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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 1
Joined
Aug 11, 2011
Messages
2
fusion scrolls

Hi,
I'm new to this rpg since I've been playing with a friend we managed pretty good :>.
However we found our first fusion scroll (#5 I think) and we were wondering how to use this. We got both needed Monsters on lvl 15 (the other one 16) but it didn't work....
So can anyone tell me how those work ? Do I need to have the scroll in my inventory or do my friend have to ? Do we need the scroll ? Can I fuse a t4 with another player or is this only possible alone ?

Hope you can help me! I really like this game :>
 
Level 1
Joined
Jul 17, 2011
Messages
6
@dragb0t: This is how fusion works.

Ahh, yes.. I see that you're confused between monster level and fusion level. Monster level is the level of your monster (to avoid confusion, I will state it as ML), whereas fusion level is the level of your monster's fusion (in fusion scroll, it is stated as FL). ML is different than FL.

Monster level (ML) increases as you defeat wild monsters. However, fusion level (FL) will only increase when you fuse your monster.

Every time you fuse your monster, its fusion level (FL) will go up as well. The amount of fusion level increased when you fuse your monster depends on both of the fusing monster's level (ML). Here's an example on how to calculate the increase of fusion level when fusing:

Level of main monster + level of sub monster = Amount of fusion level increased

15 + 15 or 11 + 19 or 17 + 13, etc = 30; 1 fusion level increased.
20 + 20 or 25 + 15 or 30 + 10, etc = 40; 2 fusion level increased.
25 + 25 or 26 + 24 or 30 + 20, etc = 50; 3 fusion level increased.
30 + 30 = 60; 6 (or 5, I forgot) fusion level increased.


To get a Tier 4 monster, your monster will at least need a fusion level (FL) of 15 when fusing. Note that the other fusing monster will also need at least a fusion level (FL) of 15. I hope my explanation helps you (and possibly other MM players) about how fusion level works. If you have any questions regarding fusions (not fusion scrolls), feel free to ask me.

PS: I know what monster you and your friend wanted to fuse into. :ogre_haosis:
 
Level 1
Joined
Aug 11, 2011
Messages
2
Many thanks !
Ya I kinda confused those two.... but does this also work when i attempt to fuse two t3 monsters like we tried ? I just noticed that they drop down to lvl 1 again... because if this works me and my friend just keep lvling those two to lvl 15 and keep fusing em, otherwise ...... I'm not so sure about what else to do to get a t3 to fusion lvl 15...

for example (if I got this right ....):
my t1 monster has no fusion lvl I assume so I lvl that to lvl 30 then fuse it with another lvl 30 that means I'll get fusion lvl 5 on my new t2 monster... so I lvl that again to lvl 30 and fuse again with lvl 30 that means another 5 FL but that only brings me to FL 10 hmhmhmhm there must be some kind of trick : D

But anyways thanks a lot for your help : )

//edit: another question .... what kind of function those the fusion scroll have ? just a hint to what monsters I need to get ? or something relevant for fusing ?
 
Level 2
Joined
Mar 22, 2010
Messages
9
There is no "trick" just keep fusing it until it has FL 15, the only trick mentionable is fusing it with same main element so it won't change:

Your monster is Air/Water (for example) T3, FL 10 and level 25, you catch a monster Air or Air/X level 15, when you fuse them you receive same Air/Water T3 monster at level 1, with 12 FL.

Hope it's clear enough, for the scrolls, they just tell you what you need to fusion, you can sell them after you write down the recipe (if you're interested of course).
 
Level 1
Joined
Jul 17, 2011
Messages
6
More Information On Fusions

Yes, everything Witardo said is correct. Anyway, to understand the trick he is saying, take a look at this.

Before going further, the colored monster types (eg. Beast, Nature, Dragon) are the main type of the monster.

