obj_clubsenemy is the new Clover enemy object, not the old one.
20
obj_lancerboss2
#12: Lancer
* Lancer blocked the way!
* ランサーに 行く手をふさがれた!
21
obj_jigsawryenemy
#15: Jigsawry
* Jigsawry drew near!
* A different Jigsawry from last
time drew near!
* Assumedly another different
Jigsawry appeared!
29
obj_headhathy
#23: Head Hathy
#23: Head Hathy
* Head Hathy blocked the way
quietly!
* ヘッドハーティが
静かに 行く手をふさいだ!
Encounter #30, which has three Head Hathy, is used in-game instead.
(Source: Original TCRF research)
#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
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
A
Message
B
Message
C
Message
D
...were it not for this line, which replaces the above lines every time:
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
ぶんせき
Warning
けいこく
Victory
Victory (D)
Victory (S)
Lecture
せっきょう
'Check' text (note the incorrect stats):
English
Japanese
* ENEMY - AT 1 DF 1
* I am your adversary.
* エネミー - ATK 1 DEF 1
* 私は 敵です。
'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)
(Source: Original TCRF research)
#3: Dummy
English
Japanese
* Kris, please ask me to do a
spell.
* クリス ボクに
「まほう」を使うように
指示を出してね。
English
Japanese
* Great, Kris! If it was TIRED we
would have won!
* うん マネキンが
「くたびれ」状態だったら
これで 勝ててたはずだよ!
English
Japanese
* K... Kris!?
* え… ちょ… クリス!?
Placeholder message:
English
Japanese
* Skip
* スキップ
Placeholder message:
English
Japanese
* Skip
* スキップ
Placeholder battle message:
English
Japanese
* Ralsei looks on expectedly.
* ラルセイは
なにかを期待するように
こちらを見ている。
(Source: Original TCRF research)
Failsafe battle message (for if the dummy's 'plot' value is undefined):
English
Japanese
* What?
* え?
(Source: Original TCRF research)
#4: Ralsei
As it would seem, Ralsei's dummy tutorial fight was originally going to have him as an opponent alongside the dummy (instead of having him be a party member). Most of the fight is still present, complete with older versions of text used in the final Dummy fight.
Ralsei
Attack
8
Defense
6
HP
90
Spare point
0
EXP
0
D$
0
Battle Messages
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
ぶんせき
Hug
'Check' text:
* RALSEI - AT 8 DF 12
* The fluffy prince...
'Hug' text:
Early
Final
* You hug RALSEI.
* You hug RALSEI.
* K... Kris!?
* K... Kris!?
* Ummm, I don't think,
um...
* Ummm, I don't think,
um...
* This is what you're
supposed to be doing.
* This is what you're
supposed to be doing.
* (But I don't really want
to tell you to stop...)
* ... but...
* Kris!?
* Kris...?
* Umm, if that's what you
r-really want...
* Are you trying, to,
um...
* Then that's a victory in
my book!
* You win!
* Ask me to give you a
tutorial on hugging...?
* Ummm, I've never hugged
anyone before...
* (Besides the dummy, to
test it out,)
* So I don't know anything
about it, sorry...
* I suppose you're the one
teaching me, haha!
* ...
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?
* That's a SOUL, the culmination of a HUMAN's being!
* That's your SOUL, the culmination of your being!
* Not only does it
represent one's WILL
and COMPASSION...
* Within, it holds your
WILL... your
COMPASSION...
* But it also has the
power to DETERMINE FATE.
* ... and the FATE of the
world.
* When enemies attack,
BULLETS appear.
* If it gets hit, you and
your friends will lose
HP.
* Please avoid them and
protect your team's
FATE!
* If everyone's HP reaches
0, we'll lose the
battle.
* Ready, Kris?
* Let's try dodging!
* So, please take care to
avoid the enemy's
attack.
* Ready?
* Let's try dodging!
Succeeding at dodging the bullets (or the single bullet):
Early
Final
* Yipee!
* You did it, Kris!
* Great job, Kris!
* You're a natural!
Failing to dodge the bullets:
Early
Final
* O-oopsie...
