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(1 edit)

The player's customized graphics are set up in player_setup_skelani_parts. (Lines 33-92 reads equipment, the part before that sets up the body customizations). If you want a static player appearance, you could change this script to just set everything to a hardcoded list of body parts instead of reading the player equiment data.

To remove the skeletal system for the player entirely, you just need to remove the skelani_draw_skeleton call in the Draw event and replace it with a standard sprite drawing function (e.g. draw_self), and then replace all skelani_set_animation calls in the various player state machine scripts with functions to change the sprite instead. (When you're done, you might also want to consider removing the skelani_init call in the Create event to save on resources)

Sorry if this is something you answered alright and I misunderstood, but by static player appearance, does that mean I can entirely bypass the character creation at the beginning entirely?

Oh, right, you probably want to remove that as well.

You'd want to edit mev_title_newgame to load the first map rather than send you to the character creation menu. Most of the "finalize creation" code is in mev_title_ccust_confirm_actually, with most of the character customization effect code in mev_title_ccust_update. You'd want to move the applicable bits of these over to the mev_title_newgame script (e.g. apply the stats you want the player to have, set up starting inventory, do a heal to the new max stats), then copy over the bits related to the room transition and remove the old transition (e.g., load starting coordinates, go to rm_ingame instead of the character editor).

Thank you very much for answering my questions. I'm sold, and I just purchased the engine now actually.

Now directly contrasting my previous questions, which script contains the data used for customizing the Character Customization to add or modify the options? Also, what is or where can I find the formula for damage calculation? Everything in the editor is very neatly organized, I'm just a bit lost, sorry.

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.