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DELTARUNE Glitches: Musicless Skip
Tumblr only allows one video per post, so this is the five relevant clips merged into one.
This one is very simple. Its name is also counter-intuitive. Indeed, this skip stops everything in the game but the music and sound effects.
When windowed, grabbing the game window with the mouse prevents the game from progressing, but keeps sound playing.
Since some parts of the second chapter of the game are tied to the music, doing so allows it to be 'skipped forwards' compared to the game.
As seen above, the falling bullets are inconsistent in the post-arcade room. The glitch works perfectly during the Cyber World Intro, but only controls the creation of the bullets during Almost To The Guys! It does not affect at all the first falling bullets, before the first teacups.
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In older versions of the game, the music looped there, if the section was not allowed to reach its end. This allowed for several "Almost To The Guys!"
This trick also works in UNDERTALE, and allows for certain sounds that are usually cut off early to be played fully. Here is an example of that, with a slow version of Enemy Approaching that usually gets almost immediately replaced by "mus_toomuch".
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#deltarune#deltarune glitch#deltarune chapter 2#Deltarune DEMO#Deltarune Glitches#Deltarune musicless skip#also called#King Crimson skip
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DELTARUNE Glitches: 1 HP Light World
Kris, having 1 HP in the Light World.
This glitch is interesting, because it uses another one to work. One may call that Glitch Stacking.
First, fight Queen, and get Kris DOWN before winning the fight. (with them still DOWN)
Then, do NOT heal them, even with SAVE. You might notice their HP is still negative. This is the 'first glitch'.
Defeat Giga Queen. Do note that the battle may have visual glitches. Do not worry about them, they do not change anything important.
Equipping Kris in the way that gives them the strongest attack power is optimal against Giga Queen, as you deal more damage in this battle depending on Kris' AT.
Seal the Fountain. Open your Light World menu. Congrats.
Why it happens
For this, we must talk about the way battles work in this game.
At the end of a battle, if a party member has negative HP, they will be brought up to low health. Additionally, all TP is drained and converted to D$ using a certain formula.
However, some battles end... unexpectedly.
This is an out-of-battle Heal Prayer. Or, rather, three of them. It is only possible in the first chapter of the game, from the POWER menu, if the player happens to have TP in the overworld. Its healing value is always 100. Current TP is saved at SAVE points.
Indeed, in the second chapter, even if you happen to have the TP, it will simply not work. It was 'patched'.
As stated earlier, TP is drained when a battle ends.
But some battles do not actually run the script for a battle ending when they do. Those battles can be said to "end incorrectly", and include: SusieVsLancer (first chapter), Queen (second chapter), Giga Queen (second chapter) and Spamton NEO (second chapter).
Each of those battles except Queen and Spamton NEO (basement) only have one party member, so you cannot end them with negative HP as you would simply die.
Basement Spamton NEO used to also allow for negative HP, but it was fixed by adding a check that sets the HP to each party member to 1 if it is negative.
This leaves Queen as the only battle where this is possible.
But of course, Light World HP is not the same as Dark World HP. So it may still sound odd that this would affect it.
Well, actually...
global.lhp = (ceil(global.hp[1] / global.maxhp[1])) * global.lmaxhp if (global.lhp < 1) global.lhp = 1 if (global.lhp > global.lmaxhp) global.lhp = global.lmaxhp
This is the part of the code that decides on Kris' HP in the Light World when it is entered, from "GlobalScript_scr_become_light".
It does something very simple.
It first set your Light World HP to
(ceil(global.hp[1] / global.maxhp[1])) * global.lmaxhp
This may sound complicated if you are unfamiliar with this game's code, so to quickly break it down: global.hp[1] is Kris' current Dark World HP. global.maxhp[1] is Kris' current Dark World Max HP. global.lmaxhp is Kris' max HP in the Light World, which is always 20.
ceil() is a function that returns the 'ceiling' of a value. Meaning it is always rounded up, to the larger number. ceil(1) will give 1, but ceil(1.1) will give 2. ceil(-0.5) would give 0.
(global.hp[1] / global.maxhp[1]) will give the fraction of HP that Kris is currently at.
If this was then multiplied by 20, it would successfully make the HP proportional, with the ceil() function used to make sure that it cannot get rounded down to 0, as Dark World HP is more than twice as large and thus using the round() function may round to 0 if your HP is low enough.
However, this is NOT how it was coded.
Instead, the ceil() happens... on the proportion. Meaning, if Kris' HP is not negative or overhealed, it will always give 1. (or 0 if it is 0, but no party member can usually get to exactly 0 HP in Deltarune due to the way DOWN works)
Kris is the only party member who cannot be affected by the overheal glitch, so the only way to get anything else than 1 (20 hp) is to have negative HP, which, as it cannot be below their max HP in negative numbers due to the way DOWN works (sets to half of it), will always round up to... 0.
The rest of the code simply locks the value between 1 and 20, so it cannot go below 1 or above 20.
This is why leaving the Dark World with negative HP on Kris gives them 1 HP in the Light World.
Last note: eating the Box of Heart Candy will not kill Kris from dealing one damage, as it actually simply sets their HP to 19, rather than decreasing it by one. In this case, it actually heals them.
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DELTARUNE Glitches: Overheal
Overheal in effect. Note that it cannot affect Kris.
This glitch is extremely simple: when Ralsei uses his FluffyGuard spell, but there already are currently four or more fluff balls defending the SOUL, he will instead heal someone for 10 HP. This heal does not use the usual heal effect, and instead simply increases HP, without even checking for the Max HP, allowing it to overheal.
The way it heals really is that simple. The only issue comes to who is getting healed.
The game makes this decision that way:
The person it "heals" is set to Susie.
If Susie has less health than either Ralsei or Noelle, it is set to "heal" her. (this part does not matter as it already was by default)
If Ralsei has less health than either Susie or Noelle, it is intead set to "heal" him.
If Noelle has less health than either Ralsei or Susie, it will instead "heal" her.
Taken in this order, meaning the last operation has priority. (do note that the "less" are strict; if they have equal health, the condition is not fulfilled) And yes, Noelle not being in the party at the moment is irrelevant. It will still take her HP. Meaning the HP you left her with, or her Max HP if you saved between, as SAVE Points fully heals all party members that are below max health, even if they are not currently in the party.
With the default pacifist HP values of 140 for Susie, 100 for Ralsei and 90 for Noelle, assuming no hits are taken, as healing when more than 10 HP below max is nothing special, the first five heals would go to Noelle, bringing her to 140 HP (although that could not be seen during gameplay), then the next four would go to Ralsei, bringing him there as well, then the next would heal Susie to 150,
and the next ones would go in an endless Noelle-Ralsei-Susie cycle,
allowing for theoretical overheal of likely up to 2^1024 HP (this is a 308 digits long number) before the variables overflow and go to the negatives.
