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Character customization data is defined in minit_title_charactercustomization (Script --> Menu System --> Menu Initialization). It uses the class data from init_player_classes (Scripts --> Data Mangling --> Player Stats), and the starting gift data is set up in the Create event of object obj_charactercustomization_setup. (The class data is used in some other places, like listing your class on the Status screen, but the starting gift data isn't, that's why the gifts are handled a bit less ceremoniously)

Damage is computed in rpg_compute_damage (Scripts --> Data Mangling --> RPG elements). It's a basic sum of ATK - DEF for all elements, the stats are set up by rpg_combat_statblock_init, and given actual values with rpg_setup_attack_stats for hitboxes. contact damage, etc., and rpg_setup_defense_stats for enemies.

Thank you very much. What is the purpose of each stat, however? As someone unfamiliar with the Dark Souls games in depth, are they identical in functionality? When I search for the stat names they seem to be used in various places, but some are a bit ambiguous such as Luck and Faith.

  • Strength, Dexterity, Intelligence and Faith increase the power of heavy weapons, light weapons, sorceries and healing spells, respectively.
  • Vigor, Attunement and Endurance influences maximal HP, MP and stamina.
  • Vitality influences maximal equip load.
  • Luck influences item drop rate.

There's some secondary uses as well (magical stats and luck influence elemental resistances, physical stats influence physical defenses, attunement gives you more spell slots) but those are the main uses.