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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
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Part 2
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Part Boss
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Part 1
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Part 2
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Part Boss
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Part 1
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Part 2
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Part Boss
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The whole Dungeon
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  • -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 5
Joined
May 1, 2008
Messages
134
You should REALLY add a -delete command. Im tired of having a tier 2 lvl 12 and two tier 3 xD
 
Level 1
Joined
Feb 7, 2009
Messages
3
hey your code is kinda bugged up. when i save with a ??? monster or Tier 4 it always goes like this: -load xxxx-xxxxxx-xxxxxx-xxxxxx-xxxx

i cant load it because the code is too short. Can you fix this?
 
Level 2
Joined
Mar 3, 2009
Messages
14
This is an amazing map, but how do I get tier 3 or 4 monsters?
I've been playing this for 2 weeks straight, and yet I can't find the combination for that!
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

at the moment
i have much work to do for school,
so i can't find enough time
to work on all my 3 projects...

but i think there aren't soo many players playing this game,
so i develop goh and ltw first with my time.

or what shell i fix?
(perhaps i could fix it, if it is a really heavy bug, easy to fix)

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

i just want to tell you,
that i am working on a new version.

there you will see about 49 new and great tier3 monster
and a new fusion system for them,
so that you can get them link tier2 monsters. (for example: water (tier2) + air (tier2) = Water/Air Monster (tier3))

I hope it's not as confusing as the current system.

Due to the whole changes it will take it's time until the new version v0.14a is done! ;-)

Robbepop
 
Level 2
Joined
Mar 3, 2009
Messages
14
I tend to host this map a lot, but I simply cannot find out how to get any higher than Tier 2. I kind've gave up, because there wasn't any new versions coming out soon and I outplayed this version already.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

yeah that's what i wanted to say.
the whole fusion system is just too complex for nearly everybody.
so i just decided to make tier3 monsters also fusionable like tier2 monsters.

only tier4 monsters needs specific fusions with tier3 monsters.
and the rare ???-monster needs specific fusions with tier4 monsters.

perhaps i will list all these fusions.

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

i have got one question. =)

its about the terrain in monster master orpg.
i want to remake it completely, and with anoither build.

the new build would look like this:
there is a really big metropole of the nightelves on top of a mountain without road or ways moving out or to it.
there are shops, arenas and everything you can just think of.^^
and there is the portal room.
there you can teleport your monster master to different worlds. (like dungeons)
one way to follow and in the end there is a boss.
you can only leave the region, when you kill the boss,
or when your monster master bought a teleporter, or when you easily die.^^
later there are regions, where just really good monster masters can join in.
you can get new ranks to join into better dungeon worlds,
by fighting in the PvC arena in the metropole.


That's the new idea,
which would make the game more similar to the Dragon Quest Monster games. =)

What do YOU think about it? :D

Robbepop


btw...
the dungeons in the world are not allways dungeons like a big hole with monsters.
they can also be monsten roads or islands. it's just that they are closed and you can't really leave them. =)
 
Level 4
Joined
Dec 11, 2008
Messages
104
great

That would be a great idea, but honestly I don't really care about the terrain (although this sounds really cool).
I really love the gameplay and it would own if there were more monsters etc.
But the elven town is a great idea.. I think you can really make some eyecandy with it :D Good luck on you project i'm looking forward to see the next version :thumbs_up: Keep it up :D
 
Level 2
Joined
Mar 3, 2009
Messages
14
The dungeon idea to me, would be much better than just running around to kill random stuff. There's nothing with the current terrain, but it'd still be fantastic if you did redo the entire terrain. I'm a big fan of this map, so anything that happens to the map, I'd still play it.

Perhaps you can incorporate some kind of custom spell learning system for your main character? Like, you can buy a scroll to learn how to increase your pets damage and stuff. The main character is always just really useless to me, he's only good for taking back the pets before they die.
 
Level 4
Joined
Dec 11, 2008
Messages
104
true

I agree with clix , I would play this map whatever you did to it and I'm not using my monster master at all because his auras really don't make a big difference...