At an arbitrary rate of one heal per second, much faster than how it would actually happen in the game, this would take 2^1024/10/60/60/24/365*10^-9 > 5.7e+290 billion years. Safe to say it will not be reached.
Of course, those values can be saved. As mentioned before, SAVE Points do not "heal" party members with or above Max HP, as that would be useless. They do, however, save their health values.
This can be conserved after the battle and for future sessions.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #141 (lines 1263-1293)
* I'm Susie Master. * Ask me about SUSIE's. Warning Attack Fact Bye * When KRIS uses WARNING, SUSIE can't hit. * So make sure to - * So there's no reason to use it. * Unless... * Unless you wanted not to hurt - * SO THERE'S NO REASON. * Susie loves, when you give us MONEY. * She will - * Nope, don't care. * Did I say something funny!? * Susie always attacks, the foe on top. * She'll smash them, with a crushing chop. * She always strikes, at the first thing she sees… * … * Oh no, oh no! * She's looking at ME! * Susie's gone, I'm afraid, I'm afreet. * Seems like WARNING is obsolete. * The days of WARNing, have long since past. * The circumstances, changed pretty fast. * Susie's gone, so no attack. * Will you two pick up the slack? * Susie's BUSTER, RUDE as may be… * Will deal more damage, if you just press [Confirm (by default: Z)]! * Susie's gone, so no facts. * Will you two pick up the slackts? * SUSIE seems to have changed, just a hair. * That kind of growth is actually rare. * Later, kid.
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"scr_text_slash_scr_text_gml_1294_0": "* I'm Susie Master^1.&* Ask me about SUSIE's./", "scr_text_slash_scr_text_gml_831_0": "\C4 ", "scr_text_slash_scr_text_gml_1290_0": " #Warning", "scr_text_slash_scr_text_gml_1291_0": " #Attack", "scr_text_slash_scr_text_gml_1292_0": "Fact", "scr_text_slash_scr_text_gml_1293_0": "Bye", "scr_text_slash_scr_text_gml_1302_0": "* When KRIS uses WARNING^1, SUSIE can't hit^1.&* So make sure to -/", "scr_text_slash_scr_text_gml_1304_0": "* So there's no reason to use it./", "scr_text_slash_scr_text_gml_1306_0": "\M1* Unless..^1.&* Unless you wanted not to hurt -/", "scr_text_slash_scr_text_gml_1308_0": "* SO THERE'S NO REASON./%", "scr_text_slash_scr_text_gml_1348_0": "* Susie loves^1, when you give us MONEY^1.&* She will -/", "scr_text_slash_scr_text_gml_1350_0": "* Nope^1, don't care./", "scr_text_slash_scr_text_gml_1352_0": "\M1* Did I say something funny!?/%", "scr_text_slash_scr_text_gml_1325_0": "* Susie always attacks^1, the foe on top./", "scr_text_slash_scr_text_gml_1326_0": "* She'll smash them^1, with a crushing chop./", "scr_text_slash_scr_text_gml_1327_0": "* She always strikes^1, at the first thing she sees…/", "scr_text_slash_scr_text_gml_965_0": "* …/", "scr_text_slash_scr_text_gml_1331_0": "\M1* Oh no^1, oh no^1!&* She's looking at ME!/%", "scr_text_slash_scr_text_gml_1312_0": "* Susie's gone^1, I'm afraid^1, I'm afreet./", "scr_text_slash_scr_text_gml_1313_0": "* Seems like WARNING is obsolete./%", "scr_text_slash_scr_text_gml_1317_0": " * The days of WARNing^1, have long since past./", "scr_text_slash_scr_text_gml_1318_0": "* The circumstances^1, changed pretty fast./%", "scr_text_slash_scr_text_gml_1335_0": "* Susie's gone^1, so no attack./", "scr_text_slash_scr_text_gml_1336_0": "* Will you two pick up the slack?/%", "scr_text_slash_scr_text_gml_1341_0": "* Susie's BUSTER^1, RUDE as may be^1…/", "scr_text_slash_scr_text_gml_1342_0": "* Will deal more damage^1, if you just press ~1!/%", "scr_text_slash_scr_text_gml_1355_0": "* Susie's gone^1, so no facts./", "scr_text_slash_scr_text_gml_1356_0": "* Will you two pick up the slackts?/%", "scr_text_slash_scr_text_gml_1360_0": "* SUSIE seems to have changed^1, just a hair./", "scr_text_slash_scr_text_gml_1361_0": "* That kind of growth is actually rare./%", "scr_text_slash_scr_text_gml_1299_0": "* Later^1, kid./%",
-- >
Susie 'interrupting' the tutorial fits well with her not respecting the game's rules, though here it seems she is also having a pretty normal reaction.
The information that Susie always attacks the highest enemy can actually be useful for a pacifist run, in order to plan around it. Or a violent run, to plan around Susie attacking it, and if that would already be enough damage or if Ralsei is needed as well for example.
Mentioning how the 'Buster' spells deal extra damage (30 to be precise) if the confirm key is hit with a certain timing - though it cannot 'fail', so mashing makes sure it will succeed - when casting them is also very useful.
Sadly the rhyme does not work if the key was remapped or if it is played on console.
Attempting to use the same sentence but changing "slack" to sound similar to "facts" is rather humorous.
The special lines for Susie leaving and her joining back are welcome. Direct acknowledgement of her growth.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #140 (lines 1245-1262)
* I'm Ralsei Master. * Ask me about RALSEI's. Pacify Healing Fact Bye * Ralsei's spell's called PACIFY. * Use it on BABIES, before they CRY. * What? It safely removes a "TIRED" enemy from combat. * What if you're fighting a BABY!? * Ralsei loves when you give us MONEY. * He will hug you, and call you HONEY. * Hey, that's not true! * You don't need money to get me to do that! * Ralsei has a spell that HEALS, dude. * Why use that, when you can eat FOOD? * Because you won't have to use up an ITEM? * I could have avoided all those empty calories!? * Later, kid.
