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Deltarune 的最终版中,有许多的存在于代码但是最终未被使用的攻击方式。下面的攻击方式要么不清楚是什么敌人使用他,要么是为已实装的敌人设计,但该敌人未使用的攻击方式。

Chapter 1

Jevil

Jevil 未使用的攻击。

Horizontal Spades (ID 25, Jevil attack 999)

该攻击与国王的 Spade attack 相似,但是会发射更多的铲子形弹幕。

Solo Diamond Bombs (ID 47, Jevil attack 99)

This attack features the diamond bombs from Chaos Bomb by themselves.

Early Devilsknife, Easy (ID 55)

A scythe with a long blade spins in a clockwise direction and moves left and right. Only the blade part of the scythe will damage, the handle is safe to touch.

Early Devilsknife, Multiple (ID 56)

Many Early Devilsknifes appear on the left side of the screen and spin across the bullet board to the right side of the screen.

Early Devilsknife, Medium (ID 57)

This attack is almost the same as the previous version with the only difference being that it spins faster.

Early Devilsknife, Hard (ID 58)

This attack is almost the same as the previous iterations with the only differences being that it does 124 damage and that it spins faster.

This version of the attack is nearly identical to the used version, with the only difference being that the carousel oscillates up and down faster.

Early Spade Ring (ID 66)

Six spades appear outside the bullet board in a hexagonal shape, and quickly fly straight in the direction they are facing counterclockwise, one by one. This attack can be avoided by going in any of the spaces between two spades, which causes all of them to miss.

Spade Ring Alternate (ID 67)

A variant of the spade ring attack with different settings. 4 spades repeatedly appear from four opposing directions and wind up and fly into the board and disappear leaving it, at various different rotations.

Miscellaneous

钻石浪潮 (ID 4)

一道钻石浪潮会在战斗框的右侧出现,接着扫过战斗框的底部。在组成钻石浪潮的钻石列之间有着很小的空隙,【灵魂】可以从中躲避通过。

画廊

Chapter 2

Tasque Manager

Tasque Manager未使用的攻击

听 Tasque Manager 说的初始版本 (No ID)

这个攻击和在 听 Tasque Manager 说 道场挑战的基础西蒙说攻击类似,但与字母数量从1个到3个增加并且每轮中都需要4次成功的躲避才能继续的的规则不同,初始版本是会无限进行下去的并且要求一次需要记住5个字母。

Nothing (No ID)

这项攻击方式被用在旧版本的 Tasque Manager 身上,但是由于攻击程序没有代码,所以该攻击方式被使用时,Tasque Manager 没有任何反应。

其它

Tasque Manager 被编码用 Rudinn 的钻石召唤攻击作为占位符。

Rouxls Kaard

Rouxls Kaard 未使用的攻击

Thrash Laser Test (No ID)

该攻击是带有激光炮头揍人机的测试。尽管它缺少碰撞体积,并且使用是实体图形(solid graphics),但它与基础版本的表现相似。该攻击似乎会随轮次改变而改变颜色。

Thrash Laser Alt (No ID)

该攻击是带有激光炮头的揍人机未使用的替代攻击。一道激光会在战斗框的中间发射,与此同时,许多激光子弹会在战斗框上下蜿蜒穿梭,并且一旦穿过【灵魂】的所在y轴就会试图拦截【灵魂】。

Spamton NEO

Unused attacks for Spamton NEO.

Phone Shooter (no ID)

A blue phone descends from the top of the screen, to the right of the bullet board, and begins to rapidly fire small symbols in a loose cone shape towards the SOUL. Both the symbols and the phone can be destroyed, with the phone taking 3 hits to be destroyed.

Pipis Spam Mail

An unused version of the Spam Mail attack where the bombs are replaced with Pipis, that if shot, release a sun-shaped barrage of bullets.

Old Heart Attack

An old version of A Heart Attack. There seems to be no differences other then the heart being bigger. There are also 4 difficulties which are versions of the difficulties from the base A Heart Attack.

A Big Heart Attack

An unused version of A Heart Attack with the only difference being that the heart is bigger. This attack is nearly identical to Old Heart Attack, implying that this attack's code may have been edited from Old Heart Attack. There are also 4 difficulties which are versions of the difficulties from the base A Heart Attack.

Puppet Pendulum

Many parts of Spamton NEO including his head, an arm, a wing, and his arm cannon, swing around the bullet board suspended by puppet strings, the parts can be pushed back with a big shot. Occasionally the arm cannon will fire a shot in the direction it is facing.

Pipis Call

Spamton NEO receives a call surprises him with a Pipis that is shot out of the phone at his face and explodes. This does nothing and acts as a free turn. After the attack Spamton's face will be covered in soot until the next attack.

Pipis Call

Spamton NEO receives a call surprises him with a Pipis that is shot out of the phone at his face and explodes. This does nothing and acts as a free turn. After the attack Spamton's face will be covered in soot until the next attack.

