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Beast Rules and Templates
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Beast Rules and Templates
Beast Creation Rules
So the way this works is Anyone may design Beast templates. Their may aslo be prizes and rewards for designing them but for the most part it is the obligation of the staff to make enemies to fill the world. We'll start at the bottom and go up.
This is the template for making Beasties.
- Code:
[b]Name:[/b]
[b]Tier:[/b]
[b]Location:[/b]
[u][b]Stats[/b][/u]
[b]Health:
Speed:
Defense:
Damage:[/b]
[b]Skills:[/b]
[b]Weapons:[/b]
[b]Armor:[/b]
[b]EXP:[/b]
[b]Col:[/b]
[b]Drops:[/b]
If copied and pasted correctly it should look like this.
Name:
Tier:
Location:
Stats
Health:
Speed:
Defense:
Damage:
Skills:
Weapons:
Armor:
EXP:
Col:
Drops:
Name:
Self explanatory
Teir:
This will be used as a reference of what levels the user should be to be fighting this monster.
Location:
This is where the player has to go to fight this monster. this includes floor level and area. You can't fight fish monsters in the desert. (unless there are desert fish but you understand what I'm saying)
Monster Stats:
This is where it's going to take a little understanding the system to get these right. the idea of mobs is to make them so that they are beatable in quantities but they can still hurt the player without killing them. They can kill the player if the player is reckless. But the stats are supposed to be geared towards making them beatable. Likely this system will fluctuate while we are finding the sweet spot.
Skills:
A monster may have 1 Combat skill per tier. It can have any number of passive skills and one weapon specialty skill. If it doesn't use a weapon it's specialty is unarmed. Make these believable. A level 1 rabbit may wield a weapon but it will not be an expert at using it. Also don't give a monster a passive skill that it doesn't use. (desert lizards have no use for underwater breathing.) you may also define when an enemy will use a certain skill. Such as when it reaches half health.
Weapons:
This is where you put the enemies weapons if any. The enemy may have 1 weapon per tier, though it can only wield one at a time. You may also put here when an enemy might change weapons. Weapons are NOT a part of the drop system. Weapons don't drop when enemies are beaten.
Armor:
This is where the enemies armor is listed. An enemy may have one piece of armor per tier and it follows the armor rules with only being able to equip one type of sub-category armor at a time. Armor is NOT a part of the drop system. Armor doesn't drop when enemies are beaten.
EXP:
the tier section of this post also defines the experience gained from monsters at particular levels. This is not rigid but try to follow it as closely as possible being it was designed with the level scaling in mind. Everyone who is a part of beating this monster will gain this much experience.
COOOOOOOOOOOL:
Money. this will be important to people. This is the primary reason for the grind. grabbing Col to pick up better armor and gear. Rule of thumb with Col is approximately 10 times the monsters level is dropped in Col. However their can be exceptions. Rare money birds that drop 100 times their level, or wise monsters that drop more exp but no money. Be creative but that is your gauge.
Drops:
These are what the enemies drop when killed. There are many things it can drop. they can drop items, armor, weapons, crafting materials, quest tags, they can also drop things with a percentage which the staff will roll on when you complete it. This will likely be the case for high end or legendary weapons. You can also set a percentage to having more than one item dropped. Think Video game logic.
And that is it. That is how you build a monster
Self explanatory
Teir:
This will be used as a reference of what levels the user should be to be fighting this monster.
- Tiers:
Tier 1 Beasts: 1-3=24, 4-6=48, 7-9=96, 10-12=144, 13-15=192, 16-18=240, 19-21=288, 22-24=336,25=384.
Tier 2 Beasts: 26-27=384, 28-30=432, 31-33=480, 34-36=528, 37-39=576, 40-42=624, 43-45=672, 46-48=720, 49-50=768.
Tier 3 Beasts: 51=768, 52-54=816, 55-57=864, 58-60=912, 61-63=960, 64-66=1008, 67-69=1056, 70-72=1104, 73-75=1152.
Tier 4 Beasts: 76-78=1200, 79-81=1248, 82-84=1296, 85-87=1344, 88-90=1392, 91-93=1440, 94-96=1488, 97-99=1536.
the above is the teir system as well as the experience system. Try to stick to this but it's not rigid. it can be bent A LITTLE.