* Was that too many?
* Ouch, it's OK, Kris!
You're still learning!
* Here, let's try just
one!
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 SELECTING COMMANDS.
* Anyhow, after the enemy
attacks, it's our turn,
Kris!
* These ICONS will let you
ISSUE COMMANDS to YOUR
TEAM.
* First, I'll teach you how to FIGHT (\I0 ).
* The first ICON, THE
SWORD, is the ATTACK
COMMAND.
* Though FIGHTing is unnecessary in this world...
* Using it lets you, um...
* Hurt people...
* There's no harm in a
thorough lesson!
* ... w-well, I guess we
have to defend ourselves
sometimes, right?
If you DEFEND:
Early
Final
* That's DEFENDING, Kris.
* You'll recover TP and
take less damage.
* That's DEFENDING, Kris.
* You'll recover TP and
take less damage.
* It's not part of this
lesson, though.
* You should learn to
ATTACK first, though.
* Gee, Kris!
* You sure are good at
defending!
* Gee, Kris!
* You sure are good at
defending!
* I'm not attacking, you,
though, so...
* No need to defend!
* I'm not attacking, you,
though, so...
* No need to defend!
* Ummm...
* Kris?
* Ummm...
* Kris?
* There are no bullets,
and you can't use TP...
* There are no bullets,
and you can't use TP...
* So, umm, maybe you could
stop defending?
* So, umm, maybe you could
stop defending?
* ...
* ...
If you ATTACK but miss:
Early
Final
* Oh, sorry, Kris!
* I forgot to mention!
* When you're ATTACKing...
* Oh, sorry, Kris!
* I forgot to mention!
* When you're ATTACKing...
* Press Z again when the
cursor goes in the box!
* Press [Z] again when the
cursor goes in the box!
* It's OK, Kris!
* You'll get it!
* Try again!
* It's OK, Kris!
* You'll get it!
* Try again!
* Press Z when the white
rectangle's in the blue
box!
* Press [Z] when the white
rectangle's in the blue
box!
* Ummm... you can press Z
a lot, if it helps!
* Ummm... you can press
[Z] a lot, if it helps!
* Kris...
* Please try to press Z.
* Kris...
* Please try to press [Z].
* Ummm, Kris?
* Can you see the white
rectangle?
* Ummm, Kris?
* Can you see the white
rectangle?
* You know rectangles?
* They're like messed-up
squares?
* You know rectangles?
* They're like messed-up
squares?
* ...
* ...
* Umm, why don't we try
something else?
* Umm, perhaps we should
try something else?
If you ATTACK and hit the Dummy:
Early
Final
* Good job, Kris!
* By the way, you'll do
more damage...
* Good job, Kris!
* By the way, you'll do
more damage...
* Pressing Z when the
cursor is RIGHT IN the
box on the left!
* Pressing [Z] when the
cursor enters the box on
the left!
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?
* You don't need to hit it
anymore.
* Ummm... Kris?
* You don't need to hit it
anymore.
* I already know you're
great at attacking!
* I already know you're
great at attacking!
* Hey, Kris?
* I know you like
attacking, but...
* U-umm, Kris... H-How do
I put this...?
* Did you know you can win
without having to?
* Kris, seeing you, um,
attack an effigy of
myself...
* ... Kris, are you trying
to say something?
* ...
* Ah, Kris... I... um, I
think I understand.
* Kris, could you, um,
stop...?
* W-well, if... during our
adventure,
* ... if you want to hit
me, that's OK, too!
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
* ...
* ...
* Hey, Kris, I think I've,
um...
* Kris, I think I've, um,
perhaps...
* Reached the limits of
what I can teach you
today.
* Reached the limits of
what I can teach you
today.
* Let's go find Susie.
* Let's go find Susie.
Due to repeated ATTACKing:
Early
Final
* ...
* Kris, it's um...
* Kris, I don't mean to
interrupt, but...
* Really hard for me to
teach when you're
hitting me.
* You're going to break
the dummy at this rate.
* Let's take a break and
go find Susie, OK?
* I suppose we'll have to
stop here for now.
