This is a sub-page of Deltarune/Chapter 1.
Unused Encounters#
ID |
Enemy 0 |
Enemy 1 |
Enemy 2 |
Encounter message(s) |
Japanese |
Notes |
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#1: Enemy |
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A failsafe placeholder encounter. The encounter message here is defined by the enemy definitions, rather than by the encounter definition. |
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#3: Dummy |
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#4: Ralsei |
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#6: Hathy |
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#12: Lancer |
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#15: Jigsawry |
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#13: Rabbick |
#5: Rudinn |
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Set to be used in the Clover puzzle room as a chase enemy; however, there are normally no chase enemies in that room, and the only time one is spawned it's immediately overwritten by Clover. |
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#23: Head Hathy |
#23: Head Hathy |
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Encounter #30, which has three Head Hathy, is used in-game instead. |
(Source: Original TCRF research)
#3: Dummy#
English |
Japanese |
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Placeholder message:
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Placeholder message:
English |
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Placeholder battle message:
English |
Japanese |
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(Source: Original TCRF research)
Failsafe battle message (for if the dummy's 'plot' value is undefined):
English |
Japanese |
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(Source: Original TCRF research)
#4: Ralsei#
As it would seem, Ralsei's dummy tutorial fight was originally going to have him as an opponent alongside the dummy (instead of having him be a party member). Most of the fight is still present, complete with older versions of text used in the final Dummy fight.
Attack |
8 |
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Defense |
6 |
HP |
90 |
Spare point |
0 |
EXP |
0 |
D$ |
0 |
Battle Messages#
Placeholder battle message:
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ACT prompt:
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ATTACK prompt:
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Placeholder Ralsei dialogue:
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ACT#
Options:
English |
Japanese |
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'Check' text:
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'Hug' text:
Early |
Final |
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ITEM#
(Final version has much more text):
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Tutorial#
Intro#
Early |
Final |
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Succeeding at dodging the bullets (or the single bullet):
Early |
Final |
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Failing to dodge the bullets:
Early |
Final |
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Failing to dodge the single bullet:
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(This then spawns a single bullet which is sent away from the battle area instead of towards it; see krysz_h's fight mockup video above for a demonstration. Then Ralsei says:)
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ATTACKing#
Early |
Final |
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If you DEFEND:
Early |
Final |
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If you ATTACK but miss:
Early |
Final |
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If you ATTACK and hit the Dummy:
Early |
Final |
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If you ATTACK and hit the Dummy for more than 50 HP (identical to final text):
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If you ATTACK and hit the Dummy, after previously missing at least 6 times (identical to final text):
! |
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If you continue to ATTACK the Dummy:
Early |
Final |
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If you ATTACK Ralsei:
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(if you're supposed to be ATTACKing):
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(or if you're supposed to be ACTing):
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If you ATTACK Ralsei again:
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ACTing#
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(Note that the Dummy's hug text is not present in the unused Ralsei enemy object).
Premature Endings#
Early |
Final |
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Due to repeated ATTACKing:
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Final |
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Ralsei Fleeing#
This cannot be reached, and seems to be a holdover from the general enemy template, albeit with the text... replaced. It causes Ralsei to speak the following text and run away. (The player is also rewarded with 10D$.):
English |
Japanese |
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Oddly, the last message here was translated into Japanese, unlike every other string in obj_ralseienemy.
(Source: Krzysztof Haładyn)
(Source: Original TCRF research)
#5: Rudinn#
English |
Japanese |
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English |
Japanese |
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(Source: Original TCRF research)
Convince#
Unused Rudinn battle dialogue, seemingly for if "Convince" failed.
RUDINN: |
RALSEI: |
RUDINN: |
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RALSEI: |
(Source: Original TCRF research)
#6: Hathy#
English |
Japanese |
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(Source: Original TCRF research)
S-Flatter#
Unused dialogue for a Hathy ACT option, seemingly for a version of S-Flatter that would have been available before being able to properly give Susie ACT commands. Note that the first part of the dialogue, before Susie attacks, is a copy of the last line said by Susie when X-Compliment is used against C. Round. This, along with a check in Hathy's enemy setup code to set global.plot to 40 like C. Round's enemy setup code only when global.encounterno is 7, which is impossible since that encounter is C. Round's, unused code to make obj_chaseenemy appear as a Hathy and set global.encounterno to 7 when starting a battle with it if it's placed in the room where C. Round is encountered, and the variable that holds the C. Round enemy objecy being called "hathy", all indicate that a Hathy was originally encountered when first trying to teach Susie how to act rather than C. Round.