Splitting Heads

Two blue Spamton heads bounce around the bullet board which is a thin rectangle, the bullet board shrinks every time a Spamton head hits the bullet board. If they are shot enough times, they will split into smaller copies. At the end of the attack, all of the remaining heads stop in place, flash red and explode.

Rotating Walls

Rotating Walls Prototype

C Shields

Blue Spamton heads with rotating shields emerge from the right side of the board, slowly moving to the right. The first two shields only protect a quarter, the next two cover a half, and the rest of the shields afterward cover three fourths and have an additional line going through them to make the shield resemble the ¢ cent symbol.

Crusher Walls

Arrow Elevator

The SOUL gets put in a small box with two arrows, with one facing up and one facing down, when these arrows are shot, the box is moved in the direction that the shot arrow was facing. Many copies of Spamton's arm cannon appear on a random level and fire a massive shot that covers the entire height of the box, meaning that the SOUL must move up or down using the arrows to dodge the shot.

Head Wave

Four blue Spamton heads appear on the right side of the bullet board, before spinning in place and firing a slow white bullet at the SOUL.

Heart and Hands

Old Heart and Hands

This attack is nearly identical to Heart and Hands, except that Spamton is supposed to shoot giant lasers, but does not due to broken code.

Flying Heads Difficulty 2

This difficulty makes Spamton shoot massive lasers in combination with the flying heads.

Flying Heads Difficulty 7

This difficulty makes the Spamton heads do a circle before shooting.

Spam Mail Difficulty 2

This difficulty makes many more trucks and Spamton heads spawn, as well as spawning unused red Spamton heads that destroy surrounding columns when shot.

Spam Mail Difficulty 3

This difficulty spawns the trucks in the same way as difficulty 2, but without the red heads.

Spam Mail Difficulty 4

This difficulty spawns empty columns with no heads, making it impossible to dodge.

A Heart Attack Difficulty 3

This difficulty adds two biters that shoot lasers at the SOUL. The biters can be destroyed with enough shots.

A Heart Attack Difficulty 4

This difficulty adds two bombs that if shot, explode and release many diamonds, though these diamonds are accidentally fired at Spamton instead of at the SOUL due to a bug.

Chapter 3

Lanino and Elnina

Lanino and Elnina 未使用的攻击。

Sun Sparks (ID 68)

一个球会以弧形轨迹掠过战斗框的上半部分,定期发射六个方向互成60°夹角的火花,火花也以弧形轨迹运动。这个球本身并不会造成伤害,只有这个火花才能造成伤害。

Appearing Snowflakes (ID 70)

雪花会在战斗框中随机生成,慢慢地浮现出来。它们的移动速度很慢,过一会儿便就会消失,但是其庞大的数量仍会使玩家移动困难。这个雪花在浮现时仍可以去触碰,只有其完全变白时才会对【灵魂】造成伤害。

Rising Rainwater (ID 71)

水滴会在战斗框的顶部随机出现,并向下滴落。一旦碰到战斗框的底部,水就会开始上涨,从战斗框底部一直上升到其一半的位置。这种雨滴弹幕式的攻击,曾被用在 Rouxls Kaard 的激光指示攻击中,但是水上涨的部分未使用,这是少有的拥有三种元素的攻击。

Lanino and Elnina Fireballs (ID 72.1)

Lanino 和 Elnina 的专属吉祥物会出现在战斗框的右边,发射红色的火球。火球以弧形轨迹通过战斗框。这些火球分布稀疏且准头不佳,使得这种攻击没什么威胁。当特殊变量被设置为1、2、3或4时,吉祥物会分别发射两个额外的形状像水滴、冰晶、太阳或月亮的弹幕。这些弹幕轨道更稳定,像 Lanino 和 Elnina 的默认攻击,只不过是从侧面袭来。不清楚这个攻击是否原本就包含启用这项参数,还是就单纯的是开发的残余内容。

Cloud and Moon (ID 73.5)

一朵小小的云和一个小小的月亮会出现在战斗框的对角,接着缓缓移动到另一组对角。在整个过程中,云朵会持续向下洒出雨滴弹幕。月亮会被5个卫星围着转,转动时卫星到月亮的距离不变。

Solar Orbit (ID 75)

一个大个的太阳被用绳子悬挂在战斗框的中间,然后开始在随机方向上定期的发射1到2个月牙形弹幕。月牙会绕着太阳旋转并不断扩展其轨道,最终飞出战斗框并消失。这种攻击被赋予暗/星元素。因为代码中引用了 Lanino 在沙漠图版中的台词,所以这招极有可能是给他用的。

Snow Cloud (ID 76)

一个大个的云会被用绳子悬挂在战斗框的顶部,并向下方洒雪花。接着它会定期的发射四个追踪【灵魂】的水滴。该攻击被赋予暗/星元素。因为代码引用了 Elnina 在沙漠图版中的台词,所以这招极有可能是为她准备的。

