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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
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
Jun 7, 2013
Messages
1
Another player thats smashed the shit out of MM rpg. Best map on wc3. Love the work on GOH and MM RPG rob. Hope aditya keeps up the work and releases :D
 
Level 3
Joined
Mar 3, 2012
Messages
73
My friend found this map, he invited me to play and well, the map is EPIC
I liked games where you "build" your own army, and this map is perfect for me :)
so well i decided to see this map page, just realized it is outdated and no longer worked on lol
Well Good job on this map, i usually hate RPGs in Warcraft 3, but this one is good
The map now have new developer right?
But i see his and got this
Last Activity: 06-06-2013 01:55 AM (1 month inactive..)
Will the map get updated?
 
Level 1
Joined
Feb 23, 2010
Messages
2
Helloooooooooo I LOVE THIS MAP i'm plaing it on Garena :) if you want to join me i woud like to play it for good :) maddbull88 garena name
pacurarbenny id on skype
 
Level 2
Joined
Aug 28, 2012
Messages
28
hiho,

I don't know about AdityaHedge and his development status. I also can't force him to continue work on the map. He provided me absolutely no information about anything.

Robbepop

Now What ?! , Robbepop can you upgrade this map or ....... , I really want to play it again :S
 
Level 1
Joined
Aug 28, 2013
Messages
2
I just have one question.... I have done a lot of looking and I can't find a version later than .59b. Am I playing the latest version or is there an update that I can't seem to find?
any help would be awesome. THANKS!!!
 
Level 1
Joined
Dec 17, 2012
Messages
7
Robbepop...

Will really do a new version of this map? That is the question... You are the owner, just you can update this map.

I know.. you lost the files. But your game have potencial like dota... Dont lost this man, if you need i can do a marketing job in Brazil. Good luck!
 
Level 11
Joined
Mar 6, 2008
Messages
898
dudes, sorry for not answering for such a long time. I gave away this project two times now and none of the people who actually wanted to update this map did their jobs and more or less failed. I by myself have no time to update this map anymore and this is the reason why I gave the project away to keep it alive for you.

as nobody seems to have enough motivation to keep this project alive alone I am really thinking of an opening of this map so that everybody can take it and do whatever he/she wishes to do.

what do you guys think about this decision?

Robbepop
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
dudes, sorry for not answering for such a long time. I gave away this project two times now and none of the people who actually wanted to update this map did their jobs and more or less failed. I by myself have no time to update this map anymore and this is the reason why I gave the project away to keep it alive for you.

as nobody seems to have enough motivation to keep this project alive alone I am really thinking of an opening of this map so that everybody can take it and do whatever he/she wishes to do.

what do you guys think about this decision?

Robbepop

I release all my content open. Either due to the complexity of my code or the unpopularity, people never do anything less than desirable. I say go for it!
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

I also think that open content is a good thing and can teach others.
However, for activ map development it can be dangerous for actively played maps.
This is due to the fact that there are then many many fake maps, duplicated, cheated and hacked map versions of the same type and nobody (especially a normal player with normal background) can catch the overview and won't the map as there is no official version of this type. This is why DotA became so incredibly popular - because there was something like an official map version at some time.

This is at least my point of view about this topic and the reason why I have always tried to ensure an official version of my maps - this has also lead to a higher quality over the time and thus a better game experience.

However, the game experience isn't developing well if the developing of a map has stopped and since the two persons who actually wanted to work on this map failed I see no other way to move this map forward finally.

The problem with open content is that people keep to put cheats in maps and this is very problematically for other players and destroys the whole fun during the game. So keep the pros and cons always in mind! ;-)

Robbepop
 
Level 1
Joined
Dec 17, 2012
Messages
7
Fail

:vw_death: this Map Die now. No one can update this map, just the creator. If you give the font this map will turn in a sux game.


Man this map is a great project, are u working in another map our stop all updates?

Well... if you turn back to update, tell us.
 
Level 15
Joined
Aug 7, 2013
Messages
1,337
New developer!

Hi everyone,

I'm happy to announce that I am taking over this project.

This might come as a surprise to many, as I've never actually made a single map for Warcraft. My mapping background is from Starcraft Broodwar (alias UED_Admiral, still working there occasionally), but I've also got a computer science/programming background and I've already worked with some of the map script on my own (in particular the save system which I replicated in Python). To boot, I also can read German, which has been helpful since the JASS is commented in that language.