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"scr_text_slash_scr_text_gml_1255_0": "* I'm Ralsei Master^1.&* Ask me about RALSEI's./", "scr_text_slash_scr_text_gml_636_0": "\C4 ", "scr_text_slash_scr_text_gml_1251_0": " #Pacify", "scr_text_slash_scr_text_gml_1252_0": " #Healing", "scr_text_slash_scr_text_gml_1253_0": "Fact", "scr_text_slash_scr_text_gml_1254_0": "Bye", "scr_text_slash_scr_text_gml_1263_0": "* Ralsei's spell's called PACIFY^1.&* Use it on BABIES^1, before they CRY./", "scr_text_slash_scr_text_gml_1265_0": "* What^1? It safely removes a \"TIRED\" enemy from combat./", "scr_text_slash_scr_text_gml_1267_0": "\M1* What if you're fighting a BABY!?/%", "scr_text_slash_scr_text_gml_1281_0": "* Ralsei loves when you give us MONEY./", "scr_text_slash_scr_text_gml_1282_0": "* He will hug you^1, and call you HONEY./", "scr_text_slash_scr_text_gml_1284_0": "* Hey^1, that's not true!/", "scr_text_slash_scr_text_gml_1285_0": "\E8* You don't need money to get me to do that!/%", "scr_text_slash_scr_text_gml_1272_0": "* Ralsei has a spell that HEALS^1, dude./", "scr_text_slash_scr_text_gml_1273_0": "* Why use that^1, when you can eat FOOD?/", "scr_text_slash_scr_text_gml_1275_0": "* Because you won't have to use up an ITEM?/", "scr_text_slash_scr_text_gml_1277_0": "\M1* I could have avoided all those empty calories!?/%", "scr_text_slash_scr_text_gml_1260_0": "* Later^1, kid./%",
-- >
Quite similar to the last one, not much to say.
The "Secret" is however a "Fact".
The way the Ralsei Master pronounces "dude" is now confirmed. Unless they pronounce "FOOD" in a really messed-up way.
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DELTARUNE Glitches: Glowshard Item Void
This glitch allows the player to make up to two items from the first chapter disappear, including the Manual.
Using Glowshard during an encounter with one or more Rudinn will give them 100% mercy and consume it. However, the action itself only happens at the end of your turn.
Therefore, it is possible to select it with multiple party members. Doing so will consume one more item each time.
As Glowshard can only be obtained as the first item, due to where it is found in the first chapter (and there are no Rudinn to use it against in the second), the consumed items will be the first ones.
This can be used to void the Manual, as demonstrated in the attached video.
Doing so yields the same result as dropping it without Ralsei in your party (for example right after he runs to catch up with Susie and Lancer before the second chase scene), meaning there will be no special dialogue, but he will still act as if you had dropped it in the second chapter.
Already mentioned in Deltarune Quotes #80.
#deltarune#deltarune glitch#deltarune glowshard#glowshard#rudinn#deltarune chapter 1#Deltarune DEMO#Deltarune Glitches#VoidShard
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #139 (lines 1223-1244)
* I'm TP Master. * Ask me about TP's. What's TP? Secret Gaining TP Bye * You get TP when you DEFEND. * Protect yourself, then cast SPELLs, friend. * You also get TP by getting close to bullets. * Look for the heart outline when you get close to bullets. * You rhymed "bullets" with "bullets." * B-because it's important! * You rhymed "bullets" with "bullets"…? * TP? What's TP? * That's what lets you cast SPELLS, see!? * When you see that orange bar, * Cast some SPELLS when it's filled up far. * TP…! It's quite a caper! * TP! Stands for... * … Toilet Paper! * … no, it stands for Tension Points. * What, really!? * TP only lasts, inside a fight. * Once you win, it's out of sight. * Having extra, feels unbearable. * No point in saving, it's straight-up terrible. * But leftover TP turns into extra money at the end of battle… * You mean I only should have been using one square!? * Later, kid.
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"scr_text_slash_scr_text_gml_1206_0": "* I'm TP Master^1.&* Ask me about TP's./", "scr_text_slash_scr_text_gml_613_0": "\C4 ", "scr_text_slash_scr_text_gml_1202_0": " #What's TP?", "scr_text_slash_scr_text_gml_1203_0": " #Secret", "scr_text_slash_scr_text_gml_1204_0": "Gaining TP", "scr_text_slash_scr_text_gml_1205_0": "Bye", "scr_text_slash_scr_text_gml_1233_0": "* You get TP when you DEFEND^1.&* Protect yourself^1, then cast SPELLs^1, friend./", "scr_text_slash_scr_text_gml_1234_0": "* You also get TP by getting close to bullets./", "scr_text_slash_scr_text_gml_1235_0": "* Look for the heart outline when you get close to bullets./", "scr_text_slash_scr_text_gml_1237_0": "* You rhymed \"bullets\" with \"bullets.\"/", "scr_text_slash_scr_text_gml_1239_0": "\M1* B-because it's important!/%", "scr_text_slash_scr_text_gml_1244_0": "* You rhymed \"bullets\" with \"bullets\"…?/", "scr_text_slash_scr_text_gml_1214_0": "* TP^1? What's TP^1?&* That's what lets you cast SPELLS^1, see!?/", "scr_text_slash_scr_text_gml_1215_0": "* When you see that orange bar^1,&* Cast some SPELLS when it's filled up far./", "scr_text_slash_scr_text_gml_1216_0": "* TP…^1! It's quite a caper^1!&* TP^1! Stands for..^1.&* … Toilet Paper!/", "scr_text_slash_scr_text_gml_1218_0": "* … no^1, it stands for Tension Points./", "scr_text_slash_scr_text_gml_1220_0": "\M1* What^1, really!?/%", "scr_text_slash_scr_text_gml_1224_0": "* TP only lasts^1, inside a fight^1.&* Once you win^1, it's out of sight./", "scr_text_slash_scr_text_gml_1225_0": "* Having extra^1, feels unbearable^1.&* No point in saving^1, it's straight-up terrible./", "scr_text_slash_scr_text_gml_1227_0": "* But leftover TP turns into extra money at the end of battle…/", "scr_text_slash_scr_text_gml_1229_0": "\M1* You mean I only should have been using one square!?/%", "scr_text_slash_scr_text_gml_1211_0": "* Later^1, kid./%",
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The gramatically incorrect "'s" added at the end of a word for no good reason, a classic.
There is not much to say. They do give good information for new players. Ralsei correcting them on some points does show that he is more knowledgeable, and simply did not spend too much time on the details, which would be presumably found in the manual.
The ability to 'focus' to slow down like in Touhou and UNDERTALE and the fact that grazing reduces turn length are not mentioned or even alluded to in the first chapter. They are not directly tied to TP, but often related.
The former is mentioned in the second chapter, and the latter alluded to there by the SilverWatch's description.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #138 (lines 1215-1222)
* We're sorry. * We're normally puzzle guys, but… * We've been forced to do TUTORIALS just to make ends meet. * When the KING got power, he fired everyone and replaced all puzzle makers with HIM… * ROUXLS KAARD... * Lord of the Puzzles... * Be careful…! * Susie, the violet tormentor, is now your ally. * The power of mean girls shines within you. * Susie, the violet tormentor, left your party immediately. * The power of mean girls does not shine within you.
