Proto:Deltarune/Chapter 1 Demo (2018)/Unused Text
This is a sub-page of Proto:Deltarune/Chapter 1 Demo (2018).
Contents
- 1 General
- 2 CONTACT
- 3 The Beginning
- 4 THE DARK
- 4.1 Wood Blade
- 4.2 Castle Town
- 4.3 Text Skipping
- 4.4 battlecancel
- 4.5 Convince
- 4.6 Defeated Enemy
- 4.7 S-Flatter
- 4.8 Glow Tile Puzzle Hint
- 4.9 C.Round
- 4.10 Seam's Shop Sign
- 4.11 Old Puzzle Master NPCs
- 4.12 Clover Hint
- 4.13 Box Puzzle Failsafe
- 4.14 Meaty Candy
- 4.15 That Was Weird
- 4.16 Running into Walls
- 4.17 Suits Puzzle
- 4.18 Susie's Villain Outfit
- 4.19 Bloxer
- 4.20 Susie and Lancer – Clover Puzzle
- 4.21 Clover Overworld Dialogue
- 4.22 Betrayed Clover
- 4.23 Bake Sale
- 4.24 Thrash Your Own Ass
- 4.25 Thrash World
- 4.26 Darkberry Teacakes
- 4.27 Candy Joined the Party
- 4.28 The Number 2
- 5 The Return
- 6 Failsafe Text
To do: |
General
UNUSED
Within the lang files (lang/lang_en.json and lang/lang_ja.json) are some conspicuously unused messages:
English | Japanese |
---|---|
|
|
These are referenced by the appropriately-named script UNUSED, which simply sets variables unused_0 through unused_9 to these strings.
420 Blaze It
scr_text is a script that contains all of the dialogue in the game that gives the user a choice (excluding the CONTACT section). The dialogue is sorted by its 'msc' ID number... and this unused one has an ID of 420.
It simply consists of the following message:
* Blaze it.
Followed by the choices:
Blaze
Do Not Blaze
Unfortunately (?), though, the choice does not do anything.
CONTACT
Photosensitive Option
An unused CONTACT choice that would presumably have been displayed before the vessel creation options.
FIRST.
ARE YOU
PHOTOSENSITIVE?
The choices would have been the default YES
and NO
. The game does not actually store the result of this choice (at least, not in the code that is still present), advancing to the missing EVENT 941 regardless.
Echoing Susie
This is a cut part of CONTACT that would evidently have taken place immediately before Kris wakes up, replaced by the "Your name is" whiteout.
While playing the same "wind" sound effect as the final whiteout, the following text would be typed, using the unused echoing Susie dialogue sound:
Kris...!
Wake up!
KRIS...!
Following which (~11.7 seconds after the start of the dialogue), the room would immediately switch to Kris's room (as in the final game).
The Beginning
Sleep!!!
If you interact with your bed in the intro in a New Game+ save, you will be given the option to sleep (to skip the rest of the intro). If you choose to sleep, the game will actually define another two choice options, which will never be displayed:
English | Sleep!!! Do not!!!
|
---|---|
Japanese | ねる!! ねない!!
|
These are almost identical to the previous options ("Sleep"/"Do not").
When a scr_text choice is displayed in Deltarune, and an answer is chosen, the game will increment msc by 1 and display the text with that ID (if it is defined). In what is probably a complete coincidence, the next msc value after this unused choice is 404 (which is missing).
Early Classroom Dialogue
An earlier and slightly shorter version of the dialogue at the end of the classroom cutscene.
Early | Final |
---|---|
ALPHYS:
| |
| |
NOELLE:
ALPHYS:
SUSIE:
|
NOELLE:
ALPHYS:
SUSIE:
|
THE DARK
Wood Blade
If you try to give the Wood Blade to Susie before the first Lancer fight, this text is supposed to be shown (in place of her usual [non-]equip text):
... You have a SWORD!?
There are multiple things that prevent this from happening. Firstly, since it's impossible to unequip weapons and thus impossible to have the Wood Sword in your inventory, it is impossible to try to give it to Susie at all. Secondly, there is a typo in the code here; the variable wmessage2tempt
is set instead of the correct wmessage2temp
, so Susie's normal text would be shown anyway, even if you could try to give it to her at this point.
Castle Town
Unused dialogue for Ralsei (or, at least, presumably Ralsei) in the Castle Town.
* This is the CASTLE TOWN,
where my subjects
reside...
* Err, well, they would if
I had any...
* Oh, don't worry about
me, Kris!