Like everyone here, I'm a huge fan of the Dragon Warrior Monster series (the gameboy color ones) and of course the map itself (my last save is Tamuha, Draelokk and I forget the third).

It will take a bit of time for me to get fully familiarized with the map and its mechanics, so I estimate (optimistically) that a major new version might not be released until January. However, I will still make small revisions in between that fix bugs or glitches.

Part of what I'd like to add to the map is an actual plot/story, and also change up some of the old mechanics, in particular change the fusion system to a breeding system, which would include actual monster eggs (not sure about gender yet...). These are just some ideas, and of course I'd love to hear from the community what direction/new features you'd like to see. For a general overview of my direction, check out this: http://en.wikipedia.org/wiki/Dragon_Warrior_Monsters_2 (or google it).

This all being said, simply post or send me a message about anything you'd like to discuss, and also, any known or annoying bugs to be fixed.

I'm very excited about developing the map, and looking forward to hear plenty of feedback ^^
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
Hello,

Nice to meet you. Like you I have a computer science background and a love for Dragon Warrior Monsters, and a desire for this map to grow.

Unlike you, I'm among the most experienced users of JASS, don't have time to work on maps, and don't really have much experience testing this map.

What I can offer you is commentary on your map scripts, as you'll undoubtedly find out soon that scripting in JASS is unorthodox for a wide range of reasons. My advice is to forget as much as possible about software design and algorithms, because it mostly doesn't apply here.

And lastly, offer you good luck.

I hope to hear from you personally.

Cheers,
 
Level 15
Joined
Aug 7, 2013
Messages
1,337
Hello,

Nice to meet you. Like you I have a computer science background and a love for Dragon Warrior Monsters, and a desire for this map to grow.

Unlike you, I'm among the most experienced users of JASS, don't have time to work on maps, and don't really have much experience testing this map.

What I can offer you is commentary on your map scripts, as you'll undoubtedly find out soon that scripting in JASS is unorthodox for a wide range of reasons. My advice is to forget as much as possible about software design and algorithms, because it mostly doesn't apply here.

And lastly, offer you good luck.

I hope to hear from you personally.

Cheers,

Thank you for your direct and candid introduction. Likewise nice to hear from you, especially since it sounds like you have plenty of experience and wisdom to offer ^^

I send you a PM, looking forward to hearing your advices ^^
 
Level 2
Joined
Jun 21, 2011
Messages
14
Awesome News.:thumbs_up::thumbs_up:
People were very creative with ideas so if you just read all the pages you should find enough ideas to keep yourself busy for the next year^^

If you make a breeding/hatching system. I would suspect it takes a while for the next monster to hatch. If so it would take a lot of time to get to a maximum "breeding level" i guess. Just keep that in mind...its already a torture to lvl all your monsters in FL it would get even worse this way.

Okay have fun scripting^^
Looking forward to it^^
 
Level 1
Joined
Dec 4, 2013
Messages
7
Help?

Hey,
how do I get the level 4 abilities of my monsters?
I've got all my monsters are level 30 but all abilities are just level 3.
 
Level 15
Joined
Aug 7, 2013
Messages
1,337
Hey,
how do I get the level 4 abilities of my monsters?
I've got all my monsters are level 30 but all abilities are just level 3.

Any monster can get their abilities to lvl 4, including basic ones (like kobold :p). They just need to be fusion level 40 or higher.
 
Last edited:
Level 15
Joined
Aug 7, 2013
Messages
1,337
Update on new version

Hi everyone,

As you might be able to tell from the abundance of my posts in the modding section, I've been working round the clock to get accustomed to JASS and also understanding Robbe's old JASS code.

A few things I have been working on as additions or changes to the map are:

1. Complex fusion/breeding system. The basic fusion system of the old version is being replaced with a breeding system where specific monsters for main and sub are the norm, and generic FAMILY1 + FAMILY2 monsters are the exception. So there will be a lot of discovery in breeding monsters. I guess you can imagine that the majority of fusions are like those found in fusion scrolls (minus the high fusion level requirements). You will have to find them out via trial and error.

2. Expansion of number of unique monsters. This is what follows from above--there will be a lot of new monsters for each family.

3. Removal of tier system. This also follows from 1,2. It will also discourage players from being told which monsters are the "best."

