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Beast Rules and Templates

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Beast Rules and Templates Empty Beast Rules and Templates

Post by Admin Sun Aug 31, 2014 4:23 pm

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.

Tiers:

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:

Health of monsters:

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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