* I'm certain I'll find a
subject someday...
(choices):
I'll be
Your
SubjectKeep
Dreaming
If you select "I'll be Your Subject":
* H... Huh!?
* Why, Kris, you don't
have to do that...
* ... but, if you
insist...
* Kris, as your Prince and
authority, I order you
to...!
* Please let me know what
to do!
Or if you select "Keep Dreaming":
* Oh, thank you, Kris!
* I will!
The game stores your choice here, in the otherwise-unused flag 204.
Text Skipping
Unused dialogue, presumably for Ralsei. This is quite similar to the used dialogue in the Castle Town about holding [X] to run, which this is placed immediately after in scr_text.
English | Japanese |
---|---|
|
|
(choices):
English | I know Really!?
|
---|---|
Japanese | 知ってる そうなの!?
|
If you select "I know":
English | Japanese |
---|---|
|
|
Or if you select "Really!?":
English | Japanese |
---|---|
|
|
battlecancel
battlecancel is a flag used in some fights to, following the enemy's next attack, make the enemy spareable or end the fight.
The flag being set to 1 indicates that the enemy should be made spareable following its next attack; this is used by Hathy and Head Hathy (if you flirt with them), by Clover (if you use the manual), and by the unused placeholder enemy (when using "Victory (D)") and old Clover enemy (if you bring up the correct topic or use the manual).
The flag being set to 2 generally indicates that the enemy should run away following its next turn, usually after saying particular text; this is used by the King (whose fight automatically ends this way after 14 turns), and by the unused placeholder enemy (when using "Victory (S)"). (The Dummy tutorial fight also reuses value 2 for something else.)
Despite no other enemies using value 2, several enemies still check for it, some of which have unused text that will be spoken before the enemy flees. Specifically:
Rudinn:
English | Japanese |
---|---|
Alright,
|
よし
|
Susie (in fight alongside Lancer):
Alright,
you convinced
me!!
Rudinn Ranger:
Alright,
you convinced
me!!
Jevil:
Alright,
you convinced
me!!
Convince
Unused Rudinn battle dialogue, seemingly for if "Convince" failed. This dialogue is also present in the code for the Rudinn Ranger, due to most of its code simply being copied from Rudinn.
RUDINN:
You kidding?
I can't quit.
Stopping you
is my job!
RALSEI:
* Really?
* What do you spend your
money on?
RUDINN:
I'm a normal
person.
I spend all
my money on
RENT and
MYSTIC GEMs.
RALSEI:
* (Kris, let's try
CONVINCING them
again...)
Defeated Enemy
There is text defined for an unused Darkner NPC that would have appeared in room_field2 (the first Field room with Lancer, just north of the first candy tree). Depending on the outcome of the most recent battle with whatever enemy this was (in this case probably either the first encounter in the previous room or the encounter in this room), the NPC will say one of three things.
If the enemy was violenced (i.e. attacked until it ran away):
* S-stop!
* I'm still recovering from where
you hurt me.
* Plus, I just ate, so I'll get a
cramp if I fight you so
quickly.
If the enemy was spared:
English | Japanese |
---|---|
* Does your castle have a pool?
|
* あなたの お城には プールある?
|
If the enemy was pacified (i.e. spared using PACIFY):
* Felt like I was soaring through
the air earlier...
* Was that a dream...?
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.
Normal dialogue:
SUSIE:
* Where'd you get it?
* Heh heh heh heh.
RALSEI:
* (Umm, Kris, maybe Susie
shouldn't ACT
anymore...)
Dialogue if you have WARNed the Hathy:
SUSIE:
* H-hey, what gives!?
RALSEI:
* (Wow, that was close,
Kris...)
* (Maybe Susie shouldn't
ACT anymore...)
Glow Tile Puzzle Hint
If you repeatedly fail the second timed 'glow tile' puzzle (the one which requires Susie), dialogue will be triggered. There is different dialogue depending on whether or not you have Susie in your party, as well as another unused third possibility, displayed if you have Susie in your party and have used the cut TALK button (detailed in Ralsei's unused manual).
English | Japanese |
---|---|
SUSIE:
RALSEI: |
SUSIE:
RALSEI: |
It is worth noting that, since all of the tiles that you must pass over in the final puzzle are adjacent, running will actually cause you to fail the puzzle. This could imply that at some point the puzzle was more difficult, using the unused two bottom-left tiles and requiring you to run with a three-person party.
