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Create Your First Monster

This guide walks you through creating a brand-new monster species using the Monster Creator Wizard. By the end, you will have a fully configured monster that can appear in battles, the dex, and the overworld.

Using the Monster Creator Wizard​

MCE includes a dedicated editor window for creating monsters without touching code.

  1. Open the OpenMon Hub (Tools > MCE > OpenMon Hub) and select the Art Studio tab, then click Monster Creator. (The Command Palette, Ctrl+Shift+M, has a Monster Creator entry too.)
  2. The Monster Creator Wizard opens as a dockable editor window.

The Monster Creator Wizard

The wizard has six steps, listed along the top: 1. Basic Info, 2. Base Stats, 3. Abilities & Moves, 4. Evolution, 5. Art & Sprites and 6. Review & Create. Move with Back and Next, or click a step directly. Nothing is written to disk until the last step, so you can back out of a species you started by mistake without leaving an orphan asset behind.

Step 1: Basic Info​

FieldDescriptionExample
Monster NameThe asset name of the species. Also fills the display name.Flameleon
Display NameThe name shown in-game (defaults to the monster name).Flameleon
DescriptionDex entry text.A small lizard whose tail burns brighter when excited.
Primary TypeThe main type (required).Fire
Secondary TypeOptional second type for dual-typing.Flying
Dex NumberUnique number in your database.152
Growth RateThe experience curve: Erratic, Fast, MediumFast, MediumSlow, Slow or Fluctuating.MediumFast
Dex Numbering

The monsters of the MIT Licensed Demo (a separate download) already occupy the low dex numbers. Start your custom monsters above the highest number in your database to avoid conflicts. You can also use a completely separate numbering scheme if you are building an original game.

Types determine damage effectiveness in battle. You can view and customize the full type chart with the Type Chart Editor (OpenMon Hub → Database tab → Type Chart Editor).

OpenMon Hub Database tab: database browser, type chart editor, species wizard, validator, and create-asset buttons for monsters, types, items, world, encounters and quests

That tab is where the rest of this guide happens. The top half inspects and validates what exists; the bottom half creates one asset at a time and opens it in the Inspector.

Step 2: Base Stats​

Set the six base stats (each from 1 to 255):

StatDescriptionTypical Range
HPHit points30-120
AttackPhysical attack power30-130
DefensePhysical defense30-130
Sp. AttackSpecial attack power30-130
Sp. DefenseSpecial defense30-130
SpeedTurn order priority30-130

The Base Stat Total (BST) is shown under the bars. Six presets fill all stats at once so you start from a sensible shape and then adjust:

PresetHP / Atk / Def / SpA / SpD / Spe
Balanced80 / 80 / 80 / 80 / 80 / 80
Physical Attacker70 / 120 / 70 / 40 / 60 / 90
Special Attacker70 / 40 / 60 / 120 / 70 / 90
Tank100 / 60 / 110 / 60 / 110 / 40
Glass Cannon50 / 130 / 40 / 130 / 40 / 110
Speedy60 / 80 / 50 / 80 / 50 / 130

For reference when tuning the BST:

  • Early-game monsters: BST around 300-350
  • Mid-game monsters: BST around 400-480
  • Fully evolved monsters: BST around 500-540
  • Legendary monsters: BST around 580-680

Step 3: Abilities & Moves​

Abilities

  • Ability 1 -- The default ability.
  • Ability 2 -- An alternative ability some specimens can have.
  • Hidden Ability -- A rare ability obtainable through special means.

Moves

  • Level-Up Moves -- Click + Add Level-Up Move and pick a level and a move: Level 1: Tackle, Level 7: Ember. The wizard sorts them by level when it writes the species.
  • TM/HM Compatibility -- Moves the species can learn from items (+ Add TM/HM Move).
  • Egg Moves -- Moves inherited through breeding (+ Add Egg Move).
Move Database

The MIT Licensed Demo (a separate download) brings 640+ moves. You can browse every move in the Database Browser (OpenMon Hub → Database tab → Database Browser) or create new ones as Move ScriptableObjects.

