abilities:

  • -Balanced some abilities
    -Added a few new abilites
    -Now every ability has got a new ultimate level 4 for lvl 30 monsters.
Triggers:

  • -Reset of savecodes because of SLS recodings
    -New Revive System
    -Fixed all reported bugs
    -Recoded nearly all Systems
Monsters:

  • -Added about 60 brand new monsters. (119 monsters total!)
    -Fixed some animation bugs of many monsters.
Gameplay:

  • -Changed the Fusionrules so that it is now easier to understand for noobs.
Terrain:

  • -Remade the whole terrain.
Note:
Because of the great terrain changes, the gameplay was influenced
and is now more like the real Dragon Quest Monsters or Dragon
Warrior Monsters games. The way you have to find new monsters could
be difficult for newbs, but i think, when someone like the gameplay
he will find it out. ;-)





Hint:

Persons, who know and liked the Dragon Quest Monsters
or the Dragon Warrior Quest games,
will sure love this! :D


And now the description:

You play the role of a Monster Master in a town of a volk which live
close to the nature. There you get the mission to train your own team
of Monsters to help them cleaning the country from the Darkness.

To get a better Monster Master and to get permission
to enter the greater areas, you have to fight
and win competitions in the PvC arena.

To get better Monsters,
you have to fusion them.
The stronger the parents,
the stronger will be the fusioned monster!
There are 141 Monsters in total in v0.55b.

As the Monster Master you can decide,
when your Monsters fight,
what Abilities they use and what Weapons and Armors they wear.
Every Monster has got 2 Item Slots.
The Monster Master can't wear equip items,
but he can carry potions,
or nets to catch new Monsters
or other useful stuff for the team to survive in the wilderness.

You can make matches versus your friends
in the PvP arena or play together as a team in the hostile dungeons
in the world of the monsters.


Features:

There are many features.
It's the best to find them out by simply playing the game. =)
It could be that the game isn't beginnerfriendly,
because in the beginning it is hard to
understand how everything works,
but finally it's fun, when you understood! ;-)


Screenshots:

And now a few Screens of the Game for you!


Basic Monsters:
neue_monster_in_v02a_t1_123.jpg


Tier2 Monsters:
neue_monster_in_v02a_t2_676.jpg


Tier3 Monsters:
neue_monster_in_v02a_t3_362.jpg


Tier4 Monsters:
neue_monster_in_v02a_t4_132.jpg


???-Monsters:
neue_monster_in_v02a_t5_144.jpg






A Fusionscroll for twinfusions:
fusionscroll_1_941.jpg


A Fusionscroll for normal fusions:
fusionscroll_2_182.jpg


General improvements:
kcigy9.jpg


The new monster court:
o94748.jpg







Perspektive 1
vovcr8.jpg


Perspektive 2
24y91cn.jpg


The King
2hqgjuc.jpg


New shopping area:
2qsnc3p.jpg


View from the Town over the World of MM RPG:
mm_rpg__view_from_the_town_926.jpg








Part 1
10p9jj9.jpg


Part 2
2dguhqu.jpg







Part 1
mm_rpg__dungeon_2_a_115.jpg


Part 2
mm_rpg__dungeon_2_b_979.jpg


Part 3
mm_rpg__dungeon_2_c_297.jpg


Part Boss
mm_rpg__dungeon_2_d_143.jpg







Part 1
mm_rpg__dungeon_3_a_182.jpg


Part 2
mm_rpg__dungeon_3_b_265.jpg


Part Boss
mm_rpg__dungeon_3_c_204.jpg







Part 1
mm_rpg__dungeon_3_a_176.jpg


Part 2
mm_rpg__dungeon_3_b_777.jpg


Part Boss
mm_rpg__dungeon_3_c_213.jpg







Part 1
mm_rpg__dungeon_5_a_655.jpg


Part 2
mm_rpg__dungeon_5_b_931.jpg


Part Boss
mm_rpg__dungeon_5_c_131.jpg







The whole Dungeon
2s7b24x.jpg











  • -You will get a wrong savecode when you save with more than 200k gold


THIS MAP IS PROTECTED BY SpEeDyGonsales!

HF & GL by playing my game!