Normal dialogue:
SUSIE: |
RALSEI: |
Dialogue if you have WARNed the Hathy:
SUSIE: |
RALSEI: |
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(Source: Original TCRF research)
#7: Clover#
An older, unused version of the Clover fight is present, this one encountered alongside a Hathy. This older version also has more variety in the ACT options (with a set of ACT options randomly chosen upon encountering Clover), as well as having a higher AT (8 vs 6) and a lower D$ reward (43 vs 80).
Given the randomness in the ACT options, the check for if Susie is in the party, and the simplicity of sparing this version of Clover, it's possible that Clover was originally supposed to be a normal encounter enemy.
Attack |
8 |
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Defense |
1 |
HP |
270 |
Spare point |
10 |
EXP |
0 |
D$ |
43 |
Battle Messages#
Normal battle messages:
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If Clover is tired:
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If Clover has less than a third of her HP remaining:
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ACT#
When this Clover is encountered, one of three sets of ACT options are chosen at random (in addition to Check (ぶんせき) and, if Susie is in the party, Warning (けいこく)):
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'Check' text:
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'Warning' text if only Clover is present:
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'Warning' text if more than one enemy is present:
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Note: See the below section for Clover's responses to the following ACT options.
'Politics':
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'Religion':
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'Sports':
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'Kindness':
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'Cuteboys':
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'GunControl':
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'Trees':
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'Ghosts':
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'Games':
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Normal Messages#
At the start of each enemy turn, the variable rr is set to either 0, 1, 2, or 3; this decides what messages will be displayed, unless the player has done something else on that turn.
If rr is 0 (this one appears in the final version):
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If rr is 1 and Ralsei is in the party:
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If rr is 1 and Ralsei is not in the party (Ralsei is in the party throughout almost the entire game; it's not clear why this check is here):
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If rr is 2:
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If rr is 3 (this one appears in the final version):
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ACT Messages#
If the player ACTs, particular messages will be displayed corresponding to the particular ACT option they chose (see above for more information on those).
'Politics':
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'Religion':
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'Sports':
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'Kindness':
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'Cuteboys' with Ralsei but not Susie in your party:
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'Cuteboys' with Ralsei and Susie in your party:
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'Cuteboys' with Ralsei not in your party:
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'GunControl':
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'Trees':
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'Ghosts':
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'Games':
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Other Messages#
If you just used Ralsei's manual:
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If you just attacked Clover after having previously increased Clover's mercymod such that it was above zero (i.e. if you just betrayed Clover):
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Miscellaneous#
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Clover (Old and new)#
Placeholder enemy messages:
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If Clover is spareable:
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If you have just betrayed Clover (i.e. attacked her after having previously ACTed to increase her mercymod)
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(Source: Original TCRF research)
#8: Pippins#
A cut dice-themed enemy whose sprite can still be seen in the crowd of Darkners that overthrow King on the pacifist route. They reappeared as an NPC in Chapter 2, with lines referencing their unused nature and implying they'll make a fightable appearance in the future, before finally appearing as enemies in Chapter 3 (where they were finally referred to by name), where their bullet patterns involve the Pippins spinning dice and releasing bullets equal to the number rolled on said dice. A pip is the formal name for the dots on a die.
Nothing else is present of this enemy other than its definitions (i.e. name, stats, and ACT option names). According to Toby Fox, he removed them because he thought that their bullet patterns "were not fun". Despite the used Pippins in Chapter 3 being enemy #59, this early version's definitions were still deleted starting with that chapter.
Attack |
8 |
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Defense |
0 |
HP |
170 |
Spare point |
10 |
EXP |
0 |
D$ |
50 |
ACT options:
English |
Japanese |
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'X-Bet' involves Ralsei (hence the name). 'Bet' can be used as an ACT in the used Pippins battles in Chapter 3, but 'X-Bet' is replaced with 'Cheat', which instead involves Susie.