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$.):
English
Japanese
h/
h/
h/
h/
h/
h/
h/
h/
h/
h/
See you
in the
next hell,
losers!
地獄で
会おう
負け犬
どもめ!
Oddly, the last message here was translated into Japanese, unlike every other string in obj_ralseienemy.
This page or section has one or more broken YouTube links. Please find an archived version of the video(s) or a suitable replacement.
English
Japanese
* Rudinn is alright with not
fighting.
* モンディは
べつに 戦わなくてもよさげだ。
English
Japanese
Alright,
you convinced
me!!
よし
わかった!
(Source: Original TCRF research)
Convince
Unused Rudinn battle dialogue, seemingly for if "Convince" failed.
RUDINN:
You kidding?
I can't quit.
Stopping you
is my job!
RALSEI:
* Really?
* What do you spend your
money on?
RUDINN:
You kidding?
I'm a normal
person.
I spend all
my money on
RENT and
MYSTIC GEMs.
RALSEI:
* (Kris, let's try
CONVINCING them
again...)
(Source: Original TCRF research)
#6: Hathy
English
Japanese
* Hathy is skipping beats.
* ハーティの鼓動が 一瞬止まった。
(Source: Original TCRF research)
S-Flatter
Unused dialogue for a Hathy ACT option, seemingly for a version of S-Flatter that would have been available before being able to properly give Susie ACT commands. Note that the first part of the dialogue, before Susie attacks, is a copy of the last line said by Susie when X-Compliment is used against C. Round.
An older, unused version of the Clover fight is present, this one encountered alongside a Hathy. This older version also has more variety in the ACT options (with a set of ACT options randomly chosen upon encountering Clover), as well as having a higher AT (8 vs 6) and a lower D$ 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.
Clover クローバー
Attack
8
Defense
1
HP
270
Spare point
10
EXP
0
D$
43
Battle Messages
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.
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)):
Politics
Religion
Sports
Kindness
Cuteboys
GunControl
Trees
Ghosts
Games
'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.
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)
Clover (Old and new)
Placeholder enemy messages:
Nice mouth
Anger mouth
Smart Mouth
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.
(Source: Original TCRF research)
#8: Pippins
A cut dice-themed enemy whose sprite can still be seen in the crowd of Darkners that overthrow King on the pacifist route, 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".
Pippins
Attack
8
Defense
0
HP
170
Spare point
10
EXP
0
D$
50
ACT options:
English
Japanese
Check
ぶんせき
Bet
X-Bet
'X-Bet' involves Ralsei (hence the name).
(Source: Original TCRF research)
#9: C.Round
Like other enemies, C.Round has different battle messages that can appear as the battle goes on. But unlike other fights, the battle against C.Round ends on the first turn, as soon as Susie attacks. The following would be displayed on any turn after the first:
English
Japanese
* C.Round continues to act
extremely violent.
* C.ラウンドは あいかわらず
凶暴そうに ふるまっている。
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
(Warned)
(みがまえ)
(Tired)
(くたびれ)
(Source: Original TCRF research)
#10/#21: K.Round
English
Japanese
* K.Round looks weak.
* K.ラウンドは 弱っているようだ。
(Source: Original TCRF research)
#11: Ponman
English
Japanese
* Ponman is sleeping soundly.
* ポンマンは ぐっすり眠っている。
English
Japanese
(Sleepy)
(ねむけ)
* The enemies became SLEEPY from
Ralsei's lullaby!
* 敵たちは ラルセイの子守歌を聴いて
眠くなった!
(Source: Original TCRF research)
#12: Lancer (vs. Susie)
Placeholder battle message:
English
Japanese
* ...
* …
(Source: Original TCRF research)
English
Japanese
Check
ぶんせき
#13: Rabbick
English
Japanese
* Rabbick is now nice and clean.
* ラビックは
すっかりきれいになった。
English
Japanese
Warning
けいこく
* You and Ralsei warned Rabbick
about Susie.
* The enemy went on guard...
* ラルセイと2人で ラビックに
けいこくした。「スージィに注意!」
* 敵は身がまえた。
* You and Ralsei warned the
enemies about Susie.