Credits are given ingame F9-log. ;-)

Keywords:
Monster, Master, Monster Master, RPG, ORPG, DQM , DWQ, Dragon, Quest, Warrior, Monsters, Role, save, load, Robbepop, beta
Contents

Monster Master RPG v0.59s (Map)

Reviews
18:57, 21st Aug 2009, Rui(#322): While original, the essence of this RPG differs little from that of most of the others. Read my review for details. Approved and rated 3/5 (Acceptable).
Level 1
Joined
Aug 25, 2009
Messages
2
just wondering probably like a lot of peeps who play this =P whens the next update coming out cause i loove this game (im sounding obsesive) =S
 
Level 1
Joined
Aug 30, 2009
Messages
4
hope in the future there will be a bigger town.. mayb some quest.. say like kill certain monster to get bounty...
anyways finding ppl playing at garena..
curenly im at malaysia room RPG 02.
ave fun all

--------------------------------------
Curent monster:
Magnataurus
Redox
Cenarius
 
Level 5
Joined
Oct 5, 2009
Messages
80
Comment #352 will probably be ignored... but anyway, here goes.
This map can be defined as "mostly epic." The terrain is epic, the concept is epic, but the gameplay is... meh.
At first, this was the best Warcraft 3 map I had. But I quickly tired of the repetitive gameplay, and I quit in the middle of tier 2. The same exact gameplay (run to the end of the dungeon and kill the boss) was spiced up a little with the arena mode, but you don't play much in the arena. So maybe add a couple diffrent types of dungeon play (for example, have a dungeon where you sit on a hill and defeat monsters as they come) or make the pvc arena more replayable (like being able to choose to play an arena match again).
Here are a couple things, besides varied gameplay, that I think should be changed:
When you win a pvc arena, you should get your gold back (or maybe a little more) instead of loosing gold, win or defeat.
Tone the bosses down a bit. I know that the map is supposed to be muiltiplayer, but those that play alone find themeselves getting slaughtered by superpowered bosses. The first time I fought the second boss (Caradara I think, a teir 3 nature dragon), my tanking monster (a treant) was owned in three shots by him.
Fix the hostile monster respawn. Too often, I find myself finishing a tough battle or about to kill the boss I was attempting to kill all day when the creeps behind the current encounter respawn and crush my monsters. That is really annoying.
Maybe add diffrent staves available at diffrent stages of the game. At the start, 300 damage is boss-killing and I can clear an entire encounter of creeps with the 150-damage chain lightning. At level four, 300 damage will take a chunk out of a monster's health, but at later levels the staves become useless (with the exception of the healing staff) and a waste of money.
Sometimes I will pull more monsters than I think you intended. Instead of pulling the 3-4 group, I will get them plus three from the area behind them, and get destroyed.
The Monster Master should be invulnerable unless he has no living monsters with him, like in the pvc arena. He was actually killed in the second boss battle by the continuing fan of knives coming from the boss and his wildkin lackey.
All in all, the map is amazing, but with a low replayability value. +rep to you, and I look forwards to v1.0
 
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Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

well thx for your review of the map. =)
but you should know that this map should just copy the gr8 Dragon Quest Monsters games.
that's why im not very free to make huge changes in the gameplay because i want to stay as close as possible with the wc3 engin.

Robbepop
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i worked hard on the map the last few days and im now recoding the whole code to vJass.
afterwards all known bugs caused by triggers should be fixed then.^^

it will be a huge work but im working fast and already got nearly half of the recoding done. =)

perhaps i will add new content like Dungeon #13, new items or/and monsters.

the new version will include a completely new save load system.
with that system you will be able to save your monsters in the court (without items) and im able to add new items to the game.^^

all in all a great update i think.

Robbepop
 
Level 1
Joined
Jan 18, 2009
Messages
5
Dude because you want it to be like in a certain game it doesn't object to the fact that you can make some upgrades at the game-play and interface of the original game(quests,more fusions,and other interesting ideas).
Also i saw in your forum that some1 said "disable the single player with save" and I'm very much in fond of the the ability to play solo.Some players don't have the luxury of finding some good rpgers that have the same "taste" and timetable like you.Also maybe some1 doesn't have internet and can't play at home.And its quite fair that one can play alone even if he can play many hours because u "pay" it by fusing 2monsters on 1 and also lose time to exp two monsters if u need to gain fusionlevel.

Edit:About the difficulty of the game i don't suggest change it a bit.It's perfect.You can't gain superb items just in single mode.
And the invulnerability of the MM while monsters are active is a very good idea.If u think "escaping while monsters are still alive" u can make a trigger that activates inuvl like 1200AoE near monsters or something like this?
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i dont know if i will add quests to the game,
because quests are always very huge work and a good quest system ist just a horrible thing to code for me -> much more work than a good save load system!

i wont deactivate single player mode.
you are not the only person who need it. :D

due to the new save load system i will add new items to the game and you are also able to save your monsters in the court. well, the code will be slightly bigger, but i think thats ok.^^

Robbepop
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,178
It would be much better to provide the master with damage reduction when near monsters. That way it still is possible to snipe him (which I feel is a important part of the game) however doing so can be dangerous and cause you to loose as he could appear tougher than the actual monsters he uses.