Tenna

Tenna 未使用的攻击。

Lens Flares (ID 127)

两个镜头光晕会出现在战斗框的两侧,然后扩展为三个等间距的圆圈,接着它们开始以自身初始位置为圆心旋转。

Rimshot Star Single (ID 129)

这是已实装的 Tenna 的 Rimshot Stars attack 的变体版本,但是只有一颗星星。这颗星星移动更快,发射弹幕更频繁。

Knight

Knight 未使用的攻击。

Crescent Slashes Version 1 (ID 100)

骑士会连续挥砍,释放出成对的互相垂直的月牙形斩击。斩击会从左到右扫过战斗框,同时上下晃动。在两个斩击中间会有一个缝隙,【灵魂】必须对齐缝隙才能通过斩击。当斩击在移动时,缝隙会变大,这使得它更容易通过。

Sticking Stars (ID 101)

这招攻击开始时,战斗框会被往左边推动其自身一半的宽度的距离。骑士会在战斗框右边快速挥砍几次,每次挥砍留下一枚锋利的四角星刃。接着,战斗框会向屏幕中心移动,四角星刃调转方向,朝着【灵魂】袭来。在攻击期间,四角星刃会嵌入战斗框的左墙上并卡住。

Sword Tunnel Prototype (ID 102)

一个已实装剑廊通道的雏形版,数把长度不一的剑会出现在右侧,向左扫过战斗框,直到飞出屏幕,每次只留下一个可穿过的小缝隙。相比于剑廊通道的最终版本,该攻击每对剑之间的缝隙更长,空隙位置变化幅度也更大,受伤后会有更长的无敌时间且造成的是常规伤害。所有太小的剑会被完全移除,并且当剑和【灵魂】相撞时,它会微微前倾,好像是受到来自撞击的冲击力。在这攻击结束的时候,所有的剑会停下来,变红,并锁定【灵魂】的位置,向它袭来。

在代码中管理该攻击的对象被称作"obj_knight_tunnel_slashet_2_revised",暗示着这个特别的攻击可能迭代了很多次。

Cross Attack (ID 103)

一个十字形状的斩击会出现在战斗框中央,在其两边伴随着两列成十字形状的菱形弹幕列。

这个攻击显然处于未完成状态,因为这个斩击就连他本身都不能命中【灵魂】。在进行这个攻击时,骑士没有攻击动画,并且弹幕列时常被战斗框边框截断。

Combination (ID 105)

该攻击是按照 Falling Sword ,Rotating Slash ,Sword Tunnel Prototype attacks,的顺序进行的一场混合攻击,不过其中每一种攻击持续时间更短。它们中只有 Rotating Slash 是最后用在了游戏中。

Bottom Shadows (ID 106)

骑士先会消失,随即五个暗影会以圆形阵型浮现在战斗框底部。这圈暗影会反复进行“旋转—停滞”的循环,每次停滞后,其中一团暗影会亮起光芒,向上朝着战斗框发射7枚角度各异的菱形弹幕,同时还会射出1枚大型锥形弹幕。

Falling Swords (ID 108)

在该攻击中,战斗框的宽度会加倍。骑士会变成一把巨大的剑然后消失,接着剑以随机的角度和位置如雨般快速地从战斗框上方袭来。这个攻击接近尾声时会有一两把巨大的剑出现并砸落。再往后,就只会坠落一把小的剑,然后玩家就被卡在一个长达227个小时(999999帧)的空的攻击回合中,出现这个问题的原因可能是代码缺失。

Crescent Slashes Version 2 (ID 109)

Knight battle crescent slash.gif
骑士未使用的 Crescent Slash attack.

该攻击和版本一很相似,但减少了大幅的晃动,并且斩击会从更靠右的地方出现。斩击在开始时移动得会更慢,并在最初几帧中会快速加速。斩击之间的间隙的扩大的速度也大幅下降。这就导致了这个攻击很容易看明白但没多少空间去躲避。值得注意的是,这个版本有一个没被用在其它地方的骑士的专属动画。

Rotating Slash + Tracking Swords (ID 104 + 151)

该攻击是 Rotating Slash 和 Tracking Swords 的混合攻击。这两种攻击在该混合攻击中会同时进行。

Tracking Swords Difficulty 1 (ID 151)

该攻击与基础的 Tracking Swords attack 相似,但是剑体会留下不会消失白色的弹幕。这些白色的弹幕会渐渐地出现并朝着随机方向缓慢移动。在白色的弹幕淡入时依然可以触碰,只有在完全变白时才会对【灵魂】造成伤害。

Diagonal Bullet Walls (ID 152)