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"obj_npc_room_slash_Other_10_gml_262_0": "* We're sorry^1.&* We're normally puzzle guys, but…/", "obj_npc_room_slash_Other_10_gml_263_0": "* We've been forced to do TUTORIALS just to make ends meet./", "obj_npc_room_slash_Other_10_gml_264_0": "* When the KING got power^1, he fired everyone and replaced all puzzle makers with HIM…/", "obj_npc_room_slash_Other_10_gml_265_0": "* ROUXLS KAARD..^1.&* Lord of the Puzzles..^1.&* Be careful…!/%", "obj_savepoint_slash_Other_10_gml_80_0": "* Susie^1, the violet tormentor^1, is now your ally./", "obj_savepoint_slash_Other_10_gml_81_0": "* The power of mean girls shines within you./%", "obj_savepoint_slash_Other_10_gml_84_0": "* Susie^1, the violet tormentor^1, left your party immediately./", "obj_savepoint_slash_Other_10_gml_85_0": "* The power of mean girls does not shine within you./%",
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As Seam's sheap is in the room on the right, and usually seen first, this gives a more tangible version of their story about King being put into power.
The warning is also consistent with three rooms later, if the player connects the dots that "RK" stands for Rouxls Kaard. It also builds up an imposing image of him, which makes Rouxls being mostly used comedically even funnier.
Indeed, this second line about Susie is used. It may seem silly that it would be there, rather than on the one just after Susie leaves. However, the first functional warp door is found right after Susie leaves, and can only lead to the fields, not far from this exact save point. Therefore, not only does the line changing make sense - as it staying the same would not -, but it is also likely to be seen by a lot of players.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #137 (lines 1170-1214)
* Hey. * Hey kid. * … ya wanna buy a tutorial? * It's only 50 Dark Dollars. Buy * HA! HA! Did I say FIFTY!? * Well, we just went on sale! * TWENTY! TWENTY Dark Dollars! No Buy No * R-really!? * You'll really buy it!? * Heheh... * Right this way, gentleners! * R-really!? * You'll really buy it!? * Heheh... * Just hand over the money, and… * … * YOU DON'T HAVE ENOUGH MONEY!? * Jumpin' jigsaws! * You... * You…! * You're just like us. * An' people like us gotta help each other out. * C'mon this way. * R-really!? * You'll really buy it!? * Heheh... * Right this way, gentleners! * R-really!? * You'll really buy it!? * Heheh... * Just hand over the money, and… * … * YOU DON'T HAVE ENOUGH MONEY!? * Jumpin' jigsaws! * You... * You…! * You're just like us. * An' people like us gotta help each other out. * C'mon this way. * ONE!!! ONLY ONE DOLLAR!!! * PLEASE!!! PLEASE!!! * I NEED THIS RIGHT NOW!!! Buy No * R-really!? * You changed your mind!? * Heheh... * Right this way, gentleners! * F-Finally! * Heheh... * Just hand over the money, and… * … * YOU DON'T HAVE A DOLLAR!? * Jumpin' jigsaws! * You... * You…! * You're just like us. * An' people like us gotta help each other out. * C'mon this way. * Er, excuse me, Sir. * I think I have a dollar. * … is it Dark? * Umm, yes? * Heheh, perfect! * Right this way, gentleners!
<! --
"scr_text_slash_scr_text_gml_1073_0": "* Hey^1.&* Hey kid./", "scr_text_slash_scr_text_gml_1074_0": "* … ya wanna buy a tutorial?/", "scr_text_slash_scr_text_gml_1075_0": "* It's only 50 Dark Dollars./", "scr_text_slash_scr_text_gml_602_0": "\C2 ", "scr_text_slash_scr_text_gml_1069_0": " #Buy", "scr_text_slash_scr_text_gml_1110_0": "\M1* HA^1! HA^1! Did I say FIFTY!^1?&* Well^1, we just went on sale!&* TWENTY^1! TWENTY Dark Dollars!/", "scr_text_slash_scr_text_gml_596_0": " #No", "scr_text_slash_scr_text_gml_694_0": "\C2 ", "scr_text_slash_scr_text_gml_1080_0": " #Buy", "scr_text_slash_scr_text_gml_770_0": " #No", "scr_text_slash_scr_text_gml_1091_0": "\M1* R-really!^1?&* You'll really buy it!?/", "scr_text_slash_scr_text_gml_1092_0": "\M0* Heheh..^1.&* Right this way^1, gentleners!/%", "scr_text_slash_scr_text_gml_1096_0": "\M1* R-really!^1?&* You'll really buy it!?/", "scr_text_slash_scr_text_gml_1097_0": "\M0* Heheh..^1.&* Just hand over the money^1, and…/", "scr_text_slash_scr_text_gml_826_0": "\M1* …/", "scr_text_slash_scr_text_gml_1099_0": "\M2* YOU DON'T HAVE ENOUGH MONEY!?/", "scr_text_slash_scr_text_gml_1100_0": "\M1* Jumpin' jigsaws^1!&* You..^1.&* You…!/", "scr_text_slash_scr_text_gml_1101_0": "\M0* You're just like us^1.&* An' people like us gotta help each other out./", "scr_text_slash_scr_text_gml_1102_0": "\M0* C'mon this way./%", "scr_text_slash_scr_text_gml_1131_0": "\M1* R-really!^1?&* You'll really buy it!?/", "scr_text_slash_scr_text_gml_1132_0": "\M0* Heheh..^1.&* Right this way^1, gentleners!/%", "scr_text_slash_scr_text_gml_1136_0": "\M1* R-really!^1?&* You'll really buy it!?/", "scr_text_slash_scr_text_gml_1137_0": "\M0* Heheh..^1.&* Just hand over the money^1, and…/", "scr_text_slash_scr_text_gml_1098_0": "\M1* …/", "scr_text_slash_scr_text_gml_1139_0": "\M2* YOU DON'T HAVE ENOUGH MONEY!?/", "scr_text_slash_scr_text_gml_1140_0": "\M1* Jumpin' jigsaws^1!&* You..^1.&* You…!/", "scr_text_slash_scr_text_gml_1141_0": "\M0* You're just like us^1.&* An' people like us gotta help each other out./", "scr_text_slash_scr_text_gml_1142_0": "\M0* C'mon this way./%", "scr_text_slash_scr_text_gml_1150_0": "\M2* ONE!!^1! ONLY ONE DOLLAR!!^1!&* PLEASE!!^1! PLEASE!!^1!&* I NEED THIS RIGHT NOW!!!/", "scr_text_slash_scr_text_gml_720_0": "\C2 ", "scr_text_slash_scr_text_gml_1120_0": " #Buy", "scr_text_slash_scr_text_gml_1070_0": " #No", "scr_text_slash_scr_text_gml_1167_0": "\M1* R-really!^1?&* You changed your mind!?/", "scr_text_slash_scr_text_gml_1168_0": "\M0* Heheh..^1.&* Right this way^1, gentleners!/%", "scr_text_slash_scr_text_gml_1172_0": "\M1* F-Finally!/", "scr_text_slash_scr_text_gml_1173_0": "\M0* Heheh..^1.&* Just hand over the money^1, and…/", "scr_text_slash_scr_text_gml_1138_0": "\M1* …/", "scr_text_slash_scr_text_gml_1175_0": "\M2* YOU DON'T HAVE A DOLLAR!?/", "scr_text_slash_scr_text_gml_1176_0": "\M1* Jumpin' jigsaws^1!&* You..^1.&* You…!/", "scr_text_slash_scr_text_gml_1177_0": "\M0* You're just like us^1.&* An' people like us gotta help each other out./", "scr_text_slash_scr_text_gml_1178_0": "\M0* C'mon this way./%", "scr_text_slash_scr_text_gml_1187_0": "* Er^1, excuse me^1, Sir^1.&* I think I have a dollar./", "scr_text_slash_scr_text_gml_1189_0": "\M0* … is it Dark?/", "scr_text_slash_scr_text_gml_1191_0": "* Umm^1, yes?/", "scr_text_slash_scr_text_gml_1193_0": "* Heheh^1, perfect^1!&* Right this way^1, gentleners!/%",
-- >
Many lines, but a lot of them are duplicates. Some believe this to be an extremely subtle reference to the fact that the first chapter of DELTARUNE was entirely coded by Toby Fox alone, explaining why it is such a mess.