Situation 1:
Jim have an Earth Guardian (Beast/Nature, Tier 3), with a monster level of 25 and a fusion level of 13. On the other hand, Ray have a Cloud Walker (Beast/Air, Tier 3), with a monster level and fusion level same as Jim's Earth Guardian. Note that both monsters are Beast type. When they fuse their monster, Jim will get an Earth Guardian, while Ray will get a Cloud Walker. Why doesn't their monster change? Because both of the monster are Beast monsters. Their monsters' level revert to level one, but both monsters now possess 15 fusion level.

Situation 2:
Jim have a Beast Talker (Nature/Beast, Tier 3), with a monster level of 25 and a fusion level of 13. On the other hand, Ray have a Mega Drac (Dragon/Beast, Tier 3), with a monster level and fusion level same as Jim's Beast Talker. Note that both monsters type are different (Nature and Dragon). When they fuse their monster, Jim will get a Mandraga (Nature/Dragon, Tier 3), while Ray will get a Nature Dragon (Dragon/Nature, Tier 3). Their monster have now changed due to different monsters type used when fusing. Their monsters' level revert to level one, but both monsters now possess 15 fusion level.

Conclusion:
The same monster type used in fusions will yield the same monster that you fuse, while different monster type used for fusions will yield different monster type, thus changing the monster as well. This is very useful when you're trying to get higher tier monsters as most of them require specific monsters.


That's the trick he mentioned. Now, about the trick you said... When fusing monsters, it's important to know that they will not always increase in tier. You will notice it when fusing tier 3 monsters. Their fusion level, however, will increase as you fuse them repeatedly. They will not become tier 4 monster unless the specific requirements to produce a tier 4 monster are met. So, don't worry. Just keep fusing your monster until the specific requirement are met, then, tadaa, you will get a higher tier monster.
 
Level 1
Joined
Aug 12, 2011
Messages
1
Robbepop, i've send you an email about this map and you didnt reply... But what i want to ask is MMRPG v0.59b your last version of map? I really like your map from 2008 until now... Please create a new version of these map...
 
Level 1
Joined
Sep 5, 2011
Messages
1
just finished the game with 2 ifernals and cenarus found all the scrolls other then 21 and 34 ty so much hope u update the map at some point :)
 
Level 1
Joined
Sep 25, 2011
Messages
2
Hi is a greate map i like it, but i and my friend have a problem when we try to load im a host and he load normaly but when i load he disconnects, sorry my english is't good.

Why he disconnect when i load??
 
Level 2
Joined
Jun 11, 2011
Messages
16
Hi is a greate map i like it, but i and my friend have a problem when we try to load im a host and he load normaly but when i load he disconnects, sorry my english is't good.

Why he disconnect when i load??

Once it happened with me, and i found out the problem was with my colored nickname on garena, so i created another account and now i'm happy playing any RPG... maybe that is your problem
 
Level 1
Joined
Sep 25, 2011
Messages
2
Once it happened with me, and i found out the problem was with my colored nickname on garena, so i created another account and now i'm happy playing any RPG... maybe that is your problem


Oh thanks that the problem i have colored nickname...:thumbs_up:
 
Level 2
Joined
Jun 11, 2011
Messages
16
Hi,

glad i could help, and robbepop, do you have an idea of when is coming out the new version of monster master ORPG? i'm really wanting for that version...And i was thinking, was there gonna be a problem on adding a third item slot on the monsters? At least while they reach certain stage or FL...

bye

=========



 
Last edited:
Level 1
Joined
Sep 22, 2011
Messages
1
Aww... too bad, i really want a new version, all Robbe's maps are awesome, but MM called my attention because it's different from any ORPG people are playing in Garena or B.net.
Hey Robbe, if you plan to release a new version, how about new monsters ? maybe a new monster tier ? it would be cool :)

P.S.: Sorry for my poor English , i'm brazilian. T_T
 
Level 3
Joined
Mar 15, 2011
Messages
40
update this darn exciting game robbepop besides this is something like the GOH map you made but this map is better than the others i played cause you expecting what monster will come out after the fusion and discovering strategies for the arena
 
Level 3
Joined
Mar 15, 2011
Messages
40
:ogre_love:update this darn exciting game robbepop besides this is something like the GOH map you made but this map is better than the others i played cause you expecting what monster will come out after the fusion and discovering strategies for the arena:goblin_cry:
 
Level 2
Joined
Nov 7, 2011
Messages
30
I like your two maps very much——Goh and MM!Could you make a new version of MM?
 
