Game Mechanics Monstercore

Do you like to play as monster?

  • Yeah, I will be a mob.

    Votes: 8 50.0%
  • Yes, but (say what is needed...)

    Votes: 1 6.3%
  • Meh. I don't interest on mob gameplay.

    Votes: 3 18.8%
  • No (Why?)

    Votes: 2 12.5%
  • Too much text in spoilers.

    Votes: 0 0.0%
  • I don't know who is monster.

    Votes: 0 0.0%
  • Good idea, but i won't actually play.

    Votes: 2 12.5%

  • Total voters
    16
Unlike all diffulcities, your enemies isn't a mobs with specified AI, but humans! You will need to follow your own AI, to your advange. Like all cores with controllable character, you will control also mobs.

I Summon Monstercore!
(Title sprite needed)

CHANGES:
* All enemies you spot are now players with random AI & NPCs, but advances like you.
Also, any monsters you spot are friendly. Expert, Normal, (Easy and Nightmare if implemented) will affect advance of you and Terrarians.
* 1 s respawn time for common mobs.
* Terrarians will always respawn in 15/30 seconds (7.5/15 if Expert, to make swap, except for multiplayer).
* Terrarians now use weapons to hurt you, but you can damage them by touching them (ouch).
* Respawn now varies for biomes. Like: In jungle you can't be WoF, or in Hell Skeletron (Through you can be dragged).

* Monster sylladex is here! Players will try to make more NPCs.
* Npcs can now hurt you with weapon. Try luring Terrarians out from house.
* Mob hp generally is changed by 1.5x from Expert value, dmg incerased by 1.125x, and defence incerases by 1.25x. (only affects you). Also, HP is buffed by (1.5 x number of normal players).
* Expert phases now affect you (even in Expert world).
* No inventory, heh (Hotslots contain mainly of your attacks). This avoids mining slimes or abuser Golem.
* Like Expert mobs, you gain advange on weak slimes. It's buffed in same manner as Expert.
* Rare mobs respawn time is now 30 seconds (but you still can spawn as common mob)
* Boss respawn time is 6 minutes (DG is included too). You still can spawn as anything at respawn time.
* Need to defeat Moon Lord, which drops the Sylladex. Using it unlocks Monstercore (don't affect your character, 1 sylladex (first defeat only) is infinite Playermobs, so i think Dungeon Guardian for Sylladex is fair trade). (But changed gravity globe to be Cultist drop, or unknown monster).
* Also affects Multiplayer, but you cannot team up with anybody. You automatically get team Violet(special mob Team).
* /spawn *name* don't affect you.
* Unlike mobs, kill commands don't kill you. The sign will say only player death, what is unrelated with Monsterplayer.
* You will display only name of mob you were in and HP/Max HP.
* If any human player is here, Mobs will spawn in range of player, but not attack PlayerMob.

* Movement is still same as human, but:
* Next stage is automatic. The alert flashes on red and blue.
* Esc is now menu, not inventory.
* Hotbar now says, what attack you are performing now.
* When you die, Sylladex says how much time left until unlocking Boss respawn.
* Mana bars is changed to stage bar.
* Life bar now says, how much HP (combined) you have, How much segments (if Eater of World) you have, and how much parts (Creepers, arms etc.) you have.
* Movement is defined in Sylladex.

* You can evolve if you killed 7 persons with any monster. Example: (Slimish) *Player* evolved!
* If you kill 7 with all of your monsters, you will be a boss. Example: (Slimish) *Player* is possesing power to be *Boss Name*
* This can't be reverted with dieing. A good way to negate rare or Boss respawn time.
* Dungeon Guardian is the last unlockable monster! If it is said then it messages: (Pillar Mob) *Player* is now keeping Dungeon from Terrarians.

If you somehow manage in Monstercore Dungeon Guardian, it will be only, if you as Skeletron wasn't defeated.
Other than that, the higher monster have attack and/or HP, the Better it is.
Scheme (as example worm-like creatures): Destroyer > World Feeder > Dune Keeper > Digger > Eater Of World > Bone Serpent > Devourer > Tomb Crawler > Giant Worm


Some stats:
Bosses:

King Slime:
Damage: 72
Health: 4200
Defence: 12(Defence goes down if .1-.9)

  • KB Resist: 100 %
Spawn Conditions:
  • On his own will (sylladex).
Immune to Posion, Venom.

Pattern(Monstercore): King Slime will be one of Massive Damage Dealer monster, And avoids traps and deadends. He will teleport to player too.