Dungeons would really pwn ,, where you can fight really strong bosses with parties of 8 etc... that'd be awesome Maybe put a 1% drop to get a net to capture the boss with, and then you get a mini version of it :p would be so much fun :D :grin:



p.s. i think in your description Projekt should be project
 
Last edited:
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

ok i think i will remake the terrain the next days.
thx for ypur opinion. =)

but why do you what a small version of a boss? ^^
EVERY boss in the game has got a fusion,
you have just to find out,
what monsters you need for it.^^

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
yay

I didn't know you could fuse those monsters but since there are only 2 bosses (at least I think it's 2..) it's really hard to find them :cry:... even more if you need like a fusion lvl 2 Basic monster for it or something...


btw There needs to be a way to release monsters because I don't think there is one .. I'm stuck with a lame ghoul which i fused over 20 x now lol :p I would like to get rid of it so i can get a new lvl 30.. :hohum:
 
Level 4
Joined
Dec 11, 2008
Messages
104
Well thanks for mentioning that.. I didn't know monsters disapeared when you left the game while they were in monster court.. It is a nice way to release monsters but you should put that in the quest log so people don't lose their favourite monsters that are in court... Not that i had the same problem ^^
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

ok noboy want to answer but you. xD
so i decided to remake the whole terrain and to rebuild it like i said.
in v0.2a (not v0.14a anymore xD) there will be about 56 new monsters for you.
all tier3 and tier4! I remade and will remake many Systems and i will add Fusion Scrolls for you. They drop by hard monsters with a little chance and tell you what monsters you need for specific Tier4 monsters. One scroll for every tier4 and ?-monster,
so it will be possible to get all monsters you want,
by hard training.

I also will try to make the monster master more useful,
but im not sure how...

Robbepop
 
Level 2
Joined
Mar 3, 2009
Messages
14
Make it so that they have spells to aid your monsters. Like a spell name could be called "Encourage" and that basically adds slightly more attack dmg to your monster, for a short amount of time. Things like this would most likely make the masters a lot more useful.
 
Level 2
Joined
Nov 9, 2008
Messages
22
well good to hear the changes i thought the master was quite useful and i choosed the regeneration ability for dungeons you may should change the respawn system
 
Level 4
Joined
Dec 11, 2008
Messages
104
bug

I forgot to mention this bug though ,

When I was doing a pvp battle with a friend. (he lost :D:D:D)
After the battle I was still unallied with him and I was auto attacking his monsters .. So we couldn't really walk close to eachother or his monsters would die :( Maybe you forgot the ally trigger after a PvP battle, or it was just a bug...

Btw Those scrolls sound Awesome :D
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

no you just can find them
laying on a ground like a normal item
after you killed a boss or something like that.

then you can put them into your inventory
and read the tooltip,
which gives you hints
for a fusion.
you don't need the scroll for the fusion,
just the monsters in it.
and sometimes the monster need to have a specific fusionlevel.
for example:
to fusion monsters for a ?-monster,
you ALWAYS need to have fusionlevel 5 on both monsters. =)
means that their "parents" must had lvl 30 when you fused them.^^

atm i recode the whole fusionsystem,
which is very difficult,
because of all the new rules,
but i think it will be much better afterwards. =)

btw...
i had a new idea for the monster nets.
in v0.2a there will be 11 different nets.
every net has got other bonusses.

for example a bonus chance to catch water monsters.
and not every net is able to catch monsters to tier3!

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
Yes

The nets are a great idea, but about the fusion scrolls....
You really HAVE to make a place to store them because I will (and probably more people) forget about the recipes for the fusion :cry: and I have to get the same scroll over and over again :hohum: ... and that really sucks maybe you can put a place like a stash which has a multiboard and then you can select your scroll. :thumbs_up:

multiboards pwn ^^ :cute:

Grtz Me :D
 
Level 11
Joined
Mar 6, 2008
Messages
898
i hope you know,
that i have then to save all f%$(ing scrolls you got over the time,
which would highly increase the size of the save/load code by about 20 bytes. xD
nothing wrong dude, but i think it's not really good. xD

btw:
intelligent people will just make some screens of the scrolls they found. =)
or write them down on a piece of paper,
or something like that.^^

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
ok

y well Nice idea to write them on a paper , I'll just do that lol .. since increasing the code will just take a long time lol and adding a new monster will cost more time ... and Monsters pwn :D ,, Well i hope to see your next version soon :thumbs_up:
 
Level 2
Joined
Mar 3, 2009
Messages
14
This is just an idea, but I think the monster system would be much deeper this way.
Like, basically every time you kill a certain monster type, they'll have a spirit. (Like kill a Nature monster, and you get a Nature Spirit.) But, the catch is that you'll have to try to catch these spirits with a net, or something. The good side to this, is that they're basically a fusion with your pet. When you fuse with a spirit, depending on it's nature, your pet will get better stat increase. These spirits are rare to come by though.