* Everyone went on guard.
* ラルセイと2人で 敵に
けいこくした。「スージィに注意!」
* 敵は身がまえた。
(Warned)
(みがまえ)
(Source: Original TCRF research)
#14: Bloxer
Bloxer has different post-"Rearrange" enemy text depending on which of its parts you placed where. Specifically, it has four used variants; if the lower part is at the top, if the middle part is at the top, if the top part is at the top (but the other two are the wrong way around), and if all parts are correct. However, there is also unused text for if the lower part is in the center, which is replaced with one of the aforementioned lines every time.
English
Japanese
ARRGH!! NO!!
MY BUTT IS
MY ABS!
グアッ!
やめろ!
ケツが腹に…!
(Source: Original TCRF research)
English
Japanese
ARRGH!!
グアアァ!
(Source: Original TCRF research)
#15: Jigsawry
English
Japanese
* Jigsawry looks happy about its
life.
* ジグソーリーは
自分の人生に満足そうだ。
(Source: Original TCRF research)
#17: DoomTank
As with Pippins, only the definition of this enemy is present. Given its ID placement and name, it seems likely that this enemy was the Thrash Machine built by Susie and Lancer.
DoomTank
Attack
6
Defense
0
HP
700
Spare point
0
EXP
0
D$
0
ACT options:
English
Japanese
Check
ぶんせき
Hug
Flatter
Diplomacy
Smile
'Hug' and 'Flatter' both involve Ralsei.
(Source: Original TCRF research)
#19: Susie
Alright,
you convinced
me!!
(Source: Original TCRF research)
#20: Jevil
Alright,
you convinced
me!!
(Source: Original TCRF research)
English
Japanese
* JEVIL seems exhausted...?
* ジェビルは くたびれている…?
English
Japanese
* Something happened!
* なにかが 起こった!
English
Japanese
* JEVIL's looking exhausted!
* ジェビルは くたびれているようだ!
"obj_joker_slash_Step_0_gml_387_0"
(Source: Original TCRF research)
#22: Rudinn Ranger
English
Japanese
* Rudinn Ranger seems totally
flattered.
* モンディンジャーは
すっかり てれている。
(Source: Original TCRF research)
Alright,
you convinced
me!!
RUDINN RANGER:
You kidding?
I can't quit.
Stopping you
is my job!
RALSEI:
* Really?
* What do you spend your
money on?
RUDINN RANGER:
You kidding?
I'm a normal
person.
I spend all
my money on
RENT and
MYSTIC GEMs.
RALSEI RANGER:
* (Kris, let's try
CONVINCING them
again...)
(Source: Original TCRF research)
#23: Head Hathy
English
Japanese
* Head Hathy's beat slows.
* ヘッドハーティの鼓動が
おそくなった。
English
Japanese
* Head Hathy is skipping beats.
* ヘッドハーティの鼓動が
一瞬止まった。
(Source: Original TCRF research)
#25: King
Failsafe enemy message:
English
Japanese
Fall before
the chain
of justice!
正義の鎖で
たたき
つぶして
くれるわ!
This is a copy of a line spoken at one point in the fight (though the used Japanese line merges the second and third lines of this one).
(Source: Original TCRF research)
monster1
Unlike the other unused enemies, this one (obj_monster1) doesn't have an enemy definition or ID (though probably did at some point). Additionally, its sprites, which were named spr_enemy1_idle, spr_enemy1_hurt, and spr_enemy1_spared, are no longer present.
Enemy Messages
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
Dual-Buster!
* スージィと クリスは
デュアルバスターを 発動した!
(Source: Original TCRF research)
Battle
ACT
ACT
Use
action
Sparing
Failsafe SPARE text (identical to the used text... and it is also impossible for this to be shown even as a failsafe):
English
Japanese (scr_spelltext_slash_scr_spelltext_gml_58_0)
Japanese (scr_spelltext_slash_scr_spelltext_gml_62_0)
* ~1 spared ~2!
* ~1は~2を逃がした!
* ~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):