Spawns Blue Slimes if Hit, or Spiked Blue Slimes.

2nd stage: King Slime at 600/4200 will try to eat Player to get 40 HP per each 6 HP. Other moves are fine.
Movement: Jump Left/Right: ADX (X - down) (But faster as much as PlayerMob Presses A/D
Teleport: S (When teleporting, you will appear on ground on position where the player is.)

Eye of Cthulhu:
Damage: 34/50 for 2nd phase
HP: 4860/2430 for 2 phase
Defence: 15/0 for 2 phase
Absolute KB resist.
On it's own will.

Acts similar to Expert Eye of Cthulhu, but the greater the skills of Monster, the harder fight. Additionally, It is smarter than both Eyes, since it can move freely.
Superdashes are more or less accurate.
Addionally, each attack have 66% to cause Blackout...

Movement: Wasd
Dash: E (aim - Mouse)
Summon servant: Q (Servants follow same AI as Expert one)
Queen Bee
HP: 7520
DEF: 10-25 (Increases with HP loss)
ATT: 60 melee, 50 stingers.
Same KB immunity.
On it's own will...

Immune to Confusion, Poison and Venom

Acts similar to Expert Queen Bee, but may be more clever.
Also, Stingers have 10% chance to cause Venom

Movement: WASD
Rush: R (To Player side)
Stingers: Q (Aim with mouse)
Bees: E
Eater of Worlds:
12000 HP A upgrade if it's Destroyer-like)
Unsplittable
Max KB resist
On it's own will.
DMG: 60-84 (Head), 25-35 (Body), 21-30 (Tail)
Def: 3-4(Head), 5-7 (Body), 10-14 (Tail)
Drops all ore and scales on it's defeat. Drops Expert bag, too.
Immunities are same.

Fights harder than normally, with buffs per missing 2500 HP, buffs by 10%
Alsotouches cause in 20% Cursed Inferno, while Vile Spits 30% to poison...

Movement: WASD
Spit vile spit: E (Aim with mouse)
Note: It's only in Corruption world.
Brain of Cthulhu:
2550 HP (Comes always with 30 creepers)
DMG: 34 (Melee), 26 (Ichor shower, 2nd phase)
DEF: 17
85% KB resistant.
On it's own will.
Second phase is buffed. Decoys can now spit Ichor (That have 40% to cause this debuff for 15 seconds), if you damage Brain. Also immune to Ichor.

Movement: Wasd
Aim Creepers: Mouse
Teleport: Q
Ichor: E (2nd phase)
Creepers are buffed to 300 HP, 45 DMG and 12 DEF, along with 60% Knockback resist.
Skeletron:
HP:13200
DMG: 78-96
DEF: 12/2
Hands HP: 2340
Hands DMG: 50

Inflicts slow and bleeding, instead of 1 of 2 debuffs
Immune to damaging debuffs, but not Ichor.

Same note as QueenBee.
Also cursed skulls he fires cause Cursed at 15% chance...

Move: WASD
Attack (arms): Click
Attack (skulls): E
Rotate: Q
Wall of Flesh:
HP: 16900
DEF (Mouth): 20
DEF (Eyes): 15
ATT: 170 (Body), 50-73 (laser)
Hungries respawn semi-automatically.
Move automatically.


The only job you have is firing lasers (Q, Mouse to aim), and spawning Leeches (E). You control leeches by mouse, and Hungries.
However, he slows player when Player is hit by laser/body...

End.
Retzainer/Spazmatism:
Warning: one of the twins is controlled by AI.
HP: 51750 (Spaz), 45000 (Ret)
DEF: 12 (Spaz1st), 10 (Ret1st), 35 (Spaz2nd), 25 (Ret2nd)
ATT:
Ret: 75 (Laser & Melee)|120 (Death Laser), 80 (Rapid fire), 100 (Melee) (Balanced about ranged)
Spaz: 125 (Melee), 60 (Flames)|175 (Melee), 75(Eye flames)
Overall balanced about their types of combat, with Spaz gaining EoC ability, and Retzainer gains much powerful ranged arsenal... Transforms at 20000 (Ret), and 22500 (Spaz).
Movement(All) - WASD
Aim(all - Mouse)
Rush(All except Ret 2nd) - R
Death Laser (Ret 2nd) - R
Laser& Flames (all) = Q
Rapid rash (Spaz 2nd form - E)
Skeletron Prime:
HP: 60000 (head), 20000 (each Melee arms), 15000 (Each Ranged arms)
DEF: 30/60 (Head/Spinning), 40 (Saw&Vice), 20 (Laser, unchanged), 30 (Cannon)
ATT: 100/180 (Head/Spinning), 10 (Melee Cannon&Laser), 100 (Melee Saw&Vice), 100 (Death Laser), 200 (Grenades(Okay, but Skeletron Prime needed buff anyway)
Skeletron Prime would focus on multitask. Still, grenades explode in contact with blocks (That's why I buffed those)
Rage mode is faster than Normal Skeletron to buff him.

