Proto:Deltarune/Chapter 1 Demo (2018)/Unused Enemies and Encounters
This is a sub-page of Proto:Deltarune/Chapter 1 Demo (2018).
Contents
Unused Encounters
ID | Instance type | Enemy 0 | Enemy 1 | Enemy 2 | Encounter message(s) | Notes |
---|---|---|---|---|---|---|
1 | obj_placeholderenemy | #1: Enemy | #1: Enemy |
|
A failsafe placeholder encounter. The encounter message here is defined by the enemy definitions, rather than by the encounter definition. | |
15 | obj_clubsenemy | #7: Clover (old) | #6: Hathy | * Clover and Hathy grew close!
|
obj_clubsenemy is the new Clover enemy object, not the old one. | |
21 | obj_jigsawryenemy | #15: Jigsawry | * Jigsawry drew near! * A different Jigsawry from last * Assumedly another different
|
|||
29 | obj_headhathy | #23: Head Hathy | #23: Head Hathy |
|
Encounter #30, which has three Head Hathy, is used in-game instead. |
#1: Enemy
Enemy (obj_placeholderenemy) is an unused placeholder enemy evidently used for testing. It is defined as a failsafe in a few different places, and so has a few other names; specifically TESTOBJECT and G BODY. It uses Rudinn's sprites, though it has different text, ACT options, and stats.
TESTOBJECT is defined by obj_initializer. G BODY is defined in scr_gamestart. Enemy is properly defined in scr_monstersetup.
TESTOBJECT | G BODY | Enemy | |||||
---|---|---|---|---|---|---|---|
Attack | 3 | Attack | 3 | Attack | 7 | ||
Defense | 2 | Defense | 2 | Defense | 0 | ||
HP | 20 | HP | 20 | HP | 130 | ||
Spare point | 0 | Spare point | 10 | ||||
EXP | 0 | ||||||
D$ | 0 |
Battle Messages
Initial encounter message (note that it is actually too long for the dialogue box, which can only hold three lines of text):
English | Japanese |
---|---|
* You've come again to this
|
* また来たんだね
|
Normal battle messages:
* Placeholder Message A.
* Placeholder Message B.
* Placeholder Message C.
* Placeholder Message D.
Enemy Messages
Messages that would be spoken by the enemy, randomly chosen between:
Message
AMessage
BMessage
CMessage
D
...were it not for this line, which replaces the above lines every time:
WlyWlyWlyWly
WlyWlyWlyWly
WlyWlyWlyWly
WlyWlyWlyWly
Message shown after using 'Victory (S)' (see below) at the end of the enemy's turn:
A special
scenario
occurred!!
ACT
ACT options (effects detailed below):
English |
|
---|---|
Japanese |
|
'Check' text (note the incorrect stats):
English | Japanese |
---|---|
* ENEMY - AT 1 DF 1
|
* エネミー - ATK 1 DEF 1
|
'Warning' text:
* You warned the enemy.
* It guarded from Susie's attack.
(Warned)
'Victory' text (makes the enemy spareable immediately):
* Its body was filled with a kind
feeling.
'Victory (D)' text (makes the enemy spareable after the enemy's next turn):
* Its body will result in a kind
feeling at the end of the
combat.
'Victory (S)' text (makes the enemy say a message and run away, following its next turn):
* Its body will result in a
speech after attack.
'Lecture' text:
* Its body became tired.
(Tired)
#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 |
---|---|
Defense | 6 |
HP | 90 |
Spare point | 0 |
EXP | 0 |
D$ | 0 |
Battle Messages
Placeholder initial encounter message:
* The tutorial begins.
Placeholder battle message:
* Ralsei looks on expectedly.
ACT prompt:
* Select the ACT ICON and HUG the
Dummy!
ATTACK prompt:
* Select the SWORD ICON to ATTACK
the Dummy!
Placeholder Ralsei dialogue:
* ...
ACT
Options:
English |
|
---|---|
Japanese |
|
'Check' text:
* RALSEI - AT 8 DF 12
* The fluffy prince...
'Hug' text:
Early | Final |
---|---|
* You hug RALSEI.
|
* You hug RALSEI.
|
* K... Kris!?
|
* K... Kris!?
|
* Kris!?
|
* Kris...?
|
| |
* ...
|
ITEM
(Final version has much more text):
* You've got an item!
* That's, um, great,
Kris...