A good idea would be to give him a bog standard spell reduction and evasion based on level which is always in effect. That way at level 30 he will be a lot harder to actually deal damage to than at level 1, even though he has not that many more HP. Secondly, when he summons monsters those rise even further until the max of 3 monsters is reached. In that case he should have like 95% evasion and 95% spell reduction, so on average takes 95% less damage. On top of that if he takes enough damage to fall into critical HP, a spirit link could be cast between the monsters and the master redirecting large ammounts of damage away from the master (total damage being reduced as a penalty). The monster bonuses only work in the arena (globally in it as it is a small place) or within 750 odd range of the master in a dungeon. That way the master will never be able to run far from his monsters if he is having to retreat as he could then die easilly. Additionally for fairness and to prevent battles dragging or the master living of his level evasion, if all his monsters are KOed, all defensive bonouses are removed rendering him completly defenseless and an easy target (maybe even a speed reduction so running is harder).

However, making the master invul is also a good idea and mimics the NPC mechanics, as if the above system was used, you would have to do the opposite and remove their invul so that you can snipe them.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

the way you want that damage reduction for the monster master is really much work if you want to make it good.

i more like the idea of just making him invul as long as he has got monsters on his side.

but i did not made him invul until the last version,
because i think it is an important part of the gameplay to handle the fight with 4 units.
micro is really important to survive!
-> thats not just a normal RPG where you just got one hero and this aspect should play a big role in this game. =)


btw:
i finished the recoding now - earlier as i mentioned.^^
(about 8000 lines! :D)
now everything is gr8 formal vJass.
until now i did not add a single new feature,
but fixed many bugs.

the CLOSED beta will start in a few minutes.
and i will add new content and features while the beta is running.^^

Robbepop

edit: (what i forgot!)
i added the new and planned save load system.^^
the testers now have to test it.
 
Level 11
Joined
Mar 6, 2008
Messages
898
Working on the new Version!

hiho,

it is time to give you new information.^^

the beta phase is running good.
my team is very motivated and also i am working very fast and hard for the new version.

as i said, the new version will release the 13th dungeon.
now i just want to present this very original dungeon to you. =)

first a few screens:

2z5qfys.jpg


o0bf5d.jpg


2cz3m1z.jpg


23htwci.jpg


24m9dsy.jpg


20qm169.jpg


zoi0ko.jpg


smg1gl.jpg


29ngjf6.jpg




as you can see there are many different rooms in this very big dungeon.
every normal room has got 4 teleporters which can teleport monster masters to other teleporters.
the rooms are numbered.
to get to the boss you must go through every room one time.
if you want to use a teleporter you first have to kill all enemy units in the room where the teleporter is.
so in conclusion: to reach the boss you MUST kill all units of the dungeon.^^
everytime the dungeon initializes the teleporters also re-initialize which change the teleporter goals.
so if you know which teleporters you had to use to get to the boss the first time, it will certainly not work for the second time.
that means that this dungeon is everytime you fight in it a new adventure!
HF & GL ! :D

Btw: i hope the boss is now strong enough for you guys, so that nobody is able to solo him. xD

EDIT:

i hate init trigs... -.-


24z8vba.jpg




EDIT 2:

yesterday and today i added exactly 26 new boss items to the game.
now every boss has got 2 personal boss items.
the boss items in earlier versions are now ultimate items and also drop when killing strong enemy creeps in hard dungeons.

the only thing i now have to do is to create new normal items from lvl 2 to 29
and to create 7 T4 monsters and one new T5 monster. =)

i think this will be a great update for the game! :D


EDIT 3:

i started to be creativ today and made concepts for all in all 11 new monsters for the next version!
there will be 7 completely new T4 and 4 brand new ?-monsters!
hopefully you will like them and quickly get out, what to fuse, to get them.^^

The only thing what i THEN have still to do is to create a few new normal items, and then....
RELEASE! :D


EDIT 4: (omg)

im now finish with the whole 11 new monsters and give out the beta version to my beta testers. =)
after that test i will create some new normal items for level 2 to 29 and then the new version is done!

do you have got still some suggestions or bug reports?
-> let me know it!


Robbepop
 
Last edited:
Level 1
Joined
Dec 31, 2009
Messages
5
Are you accepting applications for testers? I've been playing this map quite a lot and would love to. In .46b the Tauren is bugged and never learns skills, and also won't be loaded if you save with him.