Water Spirit gives slightly more mana.
Nature gives slightly more health.
Fire gives slightly more damage.

etc, etc.
It's just an idea though.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@clix:
your idea sounds nice,
but it have nothing to do with DQM or DWQ
and this rpg is mainly inspired by these games...

i already recoded or added the most systems.
at the moment i recode the whole save/load system.
that means that you all must start new.
but it was important,
because there were just too many changes...

afterwards i finally have to add abilities to all new monsters
and i also have to remake the terrain.

the fusionsystem already works fine
and it's now much easier in the beginning to catch monsters
and to level them. =)

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
maybe

If you want it to be like DQ , ( i have only played the GBA version lol)
You could just insert something like a caravan or monster master classes you can choose at the start... So your monster master can have 1 better aura instead of 4 weak ones .. And maybe a healing spell for 1 , Like in the game
It would really give the DQ feeling :razz:

Just a suggestion if you think it will suck in game you just don't use it :D
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i have some news!
i already made everything for v0.2b but the terrain,
on which im am currently working on. =)

there are really great changes and all in all totally wonderful improvements.
im total there are 70 new monsters and 119 monsters in total!!!

the game should be now much easier for noobs
and i fixed the few bugs u reported to me. =)

i wont give you all infos about the new version. :p

the new version will be released soon!

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

today i finished the important and complex portal system,
which connects the whole map.
btw... its the last system i had to do for this version.^^

and because everything was working correctly,
i gave it to a good friend, who is good at finding bugs etc.^^
and he also said, that the gameplay is now extremely funny
and that the map is highly improved with the new version. :D

the new version comes soon,...
just wait a few days!

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

yeah i think you would be a good tester.^^
but i don't want to give the map to too many people,
so that it happen the same like it happened with TBR2,
that the map was released to the public without my persimission....

but perhaps,
when i need a tester and can't find any,
i will tell you. ;-)

Btw,... atm i recode the PvC system.
Yeah i said i finished triggering,
but that system was just old and not really noobfriendly. xD

The new one is complete jass,
better for performance,
better for my database
and also more noob friendly.

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
Ok , Sounds great

I really liked the PvC system so improving it will probably make it awesome.
Btw. Have maybe you could set the amount of creeps in an area dependant on the amount of players because if your solo it is really hard to go to the high level zones because you always get attack by more then 1 unit
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

uhm...
i don't think that i will spawn creeps dependent on the playercount for the beta.^^
just too much work for me,
because i don't really know, how should that work...

but i will make a plan,
and when i find a good one,
i will try to code it.^^

btw,...
i recoded a few systems again.^^
sorry, but i couldn't do anything against my nature as a perfectionist. xD
everything must be as good as possible. =)
--> Gui is bad! xD

i will release the map soon.
The real only thing i have to do now
is adding a few features, (perhaps)
making the rest of the terrain and creep regions,
bug fixing and perhaps again little system recodings.^^

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
Okj, just one thing about the terrain ,

at the version i have now there are small areas in the start where certain types can be found, i really like it that way , small areas in a large area where some types of creeps roam,

Don't get me wrong , I don't like it when the map is like split up into some zones like fire zone etc... but those small areas , like the graveyard were great and it gave a great addition to the atmosphere in the map
 
Level 4
Joined
Dec 11, 2008
Messages
104
Yes I know it's difficult to get so much ideas , but with those regions it is really easy to put a lot of doodadds en destructibles in without the map being the same everywhere ,

Btw, Yay the graveyard is back , i won't go there though because whatever i fused with i always get a GHOUL xD i hate him so much...
 
Level 4
Joined
Dec 11, 2008
Messages
104
Nah , that would ruin it and you would easily get all the cool monsters.

Btw. I know ghoul is the result of water and undead , but when you fused the goal with something it stayed a ghoul. Ofcourse that was because there was no tier 3 yet ^^
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

haha yeah. :D

but now its a little bit different.
for example if you fuse two 2 tier2 you normally get a tier3,
but you can also fuse one tier1 (basic) and a tier3 to get a new tier3. =)
to get tier4 you must fuse two specific tier3.
the same with ?-monsters and tier4. =)

Robbepop
 
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