Tutorial
Intro
Early | Final |
---|---|
* See that HEART, Kris?
|
* See that HEART, Kris?
|
Succeeding at dodging the bullets (or the single bullet):
Early | Final |
---|---|
* Yipee!
|
* Great job, Kris!
|
Failing to dodge the bullets:
Early | Final |
---|---|
* O-oopsie...
|
* Ouch, it's OK, Kris!
|
Failing to dodge the single bullet:
* ...
(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:)
* L-look, Kris!
* You dodged one!
ATTACKing
Early | Final |
---|---|
* Now, let's talk about
|
* Anyhow, after the enemy
|
If you DEFEND:
Early | Final |
---|---|
* That's DEFENDING, Kris.
|
* That's DEFENDING, Kris.
|
* Gee, Kris!
|
* Gee, Kris!
|
* Ummm...
|
* Ummm...
|
* ...
|
* ...
|
If you ATTACK but miss:
Early | Final |
---|---|
* Oh, sorry, Kris!
|
* Oh, sorry, Kris!
|
* It's OK, Kris!
|
* It's OK, Kris!
|
* Press Z when the white
|
* Press [Z] when the white
|
* Ummm... you can press Z
|
* Ummm... you can press
|
* Kris...
|
* Kris...
|
* Ummm, Kris?
|
* Ummm, Kris?
|
* You know rectangles?
|
* You know rectangles?
|
* ...
|
* ...
|
* Umm, why don't we try
|
* Umm, perhaps we should
|
If you ATTACK and hit the Dummy:
Early | Final |
---|---|
* Good job, Kris!
|
* Good job, Kris!
|
If you ATTACK and hit the Dummy for more than 50 HP (identical to final text):
* W-wow, Kris!
* That was an amazing
attack!
* Have you done this
before or something...?
If you ATTACK and hit the Dummy, after previously missing at least 6 times (identical to final text):
* Kris!
* You did it!!!
* (I was really just about
at my limit...)
If you continue to ATTACK the Dummy:
Early | Final |
---|---|
* Ummm... Kris?
|
* Ummm... Kris?
|
* Hey, Kris?
|
* U-umm, Kris... H-How do
|
* ...
|
* Ah, Kris... I... um, I
|
If you ATTACK Ralsei:
* K-Kris!?
* Y-you must have
missed...
* H... Haha...
(if you're supposed to be ATTACKing):
* A-anyway, now that you
know how to attack...
* Let's try learning how
to ACT, OK?
* Select the ACT ICON and
HUG the Dummy!
(or if you're supposed to be ACTing):
* W-wait, aren't you
supposed to be ACTing!?
If you ATTACK Ralsei again:
* K-Kris!?
* D-did you miss again!?
* ...
* Though, I mean, if you
wanted to hit me, that's
ok, too...
ACTing
* Umm, anyway, let's move
onto my favorite:
ACTING!
* Selecting the ACT ICON
will let you do all
sorts of things.
* We'll even be able to
get through battles
without ATTACKing!
* Select the ACT ICON and
HUG the Dummy!
(Note that the Dummy's hug text is not present in the unused Ralsei enemy object).
Premature Endings
Early | Final |
---|---|
* ...
|
* ...
|
Due to repeated ATTACKing:
Early | Final |
---|---|
* ...
|
* Kris, I don't mean to
|
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$.):
English |
|
---|---|
Japanese |
|
Oddly, the last message here was translated into Japanese, unlike every other string in obj_ralseienemy.
#7: Clover
An older, unused version of the Clover fight is present, this one encountered alongside a Hathy. This older version also has more variety in the ACT options (with a set of ACT options randomly chosen upon encountering Clover), as well as having a higher AT (8 vs 6) and a lower D$ 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 |
---|---|
Defense | 1 |
HP | 270 |
Spare point | 10 |
EXP | 0 |
D$ | 43 |
Battle Messages
Initial encounter message:
* Clover and Hathy grew close!
Normal battle messages:
* Clover flashes a trio of
terrible smiles.
* Clover is bickering with
herselves.
* Clover is whispering about cute
boys.
* Clover is arguing about whose
toothbrush is whose.
* Clover hums like an out-of-tune
choir.
* Smells like clover and dew.
If Clover is tired:
* Clover seems TIRED of arguing
so much.
If Clover has less than a third of her HP remaining:
* Clover starts to look wilted.
If Clover is spareable:
* Clover seems to be getting
along with herselves.
If you have just betrayed Clover (i.e. attacked her after having previously ACTed to increase her mercymod)
* Clover's harmony was shattered
by violence.