数道弹幕墙会在屏幕右侧出现,它们慢慢地向左上或向左下斜着穿过战斗框。弹幕墙中有着均匀不变的间隙。随着攻击的进行,两个相邻弹幕墙之间的距离会逐渐减小,直到不宽于弹幕墙中的间隙。与最终版本的 Sword TunnelWalls 类似,该攻击的受击无敌时间一样被减少了。

Miscellaneous

Electric Balls (ID 63)

电球会在【灵魂】位置以上的地方出现并坠入战斗框中。到了【灵魂】所在高度时,它会减速并分裂成两道向水平且彼此反向移动的带电束。

Susie Photo (ID 77)

该攻击会有一张 susie 的黑白照片快速地向战斗框中扔斧子,看起来就像在 Chapter 1 中她攻击的样子,不过该攻击更快些。输入一段"特殊"参数会使攻击弹幕变为一连串的斧子,攻击的间隔更长。

Toriel Fire (ID 78)

一股股火球流从战斗框的顶部落下,形成相互交错的双螺旋阵型,并在底部聚集。火球流束中会有一些较大的空隙用来躲避。这和在 UndertaleToriel 的攻击一模一样。

Dual Rainballs (ID 136)

两个小球会在战斗框的两边出现,同时在战斗框周围出现水滴状的弹幕,射向两边的小球。当水滴状弹幕碰到这两小球时,这两个小球会就逐渐变大。这不禁令人联想到饮水机。这很有可能是为其设计的或者是为多个饮水机遭遇战设计的。与饮水机的攻击类似,当接收"特殊"参数1时会使两个小球左右晃动,该情况有很大的概率出现在偶数回合。当接收"特殊"参数2时会使水滴状弹幕绕着小球旋转,该情况有很大的概率出现在非第一回合的奇数回合。

Removed

(这类指的是)被废弃只留下文件名的未使用攻击。Unused attacks that got dummied out with the only thing left of them being their file name.

trumpet (ID 60)

从文件名判断大概是 Shadowguy 的攻击,该攻击似乎与他们使用小号相关。

volume control (ID 67)

从文件名判断大概是为 Zapper 设计的攻击,似乎和音量改变相关。有可能这项攻击被重做成 Volumeup 和 Mate ACTs。An attack intended for Zapper that based of the file name, seemed to involve changing the volume. It's possible that this could've been reworked into their VolumeUp and Mute ACTs.

Chapter 4

泰坦

泰坦未使用的攻击。

Darkshapes Intro (ID 456)

与第一阶段的泰坦的泰坦胚胎攻击相同,但是少了红色变种,这使得躲避更加简单。

Centipede Intro (ID 457)

与泰坦第一阶段的 Centipedes attack 一样,但是没有 single-segment centipedes spawn,这使得躲避更加简单。

Big Shots, Unaimed (ID 452)

与泰坦的 Big Shots attack 一样,但是弹丸会一直笔直射出而不瞄准【灵魂】。

Big Shots, Easy (No ID)

与 Big Shots Unaimed attack 一样,但是每次泰坦充能后发射只有一个弹丸,降低了发射频率。

Desperation Shots, Short (ID 465)

该攻击与泰坦的 Desperation Shots attack 高度相似,但是泰坦随后不会吸回发射的弹丸并发射激光。除此之外,弹丸发射的位置更靠后,与泰坦的精灵图画面分离,并且它们的速度各自都是随机,这就造成了有一些弹丸会与前面波次或后面波次的弹丸相互覆盖。Highly similar to the Titan's Desperation Shots attack, but without the Titan subsequently sucking the shots back to itself and firing the laser. Additionally, the shots start further back, disjointed from the Titan's sprite, and their travel speed is individually randomized, causing some to layer with the shots of previous or subsequent bursts.

Darkshape, Final (ID 472)

一个巨大的 Desperate Spawn 会在战斗框的边缘依次的齐射3、4(为什么画廊上的显示是5个?)、3个黑色弹幕,弹幕之间彼此的夹角相等。在移动一小段距离后,这些黑色弹幕会变为泰坦胚胎去追逐玩家,直到自身被净化。净化这些泰坦胚胎不会产生勇气粒子。 A giant Desperate Spawn appears on the edge of the Bullet Board and fires a volley of 3, then 4, then 3 dark bullets at equal angles from each other, aimed at the SOUL. After a short distance, the bullets turn into Titan Spawn which will chase the player around until purified. Purifying the Titan Spawns generates no COURAGE.

Other

多个攻击 ID 调用了叫做"pattern_mines,""pattern_mineguys,"和"patyern_darkshape_walls,"的攻击模式,但是这些攻击模式在游戏代码的任何地方的都没看见。因此,这些运行攻击只会使游戏崩溃,不可能重建回它们的最初状态。这也有一个对应"Centipedes,Hard"攻击的攻击模式"pattern_centipede_hard"的重复声明。它在游戏运行时会被实际调用的同名模板覆盖。尽管这两套底层代码不同,这两个版本的攻击模式似乎是相同的There are attack IDs calling for attack patterns named "pattern_mines," "pattern_mineguys," and "pattern_darkshape_walls," but these patterns are never declared anywhere in the game's code. As such, these attacks will simply crash the game with no possibility to be reconstituted to their original state. There is also a second declaration of the "pattern_centipede_hard" pattern, responsible for the "Centipedes, Hard" attack, which gets overwritten by the one used in game. Although the implementations differ, the two versions of the pattern seem identical.