This joke is not too unlike Sans attempting to sell "fried snow" in UNDERTALE, where the price is changed right after the player answers. Although, this time, it lowers.
Jigsaw Joe acting very sketchy about selling a "tutorial" is also rather surprising and silly. (As well as the threatening tone of "Just hand over the money," although this one is difficult to see as it is not easy to have that few money.)
The vocabulary could be used as an argument for dark worlds generally acting like games, along with the odd inventory seemingly being canon. However, the Jigsaw Masters also know a lot of information they should not, as will later be seen. They also use odd wording, such as in the second chapter:
If you know Kris's ACT will give an enemy 100% mercy…
This would be quite strange to say if they were addressing Kris. Instead, they seem to be directly talking to the player. Rather than believe that they know everything, most choose to believe that those characters are made mostly to work as actual tutorials. Because of this, they would not always follow the lore perfectly, for the purpose of better gameplay.
This character is in desperate need of money. The reason for this is likely that they have been fired from their previous job, as will be seen in the next few lines.
Ralsei apparently had money that he hid from us this entire time. One can only wonder how much more is constantly concealed from us. The concept of a 'hidden inventory' would also explain why the player is seemingly unable to access Kris' knife in the dark world, although it is unknown what it actually turned into. Perhaps it affects part of the armor...?
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #136 (lines 1160-1169)
* Um, Susie, I suppose you missed what I said earlier… * As heroes, we have the power to make a peaceful future. * So, from now on, let's try to avoid FIGHTing, OK? * … * Umm, what if you just took it easy on them…? * If you weaken an enemy, I can use my PACIFY spell. * Which, can put exhausted people to sleep! * Yawn... yeah, you talking is already doing that. * Well, um, just think about it! * (We might have to WARN enemies about her, Kris…)
<! --
"obj_npc_puzzlemaster1_slash_Step_0_gml_60_0": "* Um^1, Susie^1, I suppose you missed what I said earlier…/", "obj_npc_puzzlemaster1_slash_Step_0_gml_61_0": "\E0* As heroes^1, we have the power to make a peaceful future./", "obj_npc_puzzlemaster1_slash_Step_0_gml_62_0": "\E8* So^1, from now on^1, let's try to avoid FIGHTing^1, OK?/", "obj_npc_puzzlemaster1_slash_Step_0_gml_64_0": "* …/", "obj_npc_puzzlemaster1_slash_Step_0_gml_66_0": "* Umm^1, what if you just took it easy on them…?/", "obj_npc_puzzlemaster1_slash_Step_0_gml_67_0": "\E1* If you weaken an enemy^1, I can use my PACIFY spell./", "obj_npc_puzzlemaster1_slash_Step_0_gml_68_0": "\E8* Which^1, can put exhausted people to sleep!/", "obj_npc_puzzlemaster1_slash_Step_0_gml_70_0": "* Yawn..^1. yeah^1, you talking is already doing that./", "obj_npc_puzzlemaster1_slash_Step_0_gml_72_0": "* Well^1, um^1, just think about it!/", "obj_npc_puzzlemaster1_slash_Step_0_gml_73_0": "\E1* (We might have to WARN enemies about her^1, Kris…)/%",
-- >
"As heroes", but Susie does not feel like much of a hero, as she brought up earlier. This is why she does not care, and later leaves.
Having the "power" to make a peaceful future does follow what he told Kris about their choices mattering and that being kind could lead to a happy ending.
Fun fact: pressing "ctrl" while pressing "enter" while modifying a Tumblr link will, apparently, not confirm the link, but rather sent the post.
In any case, it is nice that Ralsei uses this opportunity to reiterate the enemy weakening mechanic.
As well as specify the "WARN" act must be used, in case the player does want to get a "pacifist" ending.
There is extra code that makes it so that Susie is able to automatically attack two extra enemies without losing the pacifist ending, but due to being improperly coded it does not work, and enemies Susie automatically attacks are treated the same as if they were attacked by any party member.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #135 (line 1159)
* (Heheheheh!!! I sneaked by and made a sign!!) * (SIGNED, LANCER)
<! --
"obj_npc_sign_slash_Other_10_gml_63_0": "* (Heheheheh!!! I sneaked by and made a sign!!)&* (SIGNED^1, LANCER)/%",
-- >
Thanks to this, considering we did not see Lancer do any of this, one can estimate Lancer to be significantly faster than darkness, which makes him one of the strongest characters in all of DELTARUNE.