Also while not a bug some of the tier 5 (???) monsters are weaker than many of the tier 4 monsters due to having poor skills. The weakest one I've found is Draelokk, which I advise no one to get. He has two channelling spells, rain of fire/blizzard, and splash. If you're casting a channeling spell, your splash is useless, and if you want to use splash you can't cast any spell other than attack. I'd recommend either giving him something that can really use the high mana pool he has (immolation?) or giving him instant cast spells like breath of fire or stomp, and then giving him more agility and less int. He simply doesn't need his mana pool to cast what he has.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

thanks you Shteven for you really important bug reports.
i fixed the tauren now and hope that there are no other bugged monsters in the game...

there are many people who like Draelokk because he is a great nuke damage dealer.^^
but you are right.
i swapped his splash attack with a corrpution-aura which decreases the armor of enemy units who so get more damage due to blizzard and rain of fire.^^

well the beta for the new version is nearly over. (just 2 small beta versions to go)
but i would like to see YOU in futur beta tests if you are ok with the rules.^^

1. rule: skype and/or icq. xD
send me your account with a PM pls.

Robbepop



EDIT1:
So guys im now nearly finish with the new version. =)
The only thing i now have still to do is to improve the new Save Load System.
And after a final beta test you will get what you want! :D



EDIT2:
I released the last planned beta version about 10 minutes ago.
Hopfefully the beta testers wont find many terrible bugs.
Then i can release tomorrow. =)
 
Last edited:
Level 1
Joined
Jul 2, 2009
Messages
3
Hiho,
I was playing his monster master rpg, and I put two monsters in MonstreCourt and I save, but when I gave load, they were no longer it.
Could you fix this? It would help me a lot. Since already thanked for empathy.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

as i already said in the next version the save load system is completely recoded because i added some features to it.
one of the new features is that it now saves monsters in the court. =)

Robbepop

EDIT:

NEW VERSION IS DONE AND YOU CAN DOWNLOAD IT ! :D
 
Level 1
Joined
Dec 31, 2009
Messages
5
Do .46b load codes no longer work in .55b? I have to start a new monster master? It says error, my code is too short.
 
Level 1
Joined
Dec 31, 2009
Messages
5
I realize the save/load codes have changed, but I don't see anything in the changelog about how to convert a .46 code to a .55 one. Is it possible or do we have to start over?
 
Level 1
Joined
Dec 31, 2009
Messages
2
What version of WC3 is this for? I have TFT 1.22 and whenever I tried to load the map it just kicks me back out to the previous map selection screen. If i use 1.24c, it won't even see the map.
 
Level 4
Joined
Dec 6, 2009
Messages
75
Wow, by the looks of the screenshots this is amazing.

Amazing terrain and so many monsters to aquire, i'm going to download this right now, i hope you can use it in single player!
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@sgnakster:
ehm i think you got a problem.
this map is stable for v1.24c and nobody but you got problems with it until now. xD

@Cadaver:
yes you can play it alone, but not in singleplayer modus.
you just have to open a game in bnet or in local area network and can play with save load command, even if you are playing alone. =)

Robbepop
 
Level 2
Joined
Nov 15, 2009
Messages
24
I thought this game was very original, had good terrain, and was fairly balanced between the different kinds of monsters. The only thing that I don't like about it is that the exp rate is terrible. I took me 40 minutes to get my unholy base monster to level 10. I don't know if I'm just stupid, or what, but that ruined the game for me. Not many people, sadly, including me, would want to sit a play one game for 3 hours just to get to the next tier. And, while I'm sure it's just my strategy, I found my master dying quite often. Could you possibly raise his hp? All in all 3/5. 4.5/5 if the exp wasn't so low.
 
Level 1
Joined
Dec 31, 2009
Messages
5
in version .55b, the war mace item is bugged. The tooltip says +10 damage and +15 int, but it actually gives +20 damage and 0 int. I can't verify the 25% mana regen as quickly so I hope that works ;)
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@Dwarf King:
well its not your strategy,
but this game is recommended for multiplayer gaming.
you played it only in single player which takes about 3-4 times more time to get what you want.

just go bnet or play local network with your friends. =)

@Shteven: thx for the bug report.

Robbepop
 
Level 1
Joined
Oct 9, 2007
Messages
7
Hi, Sali and Gruesse

@Dwarf_King, higher dungeon = more xp, gold and better monsters, you should leave dungeon one as soon as possible, when you ve 3 lvl 3 monster, you can easily win the first 2 or 3 pve fight, what means that u can enter dungeon 2 and 3.

best regards

WarlordsMaster
 
Level 2
Joined
Nov 15, 2009
Messages
24
Hi, Sali and Gruesse

@Dwarf_King, higher dungeon = more xp, gold and better monsters, you should leave dungeon one as soon as possible, when you ve 3 lvl 3 monster, you can easily win the first 2 or 3 pve fight, what means that u can enter dungeon 2 and 3.