正义之锤

正义之锤未使用的攻击。

Early Attack, Alt (Attack Pattern 24)

箭头依次从四个正方向来袭:1上,2上,1左,1下,5右,3左和2左。由于没有使用对角方向的攻击,该攻击很有可能是第1、2回合的替代。

Regular Attack, Alt (AP 50)

箭头来袭顺序:上,上,左上,上,上,右上,上,左上,右下,左下,右。

Regular Arrows Spiral (AP 51)

14个箭头来袭顺序:左,左下,下,右下,右,右上,上,左上,左,左下,下,右下 右,右上,形成逆时针螺旋。(这不是逆时针吗?)

Regular Arrows, Hard (AP 54)

短间隔箭头来袭顺序:1左上,2右上,2左,2上,2右上,2左上,2右,2上,2左上,2右上,2上,1下,1左,1右,1上。

Regular Arrows Spiral, Hard (AP 56.5)

34个短间隔箭头会以顺时针的顺序来袭,从右上箭头开始,以上箭头结束。第1个箭头速度非常快,但是接下来的箭头会越来越慢,直到他们达到正常速度。

Random Arrows (AP 58)

40个箭头之间的间隔很短并且速度很快,来袭的方向随机。

Overlaid Attacks (AP 57)

由于共用同一个模式编码,会同时触发两个独立的攻击,这使得该攻击模式不可能完美格挡。第一段与 AP 58 相似,但速度略微慢些并且发射间隔略微短些。第二段攻击是不断地来自正方向的高速短发射间隔箭头,顺序是:2右,4左,4下,2上,2右,1左,1上,1下,1右,4下,2左,2右,2上,2左,1右,2上,2右,1左,2上。

Wrong Direction Arrows (AP 52)

3个箭头慢慢地移动,发射的间隔长。发射顺序是:上,右,左。但箭头指向分别是左上,右上,右下。它们正要击中护盾时会快速的改变自己位置来去对齐它们的指向。(意译,正寻找更好的译法)3 Arrows come slowly and in long intervals in the order up, right, left, but pointing as if coming from up-left, up-right, down-right, respectively. Just as they're about to hit the shield, they rapidly change position to match the direction they are blocking.

Strafing Arrows (AP 20)

箭头从正方向来袭,但不是从屏幕边缘靠近,它们出现在战斗框的对角方向,接着平移至箭头指向方向。一旦它们与【灵魂】对齐,它们就会极快地发射出去。顺序是:上,上,右,右,左,下,左,右,上,左,上,上,右,右,右,上,下,左。

Strafing Arrows, Easy (AP 21)

与"Strafing Arrows"相比,该攻击箭头对准更慢并且有更长的攻击间隔。箭头攻击顺序是:左,右,上,下,左,右,上。

Long Arrows (AP 25)

该攻击需要将盾牌固定在一个地方一段时间来完全格挡下攻击。攻击顺序是:左,右,下。

Spiraling Arrows (AP 38)

该攻击中箭头会旋转着接近,使其更难判断它们的指向以及在哪里格挡。该攻击分为两个随机部分,第一支和最后一支箭头会随机从一个正方向来袭;中间的15支箭头会随机选取???(请原谅我的英语功底)Arrows come approaching in a spiraling motion, making it harder to tell what direction they are pointing in and where they should be blocked. This attack is partially randomized, the first and last arrow come from a random cardinal direction, whereas the 15 in between are picked by randomly selecting 3 patterns, one from each of 3 sets of 3 predetermined patterns.

Wheel Arrows (AP 44)