Oh, apologies, we have just been made aware that today is the fourth of April, and not first. We shall get back to you shortly. It should not take more than two days.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #134 (lines 1131-1158)
* Hey, wait. * Why the hell are you giving the ENEMY advice? * Umm, so we don't accidentally hurt it…? * … * HURTING IT's the point, you MORON. * It attacked us. * So it dies. * Simple, right? * B-but Susie, what if the enemy might be, um, nice? * … * Okay, yeah, there's a word for that. * Oh? * What is it? * Striking first. (Warned) * C.ROUND - AT 1 DF 0 * Despite appearances, it's trying its best to defeat you. * You ordered Susie to flatter the enemy! * … what? Why the HELL would I do that? * IT attacked US. * Let's smash it before it moves. * Aww, look, Susie! * It seems harmless! * If you act nice, we might win without hurting it! * … * … okay, okay. * Hey, little guy. * I really like the ax in your face. * C.Round continues to act extremely violent. * Where'd you get it? * Heh heh heh heh. * (Umm, Kris, maybe I should talk to her…) * Urgh, you IDIOTS! * It got away! * (Wow, that was close, Kris…) * (M-maybe I should talk to her…) (Tired)
<! --
"obj_smallcheckers_enemy_slash_Step_0_gml_157_0": "* Hey^1, wait^1.&* Why the hell are you giving the ENEMY advice?/", "obj_smallcheckers_enemy_slash_Step_0_gml_159_0": "* Umm^1, so we don't accidentally hurt it…?/", "obj_smallcheckers_enemy_slash_Step_0_gml_161_0": "\E0* …/", "obj_smallcheckers_enemy_slash_Step_0_gml_162_0": "\E8* HURTING IT's the point^1, you MORON./", "obj_smallcheckers_enemy_slash_Step_0_gml_163_0": "\E1* It attacked us^1.&* So it dies^1.&* Simple^1, right?/", "obj_smallcheckers_enemy_slash_Step_0_gml_165_0": "* B-but Susie^1, what if the enemy might be^1, um^1, nice?/", "obj_smallcheckers_enemy_slash_Step_0_gml_144_0": "* …/", "obj_smallcheckers_enemy_slash_Step_0_gml_168_0": "\E2* Okay^1, yeah^1, there's a word for that./", "obj_smallcheckers_enemy_slash_Step_0_gml_170_0": "* Oh^1?&* What is it?/", "obj_smallcheckers_enemy_slash_Step_0_gml_172_0": "\E4* Striking first./%", "obj_smallcheckers_enemy_slash_Step_0_gml_174_0": "(Warned)", "obj_smallcheckers_enemy_slash_Step_0_gml_127_0": "* C.ROUND - AT 1 DF 0&* Despite appearances^1, it's trying its best to defeat you./%", "obj_smallcheckers_enemy_slash_Step_0_gml_136_0": "* You ordered Susie to flatter the enemy!/", "obj_smallcheckers_enemy_slash_Step_0_gml_138_0": "* … what^1? Why the HELL would I do that?/", "obj_smallcheckers_enemy_slash_Step_0_gml_139_0": "\E1* IT attacked US^1.&* Let's smash it before it moves./", "obj_smallcheckers_enemy_slash_Step_0_gml_141_0": "* Aww^1, look^1, Susie^1!&* It seems harmless!/", "obj_smallcheckers_enemy_slash_Step_0_gml_142_0": "\E8* If you act nice^1, we might win without hurting it!/", "obj_smallcheckers_enemy_slash_Step_0_gml_167_0": "* …/", "obj_smallcheckers_enemy_slash_Step_0_gml_145_0": "\E2* … okay^1, okay./", "obj_smallcheckers_enemy_slash_Step_0_gml_146_0": "\E1* Hey^1, little guy./", "obj_smallcheckers_enemy_slash_Step_0_gml_147_0": "\E4* I really like the ax in your face./%", "obj_smallcheckers_enemy_slash_Step_0_gml_83_0": "* C.Round continues to act extremely violent.", "obj_smallcheckers_enemy_slash_Step_0_gml_217_0": "* Where'd you get it^1?&* Heh heh heh heh./", "obj_smallcheckers_enemy_slash_Step_0_gml_220_0": "* (Umm^1, Kris^1, maybe I should talk to her…)/%", "obj_smallcheckers_enemy_slash_Step_0_gml_224_0": "\E7* Urgh^1, you IDIOTS^1!&* It got away!/", "obj_smallcheckers_enemy_slash_Step_0_gml_226_0": "* (Wow^1, that was close^1, Kris…)/", "obj_smallcheckers_enemy_slash_Step_0_gml_227_0": "* (M-maybe I should talk to her…)/%", "obj_smallcheckers_enemy_slash_Draw_0_gml_6_0": "(Tired)",
-- >
Again, Susie was rather different near the start of the first chapter.
C.Round is apparently attempting to "defeat" you. How trustworthy the narrator is on this is uncertain. It may only fight after getting the first crown due to having felt threatened during this very 'battle'.
The word being spelt "ax" in the first chapter and "axe" in the second has been mentioned in #101.
We know, enemy status text, we know. Likewise.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #133 (lines 1128-1130)
* C. Round attacked violently! * (You recall Ralsei's advice to include Susie in an ACT.) * You warned C.Round about Susie. * It seems barely cognizant of what that means. Warning
<! --
"scr_encountersetup_slash_scr_encountersetup_gml_128_0": "* C. Round attacked violently!&* (You recall Ralsei's advice to include Susie in an ACT.)", "obj_smallcheckers_enemy_slash_Step_0_gml_155_0": "* You warned C.Round about Susie^1.&* It seems barely cognizant of what that means./", "scr_monstersetup_slash_scr_monstersetup_gml_18_0": "Warning",
-- >
C. Round does not, in fact, actually 'attack'.
C. Round attacked violently!
is the only line where its name is written with a space between "C." and "Round", although it may look like it as a space in other lines due to the default text box font being monospaced.
Saying it is barely cognizant of "what that means" could mean it cannot understand the threat, or the words at all. Which one is not specified, although the latter seems more strongly implied.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #132 (lines 1122-1127)
* (Oh, Kris! I just realized Susie missed the tutorial!) * (Next battle, we should show her how to ACT!) * (I think she might really enjoy that!) * (Oh, Kris! Susie never got a tutorial either!) * (Next battle, we should show her how to ACT!) * (I think she might really enjoy that!)
<! --
"obj_getsusieevent_slash_Step_0_gml_196_0": "* (Oh^1, Kris! I just realized Susie missed the tutorial!)/", "obj_getsusieevent_slash_Step_0_gml_197_0": "\E8* (Next battle^1, we should show her how to ACT!)/", "obj_getsusieevent_slash_Step_0_gml_198_0": "\E0* (I think she might really enjoy that!)/%", "obj_getsusieevent_slash_Step_0_gml_201_0": "* (Oh^1, Kris! Susie never got a tutorial either!)/", "obj_getsusieevent_slash_Step_0_gml_202_0": "\E8* (Next battle^1, we should show her how to ACT!)/", "obj_getsusieevent_slash_Step_0_gml_203_0": "\E0* (I think she might really enjoy that!)/%",
-- >
Different line for whether you have done the tutorial this game or not.