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 |
---|---|
* C.Round continues to act
|
* C.ラウンドは あいかわらず
|
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.):
English | Japanese |
---|---|
|
|
Seam's Shop Sign
An unused readable object that would have appeared outside Seam's shop.
English | Japanese |
---|---|
|
|
Old Puzzle Master NPCs
The tutorial-giving jigsaw-piece-like 'puzzle master' NPCs located near Seam's shop have unused older versions of their dialogue defined. In general, these were far simpler, lacking any of the dialogue choices given by the final NPCs.
NPC Beside Shop
* Are you puzzled by COMBAT?
* Wanna know how TP works?
* If you still haven't assembled
all the details...
* My cohorts to the WEST will
gladly help you put the pieces
together.
ACT, PACIFY, and ITEM NPC
* Your friends can't ACT alone,
but they can still help you win
peacefully.
* The DARK PRINCE's PACIFY spell
can remove TIRED enemies safely
from battle.
* If nothing else, why not try
using an ITEM?
* Even if it seems useless, the
effects may surprise you.
DEFEND and MAGIC NPC
* DEFENDING will not only
temporarily reduce the damage
you take...
* It also lets you focus,
restoring TP. You need TP to
CAST SPELLS!
* So don't be afraid to DEFEND!
* DEFEND and CAST SPELLS!
* By the way, all leftover TP
will turn into extra MONEY
after the battle!
Bullet Graze NPC
* Getting close to BULLETS is
really exciting, isn't it?
* You'll recover a little TP for
each BULLET you get close to.
* Plus, getting close to bullets
can sometimes end the enemy's
attack faster.
* It's quite dangerous though.
* So no worries if you don't want
to try.
The tip imparted by this NPC about ending attacks faster is not even hinted at anywhere else in Chapter 1, and was mentioned by Toby Fox in his post-Chapter 1 TwitLonger.
Ladder NPC
* What?
* I'm building a ladder here.
* Today's lesson is...
* Get out of my way when I'm
building a ladder!
* Do you need an interactive
tutorial on leaving me alone?
Or if the NPC has already been talked to:
* What?
* Do you need an interactive
tutorial on leaving me alone?
Clover Hint
This is the text of an unused sign that would have appeared in room_field3 (the shortcut door room immediately after Seam's shop). It is a hint for the fight against Clover (though given the mention of Hathy, it may date from when Clover and Hathy appeared together as an encounter). The same hint is given in the final game by a Rudinn in the Scarlet Forest.
* (Hathy, in case you wanted to
make us a birthday gift...)
* (My favorite things are trees,
boys, and sports!)
* (SIGNED, CLOVER)
Box Puzzle Failsafe
This unused event is associated with the box-pushing puzzle with the gate leading to the Great Board.
If flag 212 is set to 2 during this puzzle (which it is not, anywhere in the code), then interacting with one of the two blocks will trigger the event. It starts with Susie saying the following:
* What!?
* The puzzle!?
* I thought you were on MY
side, Kris.
* ... wait a sec.
* Those boxes...!
* I get it!
* Wait a second, Kris!
Following this, the screen will fade to black, two broken blocks will be created in particular locations, snd_impact will play, the door will be removed, the original blocks will be deleted, and the screen will fade in again. Susie will then say:
* See, I used the box to
break in the door.
* Easy.
The event will then conclude as normal, with Susie exiting the room, and Ralsei congratulating you and exiting. Despite the broken blocks being NPC objects, interacting with them does nothing.
Given the first part of this dialogue, it seems likely that this event would have occurred if the player managed to somehow softlock the puzzle, which is impossible with the way that the puzzle is laid out in the final game.
Meaty Candy
Text for a candy tree that would have appeared in room_field4 (the entrance to the Great Board, near the suits puzzle for a Key Piece). Interestingly, despite this exchange being cut, there is a line of dialogue present in Chapter 2 that calls back to it (with Susie, upon seeing packets of jerky being sold beside packets of candy in Sans' store, declaring "See? Jerky is candy.").
If both Ralsei and Susie are in the party:
* (It's a candy tree.)
* (All the ripe candy has been
picked.)
RALSEI:
* Let's not take any more,
Kris.
* Unripe candy is sour.
SUSIE:
* What? Sour, sweet,
meaty, bitter... if it's
candy, it's good!
RALSEI:
* Well, that's accepting
of you...
* ... Wait, "meaty?"
Interacting with the tree again:
RALSEI:
* What kind of candy is
meaty?
SUSIE:
* Y'know.
* Whatever it's called.