Step 4: Evolution​

Click + Add Evolution Branch for each way the monster can evolve:

  1. Select the evolution Type from the dropdown. It offers the common ones -- ByLevel, ByItem, ByFriendship, ByTrade, ByLevelAtSpecificTime, ByFriendshipAtSpecificTime, ByLevelWithSceneTag, OnItemUse, OnLevelUpHoldingItem, WhenTraded, WhenTradedHoldingItem, ByFriendshipWithMoveOfType, ByCriticalHitCounter, ByUsingMoveXTimes and ByEvolutionCounter -- and the wizard shows the Level, Item or Friendship field the chosen type needs.
  2. Set Evolves Into to the target species.

MCE supports 37 evolution types in total. For any type the dropdown does not offer, leave the branch empty and add the evolution in the Inspector afterwards (see the Evolution Guide).

Step 5: Art & Sprites​

Give the species its battle sprites and its icon: drop your own textures into Front Sprite, Back Sprite and Icon Sprite.

AssetWhat the wizard makes of itRecommended Size
FrontA battle material (152-Flameleon-Front.mat) with the engine's battle sprite shader, for the opponent side96x96 px
BackThe same for the player side (152-Flameleon-Back.mat)96x96 px
IconThe species icon in the party menu and the PC boxes32x32 px

Use the Point (no filter) filter mode. The icon texture must also be imported as Texture Type Sprite, with Pixels Per Unit at your game's scale (typically 16 or 32); if it is not, the wizard leaves the icon empty and says so in the Console. The overworld sprites (the monster walking behind the player) are set afterwards in the MonsterEntry Inspector, under World Sprites.

Step 6: Review & Create​

The last step shows a summary of everything you entered and checks it: the monster name and the primary type are required, and the create buttons stay disabled until both are set.

  1. Check the Output Path (default Assets/OpenMon/Core/Data/Monsters; ... browses for another folder).
  2. Press Create Monster to write the assets, or Create & Add to Database to write them and register the species in the monster database in one go.
  3. The wizard creates a folder named after the dex number and the species (for example 152-Flameleon/) holding the Form-Normal form and the MonsterEntry ScriptableObject.
  4. Open the Database Browser (OpenMon Hub → Database tab → Database Browser) and search for your monster to verify it appears.
  5. Open the MonsterDex in play mode to see your monster's dex entry.

Testing Your Monster​

To see your monster in action:

  1. Wild Encounter -- Add your monster to a WildEncountersSet and assign that set to the encounter type you want in the map's SceneInfo asset. Walk onto an EncounterTile of that type and you will eventually find it (see Wild Encounters).
  2. Direct Spawn -- Select any Roster asset (they are ScriptableObjects, e.g. the player's roster) and use its Add Monster Inspector button to add your species directly.
  3. Trainer Party -- Add your monster to a trainer's Roster asset the same way so it appears in a scripted battle.

The MonsterEntry ScriptableObject​

Under the hood, the wizard creates a MonsterEntry ScriptableObject. If you prefer working directly with SOs instead of the wizard, you can create one manually:

Assets > Create > MCE > Monster Database > Monster

A MonsterEntry is a species-level container. The actual stat, type, and visual data lives in per-form entries:

LevelClassContains
SpeciesMonsterEntryDexNumber, AvailableForms, indexed form data
Per FormDataByFormEntryTypes, stats, abilities, sprites, evolutions
// MonsterEntry  --  species-level
public class MonsterEntry : ScriptableObject
{
public uint DexNumber;
public List<Form> AvailableForms;
private List<DataByFormEntry> DataByForm; // read through monsterEntry[form]
}

// DataByFormEntry -- per-form data (abridged)
[Serializable]
public class DataByFormEntry
{
public Form Form;
public MonsterType FirstType;
public MonsterType SecondType;
public SerializableDictionary<Stat, byte> BaseStats;
public List<Ability> Abilities;
public List<Ability> HiddenAbilities;
public byte CatchRate;
public uint BaseExperience;
public GrowthRate GrowthRate;
public List<EvolutionData> Evolutions;
// ... materials (Front, Back, shiny and male variants), icons, world sprites, breeding data
}

The DataByFormEntry structure allows a single species to have multiple forms (e.g., regional variants, Mega forms) with different stats, types, and sprites per form.

Next Steps​