Having to "show" Susie "how to ACT" while this should just be doing actions in general also implies the battle system is canon in some way, and "ACT" is a specific 'ability'; Ralsei even believes only Kris can use it and mentions that in the second chapter before being proven wrong by Susie.
The line about Susie enjoying being taught about them is amusing, but also shows Ralsei's lack of experience when it comes to anything, really. He does not seem to understand her personality yet, despite what she has done. He did mention having been alone his entire life, so he would not know how people operate.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #131 (lines 1109-1121)
* (Sounded like a door opened.) * Kris, um, you didn't forget, did you…? * That you can run by holding ? * Ummm, Kris, I think we might be missing something. * Maybe we should try going to the next room? * Hey Kris, if you need help with a puzzle… * Feel free to ask me anytime, OK? * And if you need help from me... * You're screwed. * Oh my god. * AGAIN? * WHY is Kris the leader of the party again? * Susie! K-Kris is doing their best to use to RUN!
<! --
"obj_glowtilepuzz_slash_Step_0_gml_148_0": "* (Sounded like a door opened.)/%", "obj_glowtilepuzz_slash_Step_0_gml_77_0": "* Kris^1, um^1, you didn't forget^1, did you…?/", "obj_glowtilepuzz_slash_Step_0_gml_78_0": "* That you can run by holding ", "obj_glowtilepuzz_slash_Step_0_gml_78_1": "?/%", "obj_glowtilepuzz_slash_Step_0_gml_91_0": "* Ummm^1, Kris^1, I think we might be missing something./", "obj_glowtilepuzz_slash_Step_0_gml_92_0": "\E8* Maybe we should try going to the next room?/%", "obj_glowtilepuzz_slash_Step_0_gml_98_0": "* Hey Kris^1, if you need help with a puzzle…/", "obj_glowtilepuzz_slash_Step_0_gml_99_0": "\E8* Feel free to ask me anytime^1, OK?/", "obj_glowtilepuzz_slash_Step_0_gml_101_0": "* And if you need help from me..^1.&* You're screwed./%", "obj_glowtilepuzz_slash_Step_0_gml_110_0": "* Oh my god^1.&* AGAIN?/", "obj_glowtilepuzz_slash_Step_0_gml_111_0": "* WHY is Kris the leader of the party again?/", "obj_glowtilepuzz_slash_Step_0_gml_113_0": "* Susie! K-Kris is doing their best to use ", "obj_glowtilepuzz_slash_Step_0_gml_113_1": " to RUN!/%",
-- >
Another case of Ralsei mentioning keys. This one is especially helpful for newer players or ones used to UNDERTALE's slow walking speed.
If he did not mention going to the next room some people may have been stuck trying to solve it by going fast enough or with precise positioning, without even noticing that the path is not blocked my spikes this time. The person currently writing this may be one of some people.
Ralsei is rarely that useful, but you can in fact ask him for help during some puzzles: for example the spelling ones in the second chapter.
Susie brings up a valid point: Kris is not the leader for any specific reason. She was not in the party at first, and Ralsei seems to believe in them and want them (or perhaps the player) to be the leader. Maybe it is how his prophecy describes it. Mayhaps he is merely doing this for the player to have fun or feel in control, or because he trusts their judgement. This is not the only time Ralsei mentions a key in front of Susie and she does not react. Although her confusion during a future line shows this is not normal for lightners at least, which may be obvious considering she seems completely unaware of the player.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #130 (lines 1084-1108)
* Sup. * I thought you were running away. * Yeah, I finished. * Ugh, open up you stupid door! * Oh, great. * It's YOU GUYS. * Susie! * We were ever so worried about you! * … um, how'd you get past those spikes before? * Walked through 'em. * But this door... * Sucks. * Aww, don't worry, Susie! * It'll open after we solve the puzzle over there! * Nice. * Tell me when you finish it. * Uh, Susie. * We need YOU to finish it. * Sometimes, proceeding will take all 3 of us. * Furthermore, only Kris can seal the DARK FOUNTAIN… * So if you don't accompany us, you won't make it home! * … * So you're saying I HAVE to stick with you guys. * Yep! * … * Let's just get this over with. * Yahoo! Susie's back on the team! * Cue the fanfare! * Susie joined the party! * … * Susie follows at a distance such that no one can tell she's associated!
<! --
"obj_npc_room_slash_Other_10_gml_175_0": "* Sup./", "obj_npc_room_slash_Other_10_gml_177_0": "* I thought you were running away./", "obj_npc_room_slash_Other_10_gml_179_0": "* Yeah^1, I finished./%", "obj_getsusieevent_slash_Step_0_gml_16_0": "* Ugh, open up you stupid door!/%", "obj_getsusieevent_slash_Step_0_gml_35_0": "* Oh, great.&* It's YOU GUYS./", "obj_getsusieevent_slash_Step_0_gml_37_0": "* Susie^1!&* We were ever so worried about you!/", "obj_getsusieevent_slash_Step_0_gml_38_0": "\E1* … um^1, how'd you get past those spikes before?/", "obj_getsusieevent_slash_Step_0_gml_40_0": "* Walked through 'em./", "obj_getsusieevent_slash_Step_0_gml_41_0": "\E0* But this door..^1.&* Sucks./", "obj_getsusieevent_slash_Step_0_gml_43_0": "* Aww^1, don't worry^1, Susie!/", "obj_getsusieevent_slash_Step_0_gml_44_0": "\E0* It'll open after we solve the puzzle over there!/", "obj_getsusieevent_slash_Step_0_gml_46_0": "* Nice^1.&* Tell me when you finish it./", "obj_getsusieevent_slash_Step_0_gml_48_0": "* Uh^1, Susie^1.&* We need YOU to finish it./", "obj_getsusieevent_slash_Step_0_gml_49_0": "\E8* Sometimes^1, proceeding will take all 3 of us./", "obj_getsusieevent_slash_Step_0_gml_50_0": "\E1* Furthermore^1, only Kris can seal the DARK FOUNTAIN…/", "obj_getsusieevent_slash_Step_0_gml_51_0": "\E6* So if you don't accompany us^1, you won't make it home!/", "obj_getsusieevent_slash_Step_0_gml_53_0": "* …/", "obj_getsusieevent_slash_Step_0_gml_54_0": "* So you're saying I HAVE to stick with you guys./", "obj_getsusieevent_slash_Step_0_gml_56_0": "* Yep!/", "obj_getsusieevent_slash_Step_0_gml_58_0": "* …/%", "obj_getsusieevent_slash_Step_0_gml_105_0": "* Let's just get this over with./", "obj_getsusieevent_slash_Step_0_gml_107_0": "* Yahoo^1! Susie's back on the team^1!&* Cue the fanfare!/%", "obj_getsusieevent_slash_Step_0_gml_118_0": "* Susie joined the party! %%", "obj_getsusieevent_slash_Step_0_gml_144_0": "* …/%", "obj_getsusieevent_slash_Step_0_gml_160_0": "* Susie follows at a distance such that no one can tell she's associated! %%",
-- >
It cannot be seen here because of Tumblr, but there are a lot of spaces after "Susie joined the party!" and "Susie follows at a distance such that no one can tell she's associated!", to make the unskippable text last a bit before closing automatically once it is done, timed to the music.