Location:
This is where the player has to go to fight this monster. this includes floor level and area. You can't fight fish monsters in the desert. (unless there are desert fish but you understand what I'm saying)
Monster Stats:
This is where it's going to take a little understanding the system to get these right. the idea of mobs is to make them so that they are beatable in quantities but they can still hurt the player without killing them. They can kill the player if the player is reckless. But the stats are supposed to be geared towards making them beatable. Likely this system will fluctuate while we are finding the sweet spot.
- Stats of monsters:
this is the number of stats the monster has by level. it goes Level = Stats for that monster.
Tier 1 Beasts: 1-3=3, 4-6=13, 7-9=28, 10-12=48, 13-15=72, 16-18=100, 19-21=133, 22-24=171,25=213.
Tier 2 Beasts: 26-27=243, 28-30=259, 31-33=310, 34-36=366, 37-39=426, 40-42=490, 43-45=559, 46-48=633, 49-50=711.
Tier 3 Beasts: 51=765, 52-54=793, 55-57=880, 58-60=972, 61-63=1068, 64-66=1163, 67-69=1273, 70-72=1383, 73-75=1497.
Tier 4 Beasts: 76-78=1615, 79-81=1738, 82-84=1866, 85-87=1998, 88-90=2134, 91-93=2275, 94-96=2421, 97-99=2571.
these are the total stats that a monster at that level has. They can be distributed as the creator sees fit.
- Health of monsters:
This is the amount of health monsters have at their level. It goes health = level.
20 1
42 2
65 3
89 4
115 5
143 6
172 7
202 8
234 9
268 10
303 11
339 12
377 13
417 14
458 15
500 16
544 17
590 18
637 19
685 20
735 21
787 22
840 23
894 24
950 25
1008 26
1067 27
1127 28
1189 29
1253 30
1318 31
1384 32
1452 33
1522 34
1593 35
1665 36
1739 37
1815 38
1892 39
1970 40
2050 41
2132 42
2215 43
2299 44
2385 45
2473 46
2562 47
2652 48
2744 49
2838 50
2933 51
3029 52
3127 53
3227 54
3328 55
3430 56
3534 57
3640 58
3747 59
3855 60
3965 61
4077 62
4190 63
4304 64
4420 65
4538 66
4657 67
4777 68
4899 69
5023 70
5148 71
5274 72
5402 73
5532 74
5663 75
5795 76
5929 77
6065 78
6202 79
6340 80
6480 81
6622 82
6765 83
6909 84
7055 85
7203 86
7352 87
7502 88
7654 89
7808 90
7963 91
8119 92
8277 93
8437 94
8598 95
8760 96
8924 97
9090 98
9257 99
9425 100
Skills:
A monster may have 1 Combat skill per tier. It can have any number of passive skills and one weapon specialty skill. If it doesn't use a weapon it's specialty is unarmed. Make these believable. A level 1 rabbit may wield a weapon but it will not be an expert at using it. Also don't give a monster a passive skill that it doesn't use. (desert lizards have no use for underwater breathing.) you may also define when an enemy will use a certain skill. Such as when it reaches half health.
Weapons:
This is where you put the enemies weapons if any. The enemy may have 1 weapon per tier, though it can only wield one at a time. You may also put here when an enemy might change weapons. Weapons are NOT a part of the drop system. Weapons don't drop when enemies are beaten.
Armor:
This is where the enemies armor is listed. An enemy may have one piece of armor per tier and it follows the armor rules with only being able to equip one type of sub-category armor at a time. Armor is NOT a part of the drop system. Armor doesn't drop when enemies are beaten.
EXP:
the tier section of this post also defines the experience gained from monsters at particular levels. This is not rigid but try to follow it as closely as possible being it was designed with the level scaling in mind. Everyone who is a part of beating this monster will gain this much experience.
COOOOOOOOOOOL:
Money. this will be important to people. This is the primary reason for the grind. grabbing Col to pick up better armor and gear. Rule of thumb with Col is approximately 10 times the monsters level is dropped in Col. However their can be exceptions. Rare money birds that drop 100 times their level, or wise monsters that drop more exp but no money. Be creative but that is your gauge.
Drops:
These are what the enemies drop when killed. There are many things it can drop. they can drop items, armor, weapons, crafting materials, quest tags, they can also drop things with a percentage which the staff will roll on when you complete it. This will likely be the case for high end or legendary weapons. You can also set a percentage to having more than one item dropped. Think Video game logic.
And that is it. That is how you build a monster
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