(Source: Original TCRF research)
#9: C.Round#
Like other enemies, C.Round has different battle messages that can appear as the battle goes on. But unlike other fights, the battle against C.Round ends on the first turn, as soon as Susie attacks. The following would be displayed on any turn after the first:
English |
Japanese |
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For the same reason, the following lines called for this fight goes unused. (It would be impossible to get the second line anyway, due to attacking always dealing enough damage to defeat it, and there not being any ACT options to tire C. Round.):
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Japanese |
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(Source: Original TCRF research)
#10/#21: K.Round#
English |
Japanese |
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(Source: Original TCRF research)
#11: Ponman#
English |
Japanese |
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English |
Japanese |
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(Source: Original TCRF research)
#12: Lancer (vs. Susie)#
Placeholder battle message:
English |
Japanese |
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(Source: Original TCRF research)
English |
Japanese |
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#13: Rabbick#
English |
Japanese |
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Japanese |
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(Source: Original TCRF research)
#14: Bloxer#
Bloxer has different post-"Rearrange" enemy text depending on which of its parts you placed where. Specifically, it has four used variants; if the lower part is at the top, if the middle part is at the top, if the top part is at the top (but the other two are the wrong way around), and if all parts are correct. However, there is also unused text for if the lower part is in the center, which is replaced with one of the aforementioned lines every time.
English |
Japanese |
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(Source: Original TCRF research)
English |
Japanese |
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(Source: Original TCRF research)
#15: Jigsawry#
English |
Japanese |
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(Source: Original TCRF research)
#17: DoomTank#
As with Pippins, only the definition of this enemy is present. Given its ID placement and name, it seems likely that this enemy was the Thrash Machine built by Susie and Lancer.
Attack |
6 |
|---|---|
Defense |
0 |
HP |
700 |
Spare point |
0 |
EXP |
0 |
D$ |
0 |
ACT options:
English |
Japanese |
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'Hug' and 'Flatter' both involve Ralsei.
(Source: Original TCRF research)
#19: Susie#
(Source: Original TCRF research)
#20: Jevil#
(Source: Original TCRF research)
English |
Japanese |
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English |
Japanese |
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English |
Japanese |
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"obj_joker_slash_Step_0_gml_387_0"
(Source: Original TCRF research)
#22: Rudinn Ranger#
English |
Japanese |
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(Source: Original TCRF research)
RUDINN RANGER: |
RALSEI: |
RUDINN RANGER: |
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RALSEI: |
(Source: Original TCRF research)
#23: Head Hathy#
English |
Japanese |
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English |
Japanese |
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(Source: Original TCRF research)
#25: King#
Failsafe enemy message:
English |
Japanese |
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This is a copy of a line spoken at one point in the fight (though the used Japanese line merges the second and third lines of this one).
(Source: Original TCRF research)
monster1#
Unlike the other unused enemies, this one (obj_monster1) doesn't have an enemy definition or ID (though probably did at some point). Additionally, its sprites, which were named spr_enemy1_idle, spr_enemy1_hurt, and spr_enemy1_spared, are no longer present.
Enemy Messages#
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Battle Messages#
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ACT#
ACT options (these appear to use an older ACT system):
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DualBuster involves Susie.
"Compliment" text (makes the enemy spareable. The Line8 text is/was probably unused, unless the enemy's mercymax stat was larger than 120):
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"DualBuster" text (causes Kris and Susie to both cast Rude Sword):
English |
Japanese |
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An ACT named Dual Buster would later appear in Chapter 4 that involved Susie and the Old Man, but its relation to this unused spell is unknown.
(Source: Original TCRF research)
Battle#
ACT#
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Sparing#
Failsafe SPARE text (identical to the used text... and it is also impossible for this to be shown even as a failsafe):
English |
Japanese (scr_spelltext_slash_scr_spelltext_gml_58_0) |
Japanese (scr_spelltext_slash_scr_spelltext_gml_62_0) |
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Failsafe SPARE text for if there are no enemies left (if there are no enemies left, the battle should end):
English |
Japanese |
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(Source: Original TCRF research)