* Uhhh, jerky.
RALSEI:
* That's not candy...
SUSIE:
* Then why is it next to
it in the store!?
If Ralsei and Susie are not both in your party:
* (It's a candy tree.)
* (All the ripe candy has been
picked.)
That Was Weird
After Lancer leaves at the end of the team-naming cutscene halfway across the Great Board, the cutscene immediately ends. Originally, however, Susie would have said:
* ...
She would then have walked left a little, stopped, turned back to the right, stood there for a second, then said:
* Well, that was weird.
Running into Walls
An unused readable object that would have appeared in room_field_checkers5 (the Great Board room with five Ponmen).
English | Japanese |
---|---|
* (Touching a wall slows your
|
* (壁に触れると 走る速度が落ちる)
|
Suits Puzzle
An earlier version of the dialogue in the first suits puzzle room. This dialogue would start as soon as you travelled past a certain point in the room. Some of this dialogue was reused as NPC dialogue when interacting with Susie in this room; comparisons with this dialogue have been included where appropriate.
Early | Final |
---|---|
SUSIE:
LANCER: SUSIE: * Haha! Yeah! Like that! |
SUSIE:
LANCER: SUSIE: * Haha! Yeah! That's |
Susie and Lancer then turn to the left. One second later, Ralsei starts speaking:
Early | Final |
---|---|
RALSEI:
SUSIE: LANCER: SUSIE: RALSEI: * Sorry! Sorry. |
RALSEI:
SUSIE: * Hey, don't LOOK! |
All three then turn upwards for a second before turning back towards each other.
RALSEI:
* ... I notice there is a
puzzle here.
SUSIE:
* Yeah?
RALSEI:
* Would you two... like
to... do it...?
SUSIE:
* Uh, no. That's for
heroes.
* We're bad guys.
* We don't have to do
anything.
LANCER:
* Except scheme.
SUSIE:
* Yeah. Except scheme.
* So have fun, we'll be
here.
The dialogue then stops, and you are free to move around.
If you try to leave the room before solving the puzzle:
SUSIE:
* ...?
If you try to leave again:
SUSIE:
* Just do the puzzle,
Kris.
Susie's Villain Outfit
In room_forest_puzzle1 (where the first suits puzzle is located) Susie and Lancer are present and can be talked to. Talking with Susie prompts a conversation about how Lancer is going to help her make her outfit look more "badass". There is an unused continuation of this dialogue (shown if the player has talked to Susie less than -50 times), presumably originally intended to be shown when talking to her for the second time (before some of the above removed dialogue was added as Susie's text when talking to her the first time).
SUSIE:
* Heh, my clothes are
gonna be so great.
LANCER:
* Yes! I've already
finished a prototype!
RALSEI:
* That's just... a bunch
of torn up pieces of
felt.
SUSIE:
* Can you PLEASE stop
acting so jealous for
ONE second?
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 |
---|---|
ARRGH!! NO!!
|
グアッ!
|
Susie and Lancer – Clover Puzzle
Unused text for Susie and Lancer indicating that they were going to appear in room_forest_area3 (the Clover puzzle/boss room).
Interacting with Susie the first time:
RALSEI:
* Stuck on this puzzle
too?
SUSIE:
* Don't talk to me while
I'm scheming.
RALSEI:
* Say, why don't you just
walk over the spikes
like before...?
SUSIE:
* Heh, why bother when you
guys will solve it for
us?
LANCER:
* (Oh, I thought it was
because I'm afraid of
spikes.)
SUSIE:
* SHHHH!
Interacting with Susie again:
RALSEI:
* Seeing you two scheme
together...
* It's a bit like a group
project in school, isn't
it?
SUSIE:
* Can you stop ruining
everything?
Interacting with Lancer:
LANCER:
* Beware! We split up our
schemes to scheme twice
as fast...!
* I'm realizing all kinds
of hidden facts about
myself!
* Such as... I don't know
how to scheme very well.
Clover Overworld Dialogue
Unused dialogue for Clover as an overworld NPC, in the same room that she normally appears in.
* Today's a special day~
* OBVIOUSLY.
* To some degree...
* Do you know what day it is~?
* You BETTER.
* Um, it's OK if you don't...
The game also stores whether or not you talked to the Clover NPC here, and if you did, then instead of her normal pre-battle dialogue when you try to leave the room ("you didn't even say hello" etc.), she would say:
English | Japanese |
---|---|
|
|
Betrayed Clover
The old unused Clover enemy has a 'betray' flag, which is set to 1 if you attacked her on the most recent turn having previously ACTed to increase her 'mercymod' stat. The enemy had a particular battle message that would be used if betray was 1, and this battle message was not removed in the code of the final Clover boss, despite the betray flag otherwise being completely removed.