该攻击是一个由多部分组成的长攻击。在第一部分中,应用了大量特殊类型的箭头,它们发射速度快并且发射间隔短。顺序是:上平移箭头,3支上旋转箭头,左平移箭头,右,右,左,左,右,左,接着5支左旋转箭头,5支右旋转箭头,5支来自右边但指向是朝右的错误箭头和5支来自下面但指向下面的错误箭头。在平移箭头的攻击期间,会有2支上平移箭头和1支下平移箭头好像要平移移动,但实际它们并没有上没有发射出去,这要么是用来分心的,要么就是个故障。A long attack in multiple parts. In the first part, multiple types of special arrows are used at high speed and short intervals in the order: strafing arrow up, 3 spiraling arrows up, strafing arrows left, right, right, left, left, right, left, then 5 spiraling arrows left, 5 spiraling arrows right, 5 wrong direction arrows coming from the right but pointing as if from the left and then 5 coming from below pointing as if up. During the strafing arrows section, 2 up strafing and 1 down strafing arrow appear to strafe by without launching, either as a distraction or due to a bug. 在第二部分,在战斗框周围会出现两圈固定的箭头,每圈箭头有8个,对应着每一个方向。接着,每个箭头会短暂地闪烁一下,然后快速向着【灵魂】袭来。箭头来袭顺序是:左,上,左上,右上,右下,左下,下,左,右上,右,左下,右,上,右下,下,左上。In the second part, two wheels of 8 arrows each, one for each direction, appear around the Bullet Board, stationary. Then, each arrow briefly flashes in order before launching at the SOUL at high speed. The order is left, up, up-left, up-right, down-right, down-left, down, left, up-right, right, down-left, right, up, down-right, down, up-left. 在第三部分中,会再出现两圈新的箭头,每圈箭头仍是8个,不过这次箭头会绕着战斗框旋转,外圈箭头顺时针旋转,内圈箭头逆时针旋转。圈中的箭头会再次按规律的闪烁,但由于箭头在旋转,它们不会严格地对准这8个方向,这就可能在可以多个方向上格挡它们。箭头大致地来袭方向顺序是:左上,左上,右上,左上,右上,上,左上,右,左下,左,上,左下,左,右上,左,上。In the third part, two new wheels of 8 arrows appear again, but this time they are rotating around the Bullet Board, clockwise for the outer wheel and counter-clockwise for the inner wheel. The wheels flash in order again, but because of the rotation the arrows don't necessarily come perfectly aligned with the 8 directions and may be blockable from multiple directions. The order of directions the arrows roughly come from is: up-left, up-left, up-right, up-left, up-right, up, up-left, right, down-left, left, up, down-left, left, up-right, left, up

Green Shell Fans (AP 22)

该攻击中会有几组分组来袭的绿龟壳。第一组来袭顺序:上,左,右,下。接着是第二组:左上,上,右上。最后第三组顺序是:左下,下,右下。

Green Shell and Arrows (AP 28)

在该攻击中,绿龟壳会从右边和左边袭来,并混杂着来自上方的普通箭头。它们的顺序是:3支上方箭头,右侧绿龟壳,2支上方箭头,右侧绿龟壳,3支上方箭头,左侧绿龟壳,2支上方箭头。

Blue Shell and Arrow Fans (AP 29)

该攻击是一个青色龟壳混合着几组常规箭矢的攻击。尽管该蓝龟壳看起来和常规的蓝龟壳一样,但这个青色龟壳不会在被格挡后改变方向。攻击顺序是:左,左下,下,右下,右箭头,下青色龟壳,左,左上,上,右上,右箭头。

Green Shell Fans Plus (AP 40)

和 Green Shell Fan 相似,但在末尾会加上三个青色龟壳,依次从上,左和右来袭。这些青色龟壳既不会相互重叠,也不会与其它绿龟壳重叠。Identical to Green Shell Fan, but three blue shells are added at the end, coming from up, left and right. Neither overlap with each other or the green shells.

Blue Shells and Arrows A (AP 15)

青色龟壳和箭头的来袭顺序:青色龟壳#1(上),下方箭头,青色龟壳#1(左),右侧箭头,青色龟壳#1(下),青色龟壳#2(左),右侧箭头,青色龟壳#2(下),上方箭头,青色龟壳#2(右),青色龟壳#3(下),青色龟壳#4(右),上方箭头,青色龟壳#3(右),青色龟壳#4(上),左侧箭头,青色龟壳#3(上),青色龟壳#4(左),青色龟壳#5 & #6(上,上),2支下方箭头,青色龟壳#5 & #6(左,左),2支左侧箭头,青色龟壳#5 & #6(下,下)。

Blue Shells and Arrows B (AP 31)

青色龟壳和箭头的来袭顺序:下方箭头,右侧箭头,青色龟壳#1(左),右侧箭头,青色龟壳#1(下),上方箭头,青色龟壳#1(右),青色龟壳#2(下),上方箭头,青色龟壳#2(右),左侧箭头,青色龟壳#2(上)

Blue Shells and Arrows C (AP 32)

蓝龟壳和箭头的来袭顺序:蓝龟壳(左),下方箭头,右侧箭头,蓝龟壳(下),上方箭头,左侧箭头,蓝龟壳(右)。

Blue Shells and Arrows D (AP 33)

蓝龟壳和箭头的来袭顺序:蓝龟壳#1(左),下方箭头,蓝龟壳#1(下),左侧箭头,蓝龟壳#1(右),蓝龟壳#2(下),蓝龟壳#3(右),上方箭头,蓝龟壳#2(右),蓝龟壳#3(上),左侧箭头,蓝龟壳#2(上),蓝龟壳#3(左)。

Blue Shells and Arrows E (AP 34)

