Introduction & How to make a good OC

== This wiki's purpose ==
This wiki is meant to contain any fan works related to the Roblox game Devil Beater Original, such as fan-made characters, elements, stories, and whatever you can imagine. It is worth noting though, that unfortunately the existing templates do not support drager980's reworked Devil Beater
== Tips on creating an Original Character ==
Making an OC is no easy task. Designing a character is a straining creative process that takes a while to get a hold off. Please note that, here, "design" refers to everything from appearance and model to moveset and stats. Making a character that nicely ties everything into something exciting to even think about is the reason why making OCs is so popular in the Devil Beater community, and the fuel that feeds this train's furnace. Thus, I will be going over every aspect on the average OC template, giving tips and techniques that you may use to come up with ever-so-exciting things! Please, read thoroughly.
NOTE: Don't feel pressured to take everything here to a T. These are merely basic guidelines and there are exceptions to every rule.
=== Element ===
Probably the most important aspect of your character aside from the Moveset, considering the Element of your character will usually dictate most other aspects of your character. You can refer to the Elements page here or on the OG-DB Wikia for further information.
=== Appearance & Personality ===
The two things that usually go together, as one may tend to have an influence on the other. Appearance helps with the character's general identity, and Personality allows for characters to be more fleshed out in the story setting (That is, if you so choose to have a story with your characters).
Appearance and Personality, while not exactly mandatory additions, will certainly help elevate the character.
=== Stats ===
So there is quite a bunch of things to take into account. First, HP. If it's too high, the character must have a pretty low damage to balance it. If it's too low, the character must have a bunch of damage. The only exception here is when the character is really slow. For exemple, the character can have 1000 HP and 250 DPS with moves that deal 1000 damage, but if his speed is 10, he wont be able to escape any boss at all, leading to a fast death.
=== Moves ===
A good Moveset is paramount to having a good OC, it's what will make players keep using your character. Both Personality and Element can come into play here (and Appearance possibly) as it can help you pin-point a play-style you would like your character to have. While making your moveset, try to make sure the moves you have work well with eachother
A good example of such characters is Ezah Sollef. He might be a damage dealer, be complicated to use, but he has one of the keyfactors of a haze user. His E allows him to temporarily confuse the target.
Remember: do NOT make a spammy character. A character that all you have to do is randomly press keys is absolutely not fun to play with. Might be for the few first minutes, but after a while it gets boring. Make something that takes SKILL to use. 
Additional Note: Passives are not mandatory, but may greatly benefit you.
=== Upgrades ===
Upgrades do not require much of an explanation, however if you would like to list them with further detail, then allow me: 
Upgrades 1, 2 and 3 are listed as buff.Min, buff.Med and buff.Odd respectively in character scripts. To change specifically how much an upgrade would affect a character at max upgrades (50 SP) you will need to do the math (I'll provide an example of each of the most basic upgrades for a start in order of easiest to hardest):
HP Upgrades are probably the easiest to do since they require the least amount of calculating. Say, for example, you want your character to gain 250 Max HP with Max Upgrades, you would just have to do 250/50 (5) then put the answer next to the upgrade like so: buff.Med*5
Speed Upgrades are also relatively simple, except you will be dividing the upgrade by a specific amount (the max amount of speed you can get from an upgrade shouldn't go over like 20). Say you want the character to get 8 more walkspeed with Max Upgrades. Here you have two options; you can either follow the same format at HP and divide the number you want by 50 (0.16), or swap the positions and divide 50 by the number you want (6.25). From there you either multiply or divide the answer you got by 50 depending on which way you did it (both options should provide the same answer in some way such as buff.Min*0.16 & buff.Min/6.25 both giving 8).
Damage Upgrades are more tedious as - in terms of scripting them - you will have to edit each move individually to reflect what you want. They will also vary depending on the character itself, but damage upgrades should NOT massively buff the character (a single damage upgrade shouldn't go up to 2x the regular damage)
=== Boss Fight ===
If you want to make a boss fight, go ahead. However, don't make it impossible. Also, if you are going to make it very hard (like i did with Ezah ) make it have a good reward. 
Make sure the fight have the level of difficult worthy for your character. If it's too easy, don't make your character the reward, but instead gold and EXP. If the fight is just pretty hard, like Ineur's fight, feel free to give your character as a reward. But if the fight is extraordinarily hard, or in layman's terms, near impossible, your character should be the reward, along with a bunch of gold and EXP. Make the fight worth it. Nobody is going to activate your secret act if the fight is not worth it.
== Pretty much concludes it. ==
If you need any further help, feel free to join the Discord server that's linked on the main page.Category:Guide