English | Japanese |
---|---|
* Clover's harmony was shattered
|
* クローバーのハーモニーは
|
Bake Sale
To do: Describe the character movement etc. |
Unused Susie and Lancer dialogue intended for the bake sale.
SUSIE:
* Alright, which one do
you want?
LANCER:
* Hahahah!! Hmmm...
(...)
LANCER:
* Wait, you're buying it
for me?
SUSIE:
* You said you didn't eat
anything earlier,
right...?
* It'd be annoying if you
starved to death,
y'know.
LANCER:
* Wow...!
* You're the best teammate
ever, Purple Girl...!
And unused dialogue for if you tried to leave the room without having interacted with Susie and Lancer (the final version is only shown if you interact with them but refuse to buy a cookie):
Early | Final |
---|---|
LANCER:
SUSIE: RALSEI: * (Kris let's just buy |
LANCER:
SUSIE: RALSEI: * (Let's just buy one, |
Thrash Your Own Ass
As part of the 'thrash maker' event, following your design of the thrash machine, Susie emerges from a bush, looks at your blueprints, and says one of a few pieces of dialogue, depending on your machine's stats. In addition to these messages, there is an unused line that would have been shown if at least two of the machine's stats were at least two stars. It is left unused simply due to a logic error.
English | Japanese |
---|---|
* Heheh, you didn't even
|
* …カンペキだな!
|
Thrash World
obj_thrashafter_event is an unused event object, replaced in the final game with obj_susieandlancer_event (which controls the Lancer/Susie boss fight at the end of the Scarlet Forest, and the cutscene immediately after it). It appears to be an earlier version of the cutscene after said boss fight, where Susie and Lancer join the party, though with a few key differences.
In this early version, Susie appears to already be a member of the party (and does not seem to have been a part of the 'thrash machine' plan whatsoever). Additionally, it is implied that the thrash machine built by Lancer would have been fought by the party beforehand. See also DoomTank and thrash_rating.ogg.
The event starts with the following:
LANCER:
* Y... You got past Thrash
World!?
* Hng... Even with your
help, I couldn't stop
you...
RALSEI:
* Hey, it's alright,
Lancer. It was a nice
effort.
SUSIE:
* Yeah, I mean, you gotta
be realistic.
* Nothing can stop us. Not
even ourselves.
LANCER:
* That's right!!
* The ~1!!
* You crush everything
that gets in your way!
(The ~1
in Lancer's line above is replaced with The (Censored) Squad
, The Lancer Fan Club
, or The Friendly Fun Gang
, depending on the party's name, or with Guys
if the party name is undefined.)
Lancer then turns away from the party, frowns, and moves to the right slightly. Shortly after stopping, he says the following:
LANCER:
* Hmmm... What am I
supposed to do, then...
* If I can't stop you,
then...
* Then, my dad will...
Shortly after that text:
SUSIE:
* ...
* Well...
* Why don't you come with
us...
* And maybe you'll think
of how to stop us on the
way.
Lancer then turns back towards the party and approaches them.
LANCER:
* R... Really!?
* You'd let me tag
along...!?
SUSIE:
* Sure, why not. You can
be an unofficial team
member.
LANCER:
* Wow! M... Me!? In the
~1!?
* W... Wait...
(~1
is replaced with the same string as before.)
Lancer turns downwards for a few seconds, then turns back to the party. (The text from this point onwards is just a slightly earlier version of the used text.)
Early | Final |
---|---|
LANCER:
|
LANCER:
|
SUSIE:
|
SUSIE:
|
RALSEI:
|
RALSEI:
|
LANCER:
|
LANCER:
|
As in the final version, immediately following this, "Fanfare" will play, while the following text is displayed:
Early | Final |
---|---|
* Lancer joined the party! |
* Lancer joined the party! |
In the early version, Susie interrupts the fanfare and dialogue after four seconds have passed:
SUSIE:
* No.
This text is still present in the final event object, though is skipped over; the fanfare and dialogue are allowed to play out.
Following this, Lancer turns downwards and moves upwards slightly, before stopping; this marks the end of the cutscene.
Darkberry Teacakes
Unused dialogue for room_forest_afterthrash2 (the first room after Lancer joins the team), replaced with dialogue about baking a cake.
