This is a sub-page of Deltarune/Chapter 3.
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Lanino & Elnina#
TBA
Rouxls Kaard#
Early Laser Pointer Attack (ID 73.5)#
Rouxls has only one unused attack listed in the obj_dbulletcontroller object, which is an earlier iteration of his Laser Pointer attack.
Watercooler#
Orbiting Rainball (ID 135, Special 3 & 4)#

obj_watercooler_bullet_rainball, the orb bullet used in Watercooler's attack, has unused behaviors that are triggered when the object's special variable is set to either 3 or 4. In the final game, special is only set to 0 for the first turn, which then alternates between 1 and 2 for every other turn afterwards.
Setting special to 3 or 4 causes the rainball to orbit around the bullet board counterclockwise. The spawn rate of the raindrop bullets are also separated by a slightly longer delay, which allows for easier dodging. The only discernible difference between the two types is that 4 causes the raindrops to rotate into the orb slightly.
Dual Rainballs (ID 136)#
A much more difficult variant of the Watercooler's attack that features two orbs placed on each horizontal side of the bullet board. Since this attack uses the same bullet as ID 135, all of its behaviors triggered by its special variable also apply here, including the previously mentioned orbiting behavior.
Shuttah#
Electric Balls (ID 63)#
Large circular bullets fall down from the top of the bullet board. Once they reach the soul's height, they split into two electric bolts that travel in both horizontal directions. Despite being a very basic attack for an enemy like Shuttah, the only evidence that this attack was intended to be used by them is via the sprite and object names for the bullets.
Susie Photo (ID 77)#
A grayscale photograph of Susie slides in from the right of the screen and begins launching axe bullets towards the bullet board. This attack is similar to one of Susie's bullet patterns seen in Chapter 1. A "special" parameter can be passed in to turn her attack into a burst of axes separated by a longer delay.
Additionally, the code for the Susie photo bullet (obj_shutta_photo_attack) has unused code that makes it stop attacking and move offscreen if its "con" variable is set to 2.
Tenna#
Lensflares (ID 127)#
Two bullets resembling lens flares appear on two opposite sides of the bullet board and expand into three circular bullets with even gaps between them. The circular bullets then begin rotating around their starting point clockwise and counter-clockwise respectively.
Singular Rimshot Star (ID 129)#
A variation of Tenna's used "rimshot stars" attack which only spawns one star instead of two, and fires bullets more rapidly.
(Source: Skawo, JaruEthaus)
The Roaring Knight#
Watch on YouTubeThe Roaring Knight fight appears to have been edited at some point to make the fight easier. Phase 1 of the fight was meant to be four turns longer and feature the attacks diagonal bullets, rotatingslash + tracking swords, tracking swords and combinationattack (in that order) before moving on.
Crescent Slashes (ID 109)#
Sizes down the bullet board to a vertical rectangle and creates giant crescent-shaped energy beams with a small gap for the soul to fit through. Difficulty 1 variant of the attack also creates tunnels made of these energy beams at the end of the attack.
Supposedly, this was intended to be the first attack for the fight, since the Knight's damagereductiontimer variable overrides the current attack to be set to this one until the timer has reached 750. However, since the timer variable is immediately set to 750 when the fight starts, the first attack ends up being the Pointing Stars one.
Old Crescent Slashes (ID 100)#
An earlier version of the previous attack. Strangely, this is the one of the few unused attacks for the Knight that aren't called in their enemy object's code.
Old Sword Tunnel (ID 102)#
An older less-polished version of the Sword Tunnel attack. The finalized version of this attack is appropriately named "sword tunnel new".
X Attacks (ID 103)#
A cross shaped slash appears in the middle of the bullet board accompanied by two cross shaped streams of diamond-shaped bullets on each side. This attack appears to have been left in an incomplete state, as the slash itself cannot hit the SOUL (primarily due to the object's parent not being set to either obj_collidebullet or obj_regularbullet), the Knight is not animated during it, and the streams of bullets are often cut-off by the outside of the bullet board.
Bottom Shadows (ID 106)#
The Knight disappears and a carousel of 5 shadows appear under the bullet board, repeatedly spinning around and stopping. When it stops, large cone-shaped bullets emerge from said shadows alongside several dark diamond bullets surrounding them.