4. Single types. All monsters will be a single family type.

5. New monster family - Material (imagine anything metal, elemental, or rock like).

6. Three new attributes: attack, defense, and spell resistance (haven't determined actual name for this one). This will allow diversification of each monster and each family further with a total of six attributes. Attack increases damage by 1 for X number of points, defense armor by 1 for X number of points, and I haven't determined how much spell resistance per level.

7. Diversified attribute growth. For at least the new three attributes, growth will be random even between monsters of the same species. How high a certain attribute can grow each level will depend on the individual monster and also its family (e.g. material monsters will have naturally high spell resistance and defense, but a new beast monster like "Iron Steed" will also have good defense growth (because it's part metal ^^)).

8. Reclassification of some families (nature --> plant, demon --> devil, unholy --> zombie) to reflect the original game.

Releasing a new version is still a long time away, but I appreciate any critcism/input/feedback for some of these changes/additions, and always PM me or post on my wall.

@corby_ds In regards to hatching eggs, it would be instant, except you would need to pay to have the egg hatched. This is the exact mechanism from the original GBA game. It would be nothing like Pokemon's system.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

I like your changes very much in general.
to be honest I would have done the same in the past but I had technical problems due to the limitations of the save load code length which is nowadays no longer a real problem since you can store any code on to the hard disc of every player.^^

Robbepop
 
Level 2
Joined
Jun 21, 2011
Messages
14
@sethmachine
I have to admit I never really played the "original" but gues what GBA Rom Im searching right now :D

The breeding system sounds a little random to me...Id like to have a certain logic behind it (all attributes can be more or less guessed by what parents mate) maybe with some coincidal adds, like 1+ a certain attribute.

But all in all Im just soooo psyched that this map is getting an update!!!
 
Level 2
Joined
Jun 11, 2011
Messages
16
Hey guys, is there a single room where this game is played frequently? because in my region nobody likes or plays it... im tired of playing alone D:

If someone knows please tell me so i can play this with more persons! Awesome changes btw... i really liked the new systems you have in mind, and think they are going to be really cool to play, also more monsters is always better ;)
 
Level 15
Joined
Aug 7, 2013
Messages
1,337
@sethmachine
I have to admit I never really played the "original" but gues what GBA Rom Im searching right now :D

The breeding system sounds a little random to me...Id like to have a certain logic behind it (all attributes can be more or less guessed by what parents mate) maybe with some coincidal adds, like 1+ a certain attribute.

But all in all Im just soooo psyched that this map is getting an update!!!

@corby_ds

I recommend playing the original if you have not, though it will spoil the novelty of some of the new systems I am working on to add to the map.

The breeding system might seem random, but it's actually how the original game worked--you bred two monsters (male and female of any species) and they left on a honeymoon forever (I suppose it's a good deal given monsters were bound to you for eternal servitude if you did not breed or dismiss them :p), but they left behind an egg, which most of the time was a completely new monster. If you really look at it though, it's equivalent to a fusion system, but that seems a bit unrealistic that monsters fuse together. Of course, if you try to imagine how monsters can breed at all (I mean how would a bird and a demon make a goblin zeppelin is beyond me) then things get very silly. That aspect is left to the gamer's imagination.

But introducing the breeding system also makes it more plausible to introduce new kinds of drops--specifically monster eggs that you can find and hatch (otherwise where did these eggs come from?).

In regards to how the breeding system will work with offspring, I do not have any answers yet. In the original game, the offspring generally inherited the stats of both parents and also all of their combined abilities. Fusion level in the original game only served two purposes: increasing the max level of the monster (that's right, each monster species had its own max lvl, e.g. Baby Dragon could not go past lvl 30, while a Hagon could naturally get to lvl 70 before maxing out), and also allow for more powerful breeds (e.g. 2x Jeti +15 fl gives a Magnataurus). Robbe collapsed the inheritance mechanic into fusion level, which gave a general increase of stats and attack as it increased.

Of course, in the original game, if you bred enough, it was possible to get a monster to max out all stats before reaching lvl 99 (the max level for any monster). This is because monsters would progressively accumulate more and more stats if you bred your monsters once they maxed out or gained most of their stats. Obviously the breeding mechanic was not balanced completely (but keep in mind it would still take hundreds of breeds--my old GBA game has 250 hours logged onto it), so I will need to keep those kind of players in mind.

So there will be some inheritance mechanic and this will encourage players not to just use the hardest to breed monsters, because any monster species, through good breeding, can be competitive.