RALSEI:
* ... I WAS thinking of
making Darkberry
Teacakes later.
SUSIE:
* Mmmmm... what's the
catch.
RALSEI:
* ... you have to stop
making fun of me, for
one.
SUSIE:
* PASS!!!
Candy Joined the Party
This is only partially unused; in-game, it's cut off by Susie, leaving everything after "Candy" (or 「キャン」) unseen.
English | Japanese |
---|---|
* Candy joined the party!
|
* キャンディが 仲間になった!
|
The Number 2
Text that would have appeared in room_cc_2f (the second floor of the Card Castle, with the Royal Flush). The Castle does not have visible floor numbers in the final game.
English | Japanese |
---|---|
* (It's the number 2.)
|
* (すうじの 2)
|
The Return
Pencils and Bandage
Since you never have more than one Light World weapon or armor and it is impossible to unequip them, the names and descriptions of the Light World weapons and armors are left unused.
ID | Name | Description | Use text |
---|---|---|---|
2 | Pencil | * "Pencil" - Weapon 1 AT
|
* You equipped the Pencil.
|
3 | Bandage | * "Bandage" - Heals 10 HP
|
* You re-applied the bandage.
|
6 | Halloween Pencil | * "Halloween Pencil" - Weapon 1
|
* You equipped the Halloween
|
7 | Lucky Pencil | * "Lucky Pencil" - Weapon 1 AT
|
* You equipped the Lucky Pencil.
|
Despite its description, the Bandage only heals 1 HP.
These unused strings also have Japanese translations:
ID | Name | Description | Use text |
---|---|---|---|
2 | エンピツ | * エンピツ - ぶきAT1
|
* エンピツを そうびした。
|
3 | ばんそうこう | * ばんそうこう - 10HPかいふく
|
* ばんそうこうを はりなおした。
|
6 | ハロウィンエンピツ | * 「ハロウィンエンピツ」 - ぶき AT1
|
* ハロウィンエンピツを そうびした。
|
7 | ラッキーエンピツ | * 「ラッキーエンピツ」 - ぶき AT1
|
* ラッキーエンピツを そうびした。
|
Gerson Boom Memorial Bench
There is an unused choice associated with the Gerson Boom Memorial Bench.
After the normal interact text, the following options would be given:
Sit
Don't Sit
Selecting "Sit" would give:
* (Didn't feel like it.)
And selecting "Don't Sit" would give:
* (You decided not to sit.)
Either way, you would not actually sit on the bench.
No Room for Hot Chocolate
If you have no room in your inventory when QC gives you the Hot Chocolate (which is impossible, given that the maximum number of Light World items you can have in Chapter 1 is 3), the following text will be displayed instead of the normal text at that point (replacing "... Here, how about this?" onwards):
English | Japanese |
---|---|
|
|
Flower King
There's flavor text for the flowers behind Asgore, but since Asgore blocks that part of the wall, it can't be accessed through normal gameplay. If the player uses modding/hacking tools to access it, the following text string is shown:
* (It's an expertly trimmed arrangement.)
Old Toriel Dialogue
Interacting with Toriel at the end of the game prompts dialogue from her; this is an earlier version of that dialogue. In this earlier version, you were not given any dialogue choices (despite the dialogue oddly being placed in scr_text), with the game instead checking and incrementing the value of flag 267 appropriately to keep track of how many times you've talked to her.
Talking to Toriel for the first time (the English text is identical to the dialogue in the final version for the choice "Me"; the Japanese text is almost identical, though the final version adds a space in the sixth message):
English | Japanese |
---|---|
|
|
Talking to Toriel again:
* Kris, I need to grade
these assignments.
* Perhaps you should go to
bed...?
* You do not look very
well...
In addition to these two possible responses (corresponding to values 0 and 1 of the flag), there is a check for if the flag is equal to -10; if it is, Toriel will say the following message instead:
English | Japanese |
---|---|
* Kris...?
|
* クリス…?
|
After this, the flag will be incremented to -9... which prevents any of Toriel's other dialogue from being shown. One would expect a string like this in a situation like this to be a failsafe string, but this does not function as a failsafe string (given that it is only shown if the flag equals -10). Given the fact that it increments the flag yet cannot connect to the other dialogue, it seems likely that it originally had a different check... though it's unclear what that would have been.