Movement: WASD
Melee (Hands - VICE, SAW): R
Grenade: E
Rage mode: Q
Laser: F
Aim: Mouse
Destroyer (Because why not?)
HP: 150000 (50% Buff would be overkill)
DEF: 0(Head), 25 (Body), 25 (Tail)
ATT: 300 (Head), 80 (laser short distance), 120 (Laser long distance), 120 (Body), 90 (Tail)
Destroyer is buffed by new special mechanic: The further laser flies, the more deadly it becomes.
Movement: WASD
Aim: Mouse
Spawn Probes: Q
Shoot Lasers: E
Plantera
HP: 70000 (35000 on 2nd stage)
DEF: 40/15(Enraged)
ATT: 125 (Melee 1st stage), 160 (Melee 2nd Stage), 105 (Seed), 95(Poison seed, deals Venom debuff now), 125 (Thorn ball), 125 (Hooks)
Players with Fetid Bakhnaghs will die... Addionaly, Player Control would be such a giant buff, Plantera wouldn't die by Fetid abuses.
Btw, Plantera causes venom along with Poison, and can Entangle player (Possibly new debuff?)
Movement: WASD (Grapples are like anchors)
Anchor: Q
Shoot Seeds (1st phase) - E
Shoot Spiky Balls: R
Aim: Mouse
Golem
HP: 50000 (Head),20000 (Body), 22500 (Fists), 12000 (Detached Head, aka 3rd phase)
Arms need to be defeated first (Inf def before arms are defeated)
DEF: 45 (Arms), 9999 (Pre fists Head), 40 (Post-fists Head), 35 (Core), 35 (Detached Head)
ATT:120 (Fists), 130(Body), 125 (Head Melee stages 1, 2), 60 (Head Melee stage 3), 75-200 (Depends on HP and stage), 120/150(Laser/Laser 3rd stage)
Golem undergone massive fixes to make him better boss... First, he needs to have defeated arms to actually damage him. Second, He have 3 stages instead of two. Third... Fireballs pierces though 1 block wide blocks, and weak ones. They are faster, too. Last, Golem moves though every block, but surface ones (or temple ones). He can jump to above, noclip though blocks blocking him etc.
Movement: ADS (S - down)/WASD if detached head phase
Fist attack(Fists)/Laser attack (Head): Q
Fireball: E
Duke Fishron:
HP: 100000
DEF: 50/60/80 (1st/2nd/3rd phases)
ATT: 120/240/270 (Melee 1st/2nd/3rd phase), 120 (Sharkando), 220 (Cthulhuado), 150 (Bubbles)
Duke Fishron actually gains defence on 2nd phase, and don't lose attack power(And even gain it) on 3rd phase.
Move: WASD
Dash: Q
Summon bubbles: E
Sharkando/Cthulhuado - R
Lunatic cultist:
HP: 120000 (1.5x would be too small)
DEF: 50
ATT: 100 (Melee), 90 (Shadow Fireball), 130 (Ice Mist), 100 (Fireball), 150 (Lightning orb), 200 (Ancient Light), 150 (Decoy Melee)
Decoys now have triangle eyes and deal melee damage.
Fly: WASD
Burst of Fireballs: Q
Burst of Shadow Fireballs: E
Ice Ball attack: R
Lightning orb attack: F
Ancient light attack: Z
Ritual: X
Aim: Mouse
Moon Lord:
HP: 270000 (100000 Core, 50000 Arm Sockets, 70000 Head socket)
DEF: 60 (Eye sockets), 90 (Core)
ATT: 250 (Phantasmal Deathray, Head), 150 (Phantasmal Bolt), 150 (Phantasmal Eyes), 220 (Phantasmal Sphere), 200 (Melee, Socket), 400 (Phantasmal Deathray, core)
More attacks pierces though covers. Core has now self-defence attack, which attacks in 360 degrees radius.
Phantasmal Deathray: Q
Movement: WASD
Phantasmal Bolt: E
Phantasmal eyes: R
Phantasmal sphere: F
Melee fist: Z
Event Monsters:

Rain enemies must spawn when it's raining...
Pre-HM:
Flying Fish:
In tier of first Demon eyes...
HP: 60
DEF: 5
DMG: 21
KB resist: 27%
Umbrella Slime:
Rain Sidegrade to Purple Slime
HP: 105
DEF: 6
DMG: 23
KB resist: 38%
Rain Coat Zombie:
Raining Night sidegrade to Zombie...
HP: 150
DEF: 10
ATT: 36
KB resistance: 70%
HM:
Angry Nimbus:


index.php
or
Sylladex (book).png

Sylladex(or Monster Book) [RED Rarity]
(Credit for Zoomo for one of sprites)
Dropped from Moon Lord.
Also a menu start.
Using causes unlocking Monstercore (why not?)

Monstercore bosses drops same items as expert one. Same with enemies.
Monstercore exclusive is Red-coloured.
Achievements:
Fully evolved: Unlock the Dungeon Guardian
First blood: Kill someone as Green Slime
Teamwork: Kill someone with second monster. (Can be AI controlled, or another PlayerMob)
First rare: Unlock your first rare enemy
First evolution: Unlock next monster timeline.
OMGDEDBBQ: Instakill someone as any monster.
Invader: Unlock Goblin Peon, first Goblin in your case.
Pirate: Unlock Parrot, first Pirate.
Martian: Unlock Gray grunt, first Martian
Monsterkill: Kill ten players as any enemy/boss in row.
Insane!: Kill 100 players as any boss.
King of the Slimes: Unlock your first boss, the King Slime.
I see YOU!: Unlock Eye of Cthulhu, all-seeing eye.
Worm, I awoke YOU!: Unlock Eater of Worlds, the corruption Worm.
Brainac: Unlock Brain of Cthulhu, the perfect strategist.
Queen of the bees: Evolve into Queen Bee, the overgrown bee.
Game of Skelethrone: Evolve into Skeletron, the Boney monstroity.
I feel manic!: Make guide sacrificed and evolve into Wall of Flesh.
Mimicry: correctly mimic onto Underground/cavern house or cave...
Exterminate: Become Destroyer, the big brother of Eater of Souls.
Binary sight: Become either Retzainer or Spazmatizm, the one of the Twins. (other is AI controlled)
Fright Guardian: Become Skeletron Prime, Master of Skeletron.
Plants rage: Become Plantera, the mightiest plant in the world.
Lizahrdean guardian: Become Golem, the guardian of Lizahrds
Duke of Sea: Become Duke Fishron, the Duke of Seas of Seven Lands.
Pumpkin King: Become Pumpking, the greatest Nightmare of enemies.
Frost Queen: Become Ice Queen, the queen of Ice and snow.
Cultist: You are now worshipping Moon Lord.
Lunar Avenge: Do not allow players to unlock Pillars.
Living pillar: Become one of pillars.
The Ruler of Moon: Become Moon Lord, the Scariest entity ever.
Hope that you like this idea. I have no spriter :'(
 
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Could you explain it simpler? The AI and players mix up and you may need to educate yourself on what AI is.

EDIT: How about no requirements to kill moon lord?
Also, the movements and actions of the PlayerMob should be consistent with the ones of the original mob, so no stage forcing and I would advise to make special schemes for different mobs and especially bosses.
 
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If you see edit data, the thread is still alive, just needs sprites.
Changelog:
V 1.0
Initial idea release.
V 1.0.1
Sylladex sprite added
V 1.1
- Added Prehardmode bosses controls. (And the values itself)
- Added achievements.

V 1.1.1
- Fixed respawn times.
- Small fix to players defeated evolutions.

V 1.1.2
- Small fixes to avoid confusions
- Put achievements in spoilers

V 1.2
-Mech bosses added to Idea.
V 1.2.1
- Added rest of HM bosses
V 1.2.2
- Fixed some bosses
V. 1.x.x

To Do:
Event Bosses
Monsters
 
Last edited:
If you see edit data, the thread is still alive, just needs sprites.
Changelog:
V 1.0
Initial idea release.
V 1.0.1
Sylladex sprite added
V 1.1.0
- Added Prehardmode bosses controls.
- Added achievements.

V 1.1.1
- Fixed respawn times.
- Small fix to players defeated evolutions.
V 1.x.x
Is this a bump-comment?
 

i really really love this idea:pinky: it's kind of the best idea i looked for in this forums:naughty: its soo cool to be a boss:pumpking: or a mob:zombie: but how is it gonna work without multiplayero_O

if you already said it i was too lazy:) to read all of that. sorry.
 
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