青色龟壳和箭头的来袭顺序:青色龟壳#1(上),2支下方箭头,青色龟壳#1(左),2支右侧箭头,青色龟壳#1(下),青色龟壳#2 & #3(右),2支左侧箭头,青色龟壳#2 & #3(上),2支下方箭头,青色龟壳#2 & #3(左)。

Blue Shells and Arrows F (AP 35)

青色龟壳和箭头的来袭顺序:青色龟壳#1、#2 & #3(上),下方箭头,青色龟壳#1、#2 & #3(左),右侧箭头,青色龟壳#1、#2 & #3(下),青色龟壳#4、#5 & #6(左),右侧箭头,青色龟壳#4、#5 & #6(下),上方箭头,青色龟壳#4、#5 & #6(右)。

Blue Shells Cross (AP 23)

青色龟壳的来袭顺序:青色龟壳#1、#2、#3 & #4(上、左、右、下),青色龟壳#1、#2、#3 & #4(左、下、上、右),青色龟壳#1、#2、#3 & #4(下、右、左、上)。

Blue Shells Double Cross (AP 36)

青色龟壳的来袭顺序:青色龟壳#1、#2、#3 & #4(上、左、右、下),青色龟壳#1、#2、#3 & #4(左、下、上、右),青色龟壳#1、#2、#3 & #4(下、右、左、上),青色龟壳#5、#6、#7 & #8(右上、左上、左下、右下),青色龟壳#5、#6、#7 & #8(左上、左下、右下、右上),青色龟壳#5、#6、#7 & #8(左下、右下、右上、左上)。

Shell Barrage (AP 30)

大量速度各不相同的龟壳来袭顺序:青色龟壳#1(左),青色龟壳#2(上),青色龟壳#3(下),青色龟壳#4(右),青色龟壳#5(左上),青色龟壳#1(左),青色龟壳#6(左下),青色龟壳#7(右下),青色龟壳#2(左),青色龟壳#5(左上),青色龟壳#4(上),青色龟壳#1(左),青色龟壳#3(右),绿龟壳(右上),青色龟壳#6(右下),青色龟壳#5(左上),绿龟壳(右上),青色龟壳#2(下),青色龟壳#7(右上),青色龟壳#4(左),青色龟壳#3(上),青色龟壳#6(右上),青色龟壳#7(右下)。

Very Fast Blue Shells (AP 42)

该攻击是由普通箭头和有两个非常快的青色龟壳组成的攻击。该攻击来袭顺序:青色龟壳#1(左),上方箭头,青色龟壳#1(下),青色龟壳#1(右),左侧箭头,下方箭头,青色龟壳#2(右),上方箭头,青色龟壳#2(上),青色龟壳#2(左),下方箭头。

White Shell (AP 17)

首先,与 Blue Shell Cross 攻击相同,在十字方向上出现青色龟壳,然后,一个白龟壳来袭,在每次回弹之间会伴有着一些箭头攻击。白龟壳一共必须格挡9次,每次格挡会使其改变颜色并且顺时针旋转至下一正方向。白龟壳与箭头的来袭顺序:白龟壳(上),3支右侧箭头,白龟壳(左),3支上方箭头,白龟壳(下),3支左上方箭头,白龟壳(右),下方箭头,右侧箭头,白龟壳(上),左侧箭头,上方箭头,右侧箭头,白龟壳(左),左上箭头,右上箭头,白龟壳(下),左下箭头,2支右下箭头,白龟壳(右),2支左上箭头,2支上方箭头,白龟壳(上)。

Three Hammers Attack (AP 37)

三把锤子以极高的速度朝着【灵魂】发射,但发射时有很大的空档。锤子来袭顺序:左,右,下。不论这些锤子是否被格挡,它们都会使【灵魂】变成红色,不过正义之锤会在下一把锤子生成前立刻将它变为绿色。

慢速战锤挥击 (AP 26)

在该攻击中,【灵魂】是红色的,正义之锤会使用多次战锤挥击进行攻击。战锤挥击是一个接一个地进行,彼此之间不会相互重叠,每次攻击都会覆盖战斗框的一半。

Hammer Hall, Alt (AP 43)

该攻击与第十三回合攻击(AP 47)高度相似。正义之锤会将战斗框变得又窄又长,然后从左到右进行一连串互相重叠的战锤挥击,接着同样的攻击从右到左再来一遍,每次都会在到达边缘时立即停止。接着,正义之锤会从上方持续释放多组同步战锤挥击,只留下些许的空隙。该攻击与第十三回合攻击相比,第二次一连串的战锤挥击攻击速度要比第一次的更快而不是更慢,并且同步战锤挥击速度会更快,但是有更多的间隙。

Distraction Hammer Swings (AP 18)