Kris's Room SAVE Point
A room name for a (nonexistent) SAVE point in Kris's Room:
English | Kris's Room
|
---|---|
Japanese | クリスのへや
|
Failsafe Text
Throughout Deltarune, as with Undertale, there are many places in the dialogue where particular text is shown depending on the value of some variable. In many of those places, failsafe text is defined, which will be displayed if there was no other text defined for the particular value of the checked variable.
Objects and Scripts
There are several generic objects and scripts used to display text for multiple different NPCs (and other interactables) throughout the game. They often have a general failsafe message for if the particular variable value (e.g. room ID, item ID, etc.) isn't defined.
Rhyming NPC Dialogue
obj_npc_facing, obj_npc_room, and obj_npc_room_animated, respectively:
English | Japanese |
---|---|
|
|
These three rhyming lines appear to be connected. It is worth noting that they describe Undertale 's "mystery man" (the character assumed by many to be Gaster) suspiciously well.
Symbols
obj_npc_sign (primarily used for signs):
English | Japanese |
---|---|
* You can't read these symbols...
|
* 記号を 解読できない…
|
This line is a reference to similar lines in Sans's workshop in Undertale (these lines are not in Deltarune; they're just included here for illustrative purposes):
* (Blueprints.)
* (You can't read the symbols
they're written in...)
* (... or maybe it's just the
handwriting.)
* (Looks like they relate to
some kind of strange machine.)
Seizure
obj_readable_room1:
English | Japanese |
---|---|
* Suddenly, your body seizes up.
|
* とつぜん からだが けいれんした。
|
Toriel
obj_npc_toriel (an unused object):
* Hello there!
* How are you doing on
this fine day?
It is worth mentioning that global.fc ('face character') is set to 1 before this is shown, meaning that it would be displayed with Susie's face (given that fc 1 is Susie). This could potentially indicate that at some point during development, Toriel had an fc value of 1, instead of the 4 that she has in the demo.
Base Interactable Objects
obj_interactablesolid and obj_readable, respectively (which serves as the bases for actual interactable objects):
English | Japanese |
---|---|
|
|
Treasure Chest
obj_treasure_room:
English | Japanese |
---|---|
* (It won't open.)
|
* (開かない)
|
Additionally, when a treasure chest is opened, if the item type isn't defined, the strings NULL
and NULL2
will be used as the item name and item type name, respectively. However, due to the fact that noroom won't be defined in this case, the game will then crash trying to access an uninitialized variable.
TALK Button
scr_talkroom (the script for the old overworld TALK feature):
* Your voice echoes aimlessly.
Items
scr_litemdesc (descriptions for Light World items):
English | Japanese |
---|---|
* Your eyesight became blurry.
|
* しかいが ぼやけた。
|
scr_itemdesc_oldtype (descriptions for the old unused items):
* It could not be.
CONTACT
DEVICE_CHOICE is the choicer object used for CONTACT. It defines default choice options in its Create script.
Undefined TYPE (impossible, since TYPE is also set to 0 in the Create script):
English | EGG
|
---|---|
Japanese | 卵
|
TYPE 0:
English | YES NO
|
---|---|
Japanese | はい いいえ
|
TYPE 2 (also impossible for the aforementioned reason):
English | GRAINS MEAT DAIRY SWEETS FRUIT VEGETABLE EGG
|
---|---|
Japanese | 炭水化物 肉 乳製品 甘いもの くだもの 野菜 卵
|
Light World Menu
If your equipped weapon or armor is undefined, None
(or なし
) will be displayed in its place. Additionally, if the name of your Light World character (which is always "Kris" or "クリス") is longer than 6 characters, ???
(or ???
) will be displayed next to it.
Game Initializers
scr_gamestart
Among other things, this script defines default choice options:
Yes
No
Maybe
Don't know
obj_initializer
This unused object's Create script defines default messages (which were seemingly at one point used for testing).
Small messages:
RALSEI: i1
SUSIE: * i3
Normal messages:
RALSEI:* i4
SUSIE:* i5
(followed by Susie's above small message)
(no face, no text sound):* i6.
TORIEL:* i7!
SAVE Files
If a save file exists but dr.ini doesn't exist, then one of the following three strings will be displayed in place of the file's name:
FILE0
FILE1
FILE2
Null Items
By default, your inventories are filled with items with ID 0, indicating empty space. Some of these null items have unused failsafe text associated with them.
Null Light World item description:
English | Japanese |
---|---|
* Your heartbeat quickened.
|
* しんぞうが たかなった。
|
Null Light World item use text:
English | Japanese |
---|---|
* You grasped at nothing.
|
* くうきを つかんだ。
|
Null old-type item description:
* An emptiness filled your hands.
