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(1 edit)

I have several questions

1. how do I change what ev's a monster gives?

2. how do I make items that make specific monsters learn a move like tms?

3. is there a way to make monsters give less exp when deafeated?

4. I tried making battles 2v2 but right now if the player only has one the game crashes, and I couldn't get the enemy to have 2 without crashing

5.  is there a wat to make a certain encounter with a monster have the monster have set ivs?

6. right now I can't find a way to view the move descriptions

7. how would I exclude some monsters from the monsterepeda?

8. I found a bug: after you run from a monster if you press the main button a bunch it will take you to the spot where the player character is in the room

9. how would I make a monster that evolves into 1 of 2 monster randomly?

10. is STAB implemented? and if not how can I put it in?

1. There's a stat for this in init_monsters, search for "mond_EVBONUS_STAT".

2. This is a bit tricky, but the basic steps would be:

    - Create a new itemtype + usescript (check out init_items for the context for what these means) and add the new items to init_items

    - The usescript first checks if the monster is compatible (if you want to have a check like this) and then does something similar to mev_monster_learnmove_spawnmenu (check out obj_battlecontrol's step event at line 1022 to see how it handles whether the monster has empty move slots and can learn moves immediately).

3. EXP calculations are done in obj_battlemonster's step event, line 94. Currently it's based on the monster's levelup EXP but you could add a new stat to the monster data for this for instance, or just lower the factor from 0.1 to something lower.

4. What's the crash error message? Player monster slots should start as KO'd if there's not enough monsters left that can fight, and you need to generate enough enemy monsters to fill all their slots. Check player_step_fill line 33 for how horde battles are generated currently.

5. Check out obj_npc_trainer's User Event 0, line 11 onwards it generates monsters. You could do something similar with a new "set encounter" object which generates new monsters and then overrides anything you want to change. (I assume you want to use this for legendaries so it'd also set the battle mode to wild instead of trainer)

6. It's currently only used in the learn new move menu (mev_monster_learnmove_spawnmenu), I guess I forgot to put it in when making the pause menu...

7. The easiest way would be like this:

    - Add a new constant before MONSTER_MAX named MONSTER_PEDIA_MAX which has a lower value

    - Go to mev_pause_moncyclopedia and change the first loop to end at MONSTER_PEDIA_MAX-1 instead of MONSTER_MAX

    - Give all excluded monsters an ID number between MONSTER_PEDIA_MAX and MONSTER_MAX

8. I don't understand your explanation.

9. I think something like this could work:

    - Create a new evolution type "evotype_RANDOM"

    - Every monster that has this evolution type has an ARRAY of evolution monsters (third slot in the evolution data)

    - amp_earn_exp checks for levelup evolutions, after line 40 add a new case that checks for evotype_RANDOM, and if the level requirement is met, sets evo to: global.monster_evolution_mon[ monid][c][irandom(array_length(global.monster_evolution_mon[ monid][c])-1)]

10. Yes, it's computed in the script compute_damage, line 50.