Fanfare (from "Rose of Winter")
Toby did compose this theme for Rose of Winter (videogame), although he also decided to use it here. It seems to only play when people join the party 'not for real', as it also later plays for Lancer, and we know both of those were not 'real' party members. (Susie refusing to listen to us and being directly described as only joining the party "for real" after the elevator scene and Lancer not even directly following us and leaving just after) The 'real' party join uses a different, calmer sound.
Lancer still is funny in his more mundane lines.
Susie does seem to enjoy spikes. In the second chapter, in her room, she says
Cool, spike bed. Now I can stab myself during the night.
which sounds a little odd and concerning but not too surprising coming from her.
Considering how Susie seems to enjoy doing things her way rather than the 'intended' way, her 'skipping' a puzzle is in-character, and that 'ability' may end up being important, considering the themes of fate and inevitability the game seems to set up - mostly from Ralsei's lines. Not long after, Ralsei mentions "proceeding", which definitely raised a few side-b returning player eyebrows. Oddly in-theme considering some also tie that route to 'breaking fate'.
Ralsei still enjoys being somewhat snarky or otherwise smug with Susie.
Cue the fanfare!
is played as a joke, so it likely is. However, if one attempted to read it as something that canonically happens, they could make the argument that dark worlds seem to bend to lightners' wills or memories/personalities/thoughts/emotions. They would then have to wonder what it means about Ralsei.
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Analysing lines from the Deltarune: Chapter 1 en lang file every two days until the next chapters: #129 (lines 1066-1083)
* Ho ho ho! * Somehow, you survived the maze! * But don't count your blessings before they hatch…! * Let's see how you fare against THIS team! * Three Hathys blocked the way! * Hey, why aren't you guys thrashed?! You're totally outnumbered! * You made a team purely of SUPPORT ENEMIES. * Their bullet patterns aren't balanced at all. * It's like a dinner made out of three glasses of milk. * … * And that's, um... * Unusual, somehow? * Why don't we talk about this AFTER the battle? * Great job, Kris! * We earned [#] EXP and [#] D$! * Sweet! * How much do I get? * You... lost, Lancer. * You don't get any. * Oh. * Can I have some of yours? * No! * Fine! * Later, losers!
<! --
"obj_hathyfightevent_slash_Step_0_gml_19_0": "* Ho ho ho^1!&* Somehow^1, you survived the maze!/", "obj_hathyfightevent_slash_Step_0_gml_20_0": "\E1* But don't count your blessings before they hatch…!/", "obj_hathyfightevent_slash_Step_0_gml_21_0": "\E2* Let's see how you fare against THIS team!/%", "scr_encountersetup_slash_scr_encountersetup_gml_158_0": "* Three Hathys blocked the way!", "obj_hathyfightevent_slash_Step_0_gml_79_0": "* Hey, why aren't you guys thrashed?! You're totally outnumbered!/", "obj_hathyfightevent_slash_Step_0_gml_81_0": "* You made a team purely of SUPPORT ENEMIES./", "obj_hathyfightevent_slash_Step_0_gml_82_0": "* Their bullet patterns aren't balanced at all./", "obj_hathyfightevent_slash_Step_0_gml_83_0": "\E1* It's like a dinner made out of three glasses of milk./", "obj_hathyfightevent_slash_Step_0_gml_85_0": "* …/", "obj_hathyfightevent_slash_Step_0_gml_86_0": "\E7* And that's, um..^1.&* Unusual, somehow?/", "obj_hathyfightevent_slash_Step_0_gml_88_0": "* Why don't we talk about this AFTER the battle?/%", "obj_hathyfightevent_slash_Step_0_gml_116_0": "* Great job, Kris!&* We earned ~1 EXP&and ~2 D$!/%", "obj_hathyfightevent_slash_Step_0_gml_136_0": "* Sweet!&* How much do I get?/", "obj_hathyfightevent_slash_Step_0_gml_138_0": "* You..^1. lost^1, Lancer^1.&* You don't get any./", "obj_hathyfightevent_slash_Step_0_gml_140_0": "* Oh./", "obj_hathyfightevent_slash_Step_0_gml_141_0": "\E3* Can I have some of yours?/", "obj_hathyfightevent_slash_Step_0_gml_143_0": "* No!/", "obj_hathyfightevent_slash_Step_0_gml_145_0": "* Fine^1!&* Later, losers!/%",
-- >
Enemies in DELTARUNE (and UNDERTALE) typically have two different bullet patterns: one for if they find themselves alone, and an 'easy', 'support' one for in case they fight alongside other enemies, to avoid having too many bullets on screen or making an attack impossible to avoid.
Hathy, akin to Whimsalot, makes a circle inside the battlebox, making it harder to dodge, when with other people. Having multiple of them, as they are three, makes them use their 'secondary' attack, never directly attacking the party.
They are, in fact, outnumbered - by one, barring Lancer himself, who is outside of the battle.
The way Ralsei talks about attack patterns feels like he is attempting to teach the player something important. However, this is not very interesting. Indeed, this is the only situation like this in the game. We are not able to do anything like turning the enemies into support ones (though Maus can be upgraded to Tasque, those still attack directly) or sparing an attacking one first to only leave supports who would not directly hurt us while they are two.
So those lines may be there for another reason.
"SUPPORT ENEMIES" is all uppercase, as if it was an important term.
"Recruits" are called, well, recruits. It could be that they are used as a sort of army to fight later in the game.
In that case, knowing how to keep a balanced and powerful team could be important. Ralsei would know to teach us, as he claims the journey was exactly foretold by the prophecy, which he appears to know a lot about.
It is a little amusing how EXP still uses a number instead of simply 0 despite never being above it, though the fact that no EXP is gained is not mentioned in the second chapter when finishing an encounter during which at least one enemy was defeated through violence in a non-fatal way, which is also the condition for the slight stat gain, which in turn could imply some EXP is actually gained, although whether or not it is actually the same EXecution Points as in UNDERTALE - and presumably the light world too - is still unknown, though it may be worth noting that only dark world stats are affected the same way dark world LV is separate from light world LV and seems to mean something different (Where light world LV could be LOVE - Level Of ViolencE.).
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