@shico

There's a small community of people who play it over Battle.net using makemehost.com (there also used to be a bot that hosted the map on TFT 24/7 I believe). Keep in mind it won't matter what gateway you use, you can still play with people on different ones. That is where I play it too. I don't know much about the Garena community.

@future version

I've been chipping away at the outlines of some of the future systems/updates, but it's still going to be a while before a new version is released (possibly there will be some versions to be tested, remains to be seen). Optimistically a testable version will not be out until end of January, as I cannot dedicate full time to the project with other commitments (school and work).

I can however fix any bugs or glitches and release subsequent fixed versions of the current map if anyone tells me of these.

As for the status of the current changes, I've set up some of the core data structures to re-organize the old code and systems, and I've also begun re-doing some of the families.

I forgot to mention that beside the new material family, there will also be a new bug family, which means there will be a 1-1 correspondence of all the original families. The bug family has been the trickiest to do, since Warcraft 3 has a lack of diverse models for bugs (and most of these are spiders of some form anyway) but I've made good head way.

I appreciate everyone's patience, and again feel free to post here or send me a message if you've got questions, feedback, etc.
 
Last edited:
@corby_ds

I recommend playing the original if you have not, though it will spoil the novelty of some of the new systems I am working on to add to the map.

The breeding system might seem random, but it's actually how the original game worked--you bred two monsters (male and female of any species) and they left on a honeymoon forever (I suppose it's a good deal given monsters were bound to you for eternal servitude if you did not breed or dismiss them :p), but they left behind an egg, which most of the time was a completely new monster. If you really look at it though, it's equivalent to a fusion system, but that seems a bit unrealistic that monsters fuse together. Of course, if you try to imagine how monsters can breed at all (I mean how would a bird and a demon make a goblin zeppelin is beyond me) then things get very silly. That aspect is left to the gamer's imagination.

But introducing the breeding system also makes it more plausible to introduce new kinds of drops--specifically monster eggs that you can find and hatch (otherwise where did these eggs come from?).

In regards to how the breeding system will work with offspring, I do not have any answers yet. In the original game, the offspring generally inherited the stats of both parents and also all of their combined abilities. Fusion level in the original game only served two purposes: increasing the max level of the monster (that's right, each monster species had its own max lvl, e.g. Baby Dragon could not go past lvl 30, while a Hagon could naturally get to lvl 70 before maxing out), and also allow for more powerful breeds (e.g. 2x Jeti +15 fl gives a Magnataurus). Robbe collapsed the inheritance mechanic into fusion level, which gave a general increase of stats and attack as it increased.

Of course, in the original game, if you bred enough, it was possible to get a monster to max out all stats before reaching lvl 99 (the max level for any monster). This is because monsters would progressively accumulate more and more stats if you bred your monsters once they maxed out or gained most of their stats. Obviously the breeding mechanic was not balanced completely (but keep in mind it would still take hundreds of breeds--my old GBA game has 250 hours logged onto it), so I will need to keep those kind of players in mind.

So there will be some inheritance mechanic and this will encourage players not to just use the hardest to breed monsters, because any monster species, through good breeding, can be competitive.

@shico

There's a small community of people who play it over Battle.net using makemehost.com (there also used to be a bot that hosted the map on TFT 24/7 I believe). Keep in mind it won't matter what gateway you use, you can still play with people on different ones. That is where I play it too. I don't know much about the Garena community.

@future version

I've been chipping away at the outlines of some of the future systems/updates, but it's still going to be a while before a new version is released (possibly there will be some versions to be tested, remains to be seen). Optimistically a testable version will not be out until end of January, as I cannot dedicate full time to the project with other commitments (school and work).

I can however fix any bugs or glitches and release subsequent fixed versions of the current map if anyone tells me of these.

As for the status of the current changes, I've set up some of the core data structures to re-organize the old code and systems, and I've also begun re-doing some of the families.

I forgot to mention that beside the new material family, there will also be a new bug family, which means there will be a 1-1 correspondence of all the original families. The bug family has been the trickiest to do, since Warcraft 3 has a lack of diverse models for bugs (and most of these are spiders of some form anyway) but I've made good head way.

I appreciate everyone's patience, and again feel free to post here or send me a message if you've got questions, feedback, etc.

Bottom line: Binders RPG (Binders wasn't an RPG, but if any of you were around back then, it was a really awesome and innovative map and you'd understand the connection)

This is quite a nice map, and I saw in one of your other posts that you will be taking over the development. I hope to see some great things from you.
 
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