Combination Attack (ID 105)#
Chooses 3 of 5 possible attacks to string together based on what the Knight's first_attack, second_attack, and third_attack variables are set to, which happen to be shorter versions of the "Falling Swords", "Rotating Slashes" and the older "Sword Tunnel" attacks. The two unchosen attacks are shorter versions of the "Quick Slashes" and "Bottom Shadows" attacks. Only one of the 5 attacks ("Rotating Slashes") is used in the final game.
If the Knight's combo_power variable is set to 0 instead of its default 1, only the first 2 chosen attacks will be used and they'll last longer.
Diagonal Bullets (ID 152)#
Columns of circular white bullets emerge from the right of the bullet board, slowly moving in an upwards or downwards diagonal direction. As the attack progresses, the space between of the bullet columns shortens up until it is no more than the gaps between the bullets of the wall.
knightlines (ID 101)#
The Knight creates several line-like bullets that are then shot at the soul. They also stick to the back of the bullet board.
Falling Swords (ID 108)#
The Knight transforms into a bunch of swords, which attack the soul by falling. At the end, a large sword also falls, and then reforms into the Knight. Difficulty 1 variant of the attack has two of the large swords attacking.
Rotating Slashes + Tracking Swords (ID 104 & ID 151)#
A combination of two used attacks, but this pattern is never used in the final game.
Tracking Swords (ID 151)#
The Tracking Swords attack has two variants in the code of obj_tracking_sword_manager that aren't used.
Variant 1 makes the sword bullets leave behind a trail of white bullets that fade in and move slowly in random directions, making subsequent swords more difficult to dodge.
Variant 2 spawns in two sword bullets at the same time.
Quick Slashes (No ID)#
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The Knight begins creating several horizontal lines along the battle box based on the Soul's position that it then slashes at. The attack gets progressively faster as the Knight slashes until eventually, the Knight create a big horizontal slash across the bullet board, causing it to vertically split in half in a similar manner to the used "Box Splitter" attacks. When the bullet board splits, a white orb is created in the center, which begins spewing out 5 bullets in a star-shaped pattern.
It is worth noting that, in Deltarune's code by default, the final portion of this attack does not work correctly. This is because when the box is supposed to split in half, it creates obj_knight_split_growtangle (the same object used in the "Box Splitter" attacks) when instead, it should actually be creating obj_knight_split_growtangle_vertical (or obj_knight_split_growtangle_backup, a near-duplicate of the aforementioned object with some very small code differences.)
It's unknown why exactly it's set up like this but it's possible that obj_knight_split_growtangle_vertical was originally named obj_knight_split_growtangle, but later in development, the object was renamed and the attack wasn't fixed to account for the change. What is shown in the GIFs of this attack is a fixed version of it that spawns in the correct object, to showcase how it was likely intended to work.
Difficulty 1#
When the Knight's difficulty variable is set to 1, it causes the orb to duplicate itself, and begin shooting streams of bullets every frame alongside the star-shaped pattern it normally does.
Other#
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obj_knight_roaring_fx - While this object is used as the Knight's intro animation seen before the start of their fight, it has some unused behavior that occurs if its created during a battle. When this object is spawned in during an attack, the Knight forcibly pushes the bullet board to move back when it roars, and starts firing inconsistent rings of black-and-white fire bullets.
(Source: Skawo, JaruEthaus)
Other#
Toriel Fireballs (ID 78)#
A port of one of Toriel's bullet patterns from Undertale, interestingly enough. Streams of fireballs spawn from the top of the bullet board, which move down in a crisscrossing double-helix pattern, and then accumulate once they reach the bottom of the bullet board.
This is the only unused attack that doesn't seem to pertain to a specific boss or enemy. However, it is worth noting this attack is listed directly after Shuttah's unused Susie Photo attack in obj_dbulletcontroller, so it could be possible that this attack was also meant for Shuttah, but no other code in the game suggests this.
Removed Attacks#
The following attacks described appear to have been dummied out of the final game and only have their attack names remaining in the code of a couple enemies.
trumpet (ID 60)#
An attack intended for Shadowguy which would've involved them using trumpets. Perhaps this was earlier iteration of their saxophone attack?
volume control (ID 67)#
An attack intended for Zapper that seemed to involve changing the volume, judging by the attack name. It's possible that this could've been reworked into their VolumeUp and Mute ACTs.
(Source: JaruEthaus)