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(1 edit)

How do I change the capture rate of each individual monster? and how to change how much exp each monster gives?  also, how do I make battles have more monsters?

  1. Check out itemuse_catch, which computes the catch rate for a given stone. Currently it's the same for all monsters, but you could add a new "catch rate" stat for each species (see init_monsters / init_monster), and then get the species data using the AMP_ID. (i.e.,  something like global.monster_data[global.active_monster_party[amp_id,amp_MONID],mond_CATCHRATE] )
  2. Currently EXP is computed in obj_battlemonster's step event, case 30 (bmonsterstate_DIE), using the same formula as levelup EXP (script monster_get_next_level_exp), which in turn is based on the monster's EXP group. Easiest way to influence this is adding more EXP groups, but if you want full control you could add an "EXP loot" stat just like the catch rate, and use that. (You probably want something that scales with the level, but of course it depends on how you want your game to work)
  3. Check out the variables global.player_side_monsters / global.enemy_side_monsters (set them to the number of monsters you want each side to have before you start the battle - currently this is done in the script player_step_fill)