Level 12
Joined
Dec 20, 2011
Messages
884
Last room? Do u mean 13th? It works nice. 14th? It is closed becouse it doesn't exist.

This map is awesome, forget about GoH :) GoH is cool too, but MM is better :) Make more dungs and ranks :) We want something more powerful then 3 arrakoas in 31st pvc battle :)

What he meant: Room 14 = Last Room since it's the last room that's in there, though it's closed. That's why he wanted the last room/room 14 to be opened. He wasn't talking about the thirteenth room.
 
Level 9
Joined
Aug 26, 2010
Messages
573
if you update this and maybe change the map a bit it will be more popular than twi eve,GOH, and maybe as cool as TKOK

I think it is much cooler than TKoK just because TKoK is BORING, no mater how good it is done.


What he meant: Room 14 = Last Room since it's the last room that's in there, though it's closed. That's why he wanted the last room/room 14 to be opened. He wasn't talking about the thirteenth room.

I think maybe he just can't finish 13 room. He didn't say "closed", he said "doesn't works". And there is no room 14 there, there is portal 14 which is not room by itself
 
Level 3
Joined
Jan 4, 2012
Messages
49
I love this map, I remember playing it with in garena with a couple of friends... Those were the days..:pcon: the only thing that i didn't like in this map was there were no story, just grind grind grind til you got strong. it doesn't have that ORPG feel in it. Hoping to see a new version out though, hopefully with a storyline.
 
Level 2
Joined
Nov 13, 2010
Messages
29
I think the excellent game play overcomes the lack of story. This map reminds me of good old days - playing pokemon
TKOK has great terrain, quests and items but it makes me feel sleepy and boring after a few hours
Still waiting for update .....

Peace,
 
Level 3
Joined
Jan 4, 2012
Messages
49
besides the new dungeon there will be new monsters, new pvc fights, perhaps a small story line and a new save load system to make codes smaller and saver.
however, there won't be a code reset but perhaps a new court slot and a gold cap of 100k. =)

Robbepop
Whaaat? I was kinda hoping for a code wipe. :( But meh, Still looking forward to it.:thumbs_up:
 
Level 12
Joined
Dec 20, 2011
Messages
884
besides the new dungeon there will be new monsters, new pvc fights, perhaps a small story line and a new save load system to make codes smaller and saver.
however, there won't be a code reset but perhaps a new court slot and a gold cap of 100k. =)

Robbepop

Yay. Would 0.6/1.0 be the last version? Or would we expect more versions to come? :grin:
 
Last edited:
Level 2
Joined
Jun 21, 2011
Messages
14
Took a long time ....i nearly lost hope ..but now I´m really excited to try out that new dungeon and everything...All in all id like you to make a code reset.
I have some save codes with nearly all ??? monsters there are but if there is going to be a new goal i would like that everyone starts from scratch again.
I also think that way that code change is easier.
I was really addicted to this game for some weeks and I still know nearly every monster there is. If you need help with testing the map you can count on me.^^

mfg corby
 
Level 4
Joined
Jan 19, 2012
Messages
124
hi rob! i really love ur game i start playing it this week with a group of friends at battle.net and we love it we hosting it all day :) i really wanna know aproximely when the version is comming out? and congratitulations on an incredible game dont let it go!
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

thank you all.
atm I got not that much time left for modding but the map will release soon.
there won't be too much changes in the gameplay (as I'm really bound in time) but I think you will like them. ;-)

Perhaps I will make a code reset if the most of you want to but atm I think it would be nice for many of you to stay at their team.^^

Robbepop
 
Level 4
Joined
Jan 19, 2012
Messages
124
i like no code reset :) i think the ones who want just can start over i started this weak and getting today my first ??? monster infernal and dond wanna lose all this efford :D
 
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