Null spell battle description (not technically an item, but...):
English | None
|
---|---|
Japanese | なし
|
(Additionally, the null spell has a TP cost of -1 points; -0.4% TP; meaning that it would actually increase your TP slightly if cast.)
Choice Failsafes
There are several failsafes for if the result of a choice is not one of the expected values.
Shortcut door choice (though this is unused even if the choice is undefined):
English | Japanese |
---|---|
* (But nothing happened.)
|
* (どういうわけか
|
Malius's menu:
English | Japanese |
---|---|
* Hm? What is it now?
|
* うむ 何用だ?
|
Rudy's menu:
English | Japanese |
---|---|
* Huh?
|
* え?
|
Alphys's menu:
English | Japanese |
---|---|
* Huh?
|
* ん?
|
Sans's menu:
English | Japanese |
---|---|
* huh?
|
* え?
|
Hotline for Idiot Babies:
English | Japanese |
---|---|
* Huh!?
|
* は!?
|
Asgore's fridge (also used if the choice was "Open Fridge" but the egg number was incorrect):
English | Japanese |
---|---|
* Nothing happened.
|
* なにも おこらなかった。
|
Return of Box Puzzle
If the current state of the puzzle event is undefined, the following text will be displayed if you talk to Ralsei or Susie:
* ?
Furthermore, if you interact with a pushable box before you start the puzzle (impossible given that the puzzle starts as soon as you enter the room), the following text will be displayed instead of the box being pushed:
* (You haven't decided if you
want to do the puzzle yet.)
Team Name
If the party name is undefined, the dialogue that depends on it will generally just use the name "Guys".
obj_savepoint:
English | Japanese |
---|---|
(SAVE point):
|
(SAVE point):
|
obj_checker_animtest:
English | Japanese |
---|---|
LANCER:
|
LANCER:
|
obj_thrashafter_event:
LANCER:
* That's right!!
* The Guys!!
(...)
LANCER:
* Wow! M... Me!? In the
Guys!?
obj_susieandlancer_event:
English | Japanese |
---|---|
SUSIE: SUSIE: LANCER: |
SUSIE: SUSIE: LANCER: |
Thrash Maker
When Susie rates your thrash machine, there is a failsafe string defined for if the best stat was incorrectly determined by the game somehow.
English | Japanese |
---|---|
* Heheheheh!!!
|
* キヒヒヒヒヒヒ…!
|
Solved Puzzle
The second suits puzzle in the Card Castle basement (the one solved by Susie herself) triggers dialogue between Ralsei and Susie when interacted with. However, if you do not have both Ralsei and Susie in your party (impossible at this point of the game), the following text will be displayed instead:
English | Japanese |
---|---|
* (Solved puzzle.)
|
* (パズルを 解いた)
|
Forgiving Rudinn
The right-hand Rudinn in the 'diamond' room has several different possible messages that will be displayed depending on whether you have violenced a Rudinn at any point, and whether or not you have talked to this Rudinn. There is also a failsafe message for if something goes wrong here:
English | Japanese |
---|---|
* Huh?
|
* え?
|
Battles
Dummy
Placeholder encounter message:
English | Japanese |
---|---|
* The tutorial begins.
|
* チュートリアルが 始まった。
|
Placeholder battle message:
English | Japanese |
---|---|
* Ralsei looks on expectedly.
|
* ラルセイは
|
Failsafe battle message (for if the dummy's 'plot' value is undefined):
English | Japanese |
---|---|
* What?
|
* え?
|
Placeholder message:
English | Japanese |
---|---|
* Skip
|
* スキップ
|
Bloxer
Failsafe enemy message:
English | ARRGH!!
|
---|---|
Japanese | グアアァ!
|
Clover
Failsafe enemy messages:
Nice mouth
Anger mouth
Smart Mouth
Lancer (vs. Susie)
Placeholder battle message:
English | Japanese |
---|---|
* ...
|
* …
|
King
Failsafe enemy message:
English | Fall before
|
---|---|
Japanese | 正義の鎖で
|
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).
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 |
---|---|
* ~1 spared ~2!
|
* ~1は~2を逃がした!
|
Though the English text is identical to the used version, the Japanese text has a few differences. For reference, the used text is:
* ~1は ~2を
にがした!
Failsafe SPARE text for if there are no enemies left (if there are no enemies left, the battle should end):
English | Japanese |
---|---|
* ~1 spared!
|
* ~1は にがした!
|