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
)):
|
|
|
'Check' text:
* CLOVER - AT 8 DF 2
* Two heads are better than one!
* Three... maybe not.
'Warning' text if only Clover is present:
* You and Ralsei warned Clover
about Susie.
* The enemy went on guard...
'Warning' text if more than one enemy is present:
* You and Ralsei warned the
enemies about Susie.
* Everyone went on guard.
Note: See the below section for Clover's responses to the following ACT options.
'Politics':
* You brought up the topic of
POLITICS.
* CLOVER started to argue.
'Religion':
* You brought up the topic of
RELIGION.
* CLOVER started to argue.
'Sports':
* You brought up the topic of
SPORTS.
* CLOVER seems relieved.
'Kindness':
* You brought up the topic of
KINDNESS.
* CLOVER started to argue.
'Cuteboys':
* You brought up the topic of
CUTEBOYS.
* CLOVER seems excited.
'GunControl':
* You brought up the topic of
GUNCONTROL.
* CLOVER started to argue.
'Trees':
* You brought up the topic of
TREES.
* CLOVER seems relieved.
'Ghosts':
* You brought up the topic of
GHOSTS.
* CLOVER started to argue.
'Games':
* You brought up the topic of
GAMES.
* CLOVER started to argue.
Enemy Messages
Placeholder enemy messages:
Nice mouth
Anger mouth
Smart Mouth
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):
Nice to
meet you!Die!
Die!
Die!Please
ignore
them.
If rr is 1 and Ralsei is in the party:
I want the
fluffy one!No, that
one's MINE!(He's
boring...)
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):
Where's
Mr. Fluffy?YOU must
have
scared him!(Who
cares?)
If rr is 2:
I'm the
oldest!WHAT!?
I am!!!We're
the same
age...
If rr is 3 (this one appears in the final version):
Nice
weather
today.What?
It's just
awful!Please
stop, you
two...
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':
The King
is great!He's
TERRIBLE!Please
stop, you
two...
'Religion':
An angel
is watching
us.You BELIEVE
that
garbage?Please
stop, you
two...
'Sports':
I wanna
eat a
football.Sports!
My favorite
food!Oh!
I love you
two!
'Kindness':
Lightners
deserve
respect.Hell no!
They can
all die!Please
stop, you
two...
'Cuteboys' with Ralsei but not Susie in your party:
Oh, oh! That
boy is ever
so cute!So fluffy!
I want to
pet him!HIM???
... err,
sure.
'Cuteboys' with Ralsei and Susie in your party:
Oh, oh! That
boy is ever
so cute!So fluffy!
I want to
pet him!(What
about the
girl..?)
'Cuteboys' with Ralsei not in your party:
Oh, oh!
I want a
sweet boy.Someone
NICE, like
me!...
Sure,
I guess.
'GunControl':
I use a
gamepad to
aim!IDIOT!
Mouse and
keyboard!Please
stop, you
two...
'Trees':
I love
the smell
of trees.Oh!
Me too!Pollen
makes me...
Uh, sure!
'Ghosts':
A ghost
told me I
was stupid.That was me,
you idiot!Please
stop, you
two...
'Games':
Our favorite
video game
is...Shut up!!
They'll make
fun of us!!!Please
stop, you
two...
Other Messages
If you just used Ralsei's manual:
Aww, he
MADE that!?
So caring!It's SOOO
cute!
I want it!(Isn't it
a bit...
childish?)
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):
Ouchy!
That hurts!Suck it up,
idiot!(We're
fighting
again!?)
Miscellaneous
(Warned)
(Tired)
#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, and whom reappear as a NPC in the Chapter 2 demo. A pip is the formal name for the dots on a die.
Nothing else is present of this enemy other than its definition (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".
Attack | 8 |
---|---|
Defense | 0 |
HP | 170 |
Spare point | 10 |
EXP | 0 |
D$ | 50 |
ACT options:
English |
|
---|---|
Japanese |
|
'X-Bet' involves Ralsei (hence the name).
#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 |
|
'Hug' and 'Flatter' both involve Ralsei.
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
Line1
Line2
Battle Messages
* Line3
* Line4
* Line5
* Line6
* Line7
ACT
ACT options (these appear to use an older ACT system):
Compliment
DualBuster
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):
* Line8
Line9
"DualBuster" text (causes Kris and Susie to both cast Rude Sword):
English | Japanese |
---|---|
* Susie and Kris cast
|
* スージィと クリスは
|