I get that. I'm just saying that the exp rate should still be more. I've died quite a few times before leveling up even once. Although it didn't help that the other players didn't help me much. They all went their own ways too. Still, it takes too long to get better tiers. I played a game where I was in a group of 3, it took us almost an hour to get tier 2 monsters. Most people won't want to play that long. I'm only suggesting that Robbepop make the exp rate higher so that game goes faster.
 
Level 1
Joined
Dec 31, 2009
Messages
5
Oraculum's third skill, megaball, doesn't respond to it's hotkey (R). You can still cast it, you just have to click on it. :)
 
Level 3
Joined
Jan 11, 2010
Messages
25
Hello, Robbepop. I have enjoyed playing your game a lot, but a day ago, me and a couple of friends were messing around with autoclickers... and we said "repick" then enabled them and we got the unit we currently clicked. I have found out what causes this. You trigger for picking a unit must be that it gives you the unit-type of the currently selected unit. Well, if you click fast enough the view doesnt shrink and you can select a different unit-type.
 
Level 1
Joined
Jun 23, 2008
Messages
2
Court monster's items dont save?

Hi first thing very nice map Robepop, and now my question,
Items for court monsters don't save between games, right?
I'm talking about v0.56b.
thx
 
Level 1
Joined
Jan 2, 2010
Messages
5
me and my friend where playing through fusing all the t5's for fun to see how good they are and we cannot fuse Yamata oops edited
 
Last edited:
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@Cadaver: yes the game is komplex for beginners.
i always think about making a tutorial, but...
there the players also need to read what they already DONT do in the F9-log.
so why should they read and understand the game due to a tutorial?^^
you cant imagine how lacy the most players are. xD

@SevenAteNine:
1. pls dont tell fusions.
2. where do you got all the knowledge about the fusions!?
that must have take WEEKS.
so say it pls...

and yes...
chimaera does not work in the current version.
but i already fixed that bug in the new v0.57b which will release this weekend.

Robbepop
 
Level 1
Joined
Jan 13, 2010
Messages
1
I'm new to this map, I just have some questions
I play this map on GGC LAN it works fine for -new but everytime someone -load he got d/c. Is that a bug or the system is set that way?
The game gets so much harder now play single.
beside that, i have played nonstop for like 2 days. Really cool map.
 
Level 1
Joined
Jan 2, 2010
Messages
5
@Robbepob i didnt hack your map
you made it so gate 6 and up bosses ALWAYS drop fusion scrolls so we just grindded hardcore for all the scrolls
i think all im missing is ogre magi at this moment

Possibly make it so dungeon 9 or higher bosses always drop scrolls.
6 and 7 is way to easy with a team of 6 or maybe decrease droprate

and i edited out the fusions i mentioned sorry :)
oh btw i <3 Megyr
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,178
You just open the map trigger script...
All the fusion data is nicely presented in the map trigger script, although generally it is not worth speding 10-20 mins spoiling it. The main problem I had with the fusions is they required insane grinding to get any decent ones due to fusion level, at that point I just gave up and generated myself A perfect for the time code. Honestly the main problem with this map was the intense ammount of grinding needed, although that may have been fixed in the mean time (have not played for months).

I literally was in games where the only thing the whole team did was the same run, again and again, fusing each one or two times. This certainly is not particually enjoyable for many players especially since later creatures are pretty rigged each carrying the best items and at max level.
 
Level 1
Joined
Jan 2, 2010
Messages
5
I was playing this game and i noticed something, when i equip two Flaming Sabres theres a chance to double crit. you would see a first number pop up like 100! then right on top of it you would see 200! like both crits activated at once.

It works with two flaming sabers, 1 saber 1 lance, 1 saber 1 crit strike from monster. this same thing DOSNT work with two shattering lances and it dosnt tripple crit with saber, lance, and monster crit. i didnt test two saber and monster crit still looking for a 2nd saber for the last test
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,178
Critical strike stacks in proc chance, but only one critical strike can take place on an attack. This means with 6 of the same items with 10% critical strike each you have a 47% chance to critical strike approximatly.

Evasion however always stacks by taking the largest evasion chance. Thus 2 items with the same evasion will not give you any better evasion than having the item with the largest evasion only. Same goes with abilities and items, which ever has the largest evasion will take piority over all other evasions the unit has and be the only evasion the unit uses.
 
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