在该攻击中,开始时左边将会飞来一把锤子,将【灵魂】变为红色。接着,战斗框尺寸减小,正义之锤开始顺时针旋转着进行战锤挥击,使得玩家不得不绕着中心旋转来避免受到攻击,而且还只留下很小空间供玩家躲避。随后,正义之锤会直接砸向【灵魂】,把它向战斗框的左边打去,战斗框也会顺着向左延展。紧接着战斗框收缩,正义之锤在上方进行战锤挥击。然后,【灵魂】会变为绿色,箭头会一个接一个地以很快的速度随机从一个正方向飞来,不过每当一个箭头飞来时,正义之锤也会在箭头飞来方向上进行一次覆盖半个战斗框的战锤挥击。由于【灵魂】不能移动,所以这个挥锤攻击肯定不会真正地击中【灵魂】,但是这个音效和视觉效果还是可能会分散玩家的注意力的,并且也会遮挡部分飞过来的箭头。除此之外,正义之锤还会在每次战锤挥击时发射一道能将【灵魂】变为绿色的光波,但是由于【灵魂】已经是绿色的,所以这就会再创造一个新的"斧盾",并且会与已存在的"斧盾"在顶部重叠。它可能会造成视觉错乱并且使格挡音效反复播放。最重要的是,这个绿色光波本身也将使视觉效果和音效变得杂乱。这所有的一切都是为了让箭头更难反应和格挡,尽管箭头的发射间隔很长。最后,该攻击会有一个一次性覆盖全屏的假战锤挥击,这与正义之锤的最后一回合攻击中使用的那个是一样。

Long Stall (AP 48)

正义之锤会先在战斗框外面同时进行三个水平的战锤挥击,接着好几分钟无事发生,直到一个从左来的箭头出现,接着又是好几分钟无事发生。

Spinning Hammer and Stars (AP 41)

开始时,正义之锤会将【灵魂】变为绿色,同时下面会随即出现一把巨大的锤子,在【灵魂】旁转动并向【灵魂】的左边砸去。这把锤子的攻击会将护盾粉碎,并使【灵魂】变为红色。如果没有挡下这一击,那么它就会命中【灵魂】造成伤害并将其击飞,这就使其更容易被下次攻击命中。锤子的旋转动作使锤子的攻击更难被理解,特别是当【灵魂】是红魂模式且远离战斗框中心时,锤子的旋转动作会与画面严重脱节。除此之外,这个锤子造成的伤害无视正义之锤其他攻击基于当前生命值通常的减伤效果,这使得它在低血量时极具威胁。一般来说,由于锤子会在绿色光波将【灵魂】设置为绿魂模式前尝试移除该模式,所以游戏会经常崩溃,尽管只需在这两个之间加入小小的间隔便可以看到攻击剩余的部分。The attack starts with Hammer of Justice turning the SOUL green as a giant hammer immediately comes from below, spinning around the SOUL and hitting the left side. The hammer's hit always shatters the blocker, turning the SOUL back to red, but if it isn't blocked it will also deal damage and launch the SOUL across the Bullet Board, making it likely to be hit by the next attack. The spinning motion of the hammer makes it much harder to read, especially since it can become severely visually disjointed if it appears while the SOUL is in red mode and away from the center of the Bullet Board. Additionally, the hammer's damage ignores the usual damage reduction based on current health of Hammer of Justice's other attacks, making it very threatening at low health. Normally, the attack crashes the game due to this hammer attempting to remove green mode before the green beam can reach the SOUL to set it, although this can easily be fixed by adding even just a slight delay between the two, allowing to see the rest of the attack. 在锤子攻击后,正义之锤会开始敲击战斗框的左右两边。每次击打都会推开战斗框使其远离这个方向并且创造一道扫过战斗框的星星弹幕墙。一些星星随机降低了移动速度,形成了可供玩家躲避的间隙。被命中时,这些星星只会扣除最小伤害5。在该部分攻击期间,正义之锤还会混合几个来自上面的战锤挥击。但此处的战锤挥击与其他的地方不同,尽管它们看着在战斗框的各个高度上都有判定,但是它们的闪烁提示只显示了一个小的方形区域。After the hammer, Hammer of Justice begins hitting the side of the Bullet Board, alternating between left and right. Each hit to the Bullet Board shoves it away from that direction and creates a wall of star bullets that sweeps across the it. Some of the stars randomly have reduced travel speed, creating gaps for the player to dodge through. On hit, the stars only deal the minimum damage of 5. In between the Bullet Board-side hits, Hammer of Justice mixes in several hammer swings coming from above, although these hammer swings are different in that their flashing indicators only shows a small square despite that they hit the full height of the attack.

Spinning Hammers and Arrows (AP 46)

该攻击是旋转铁锤和普通箭矢的混合攻击,来袭顺序:2个上方箭头,4个右侧箭头,4个左侧箭头,4个下方箭头,从上方来袭的旋转铁锤,在战斗框右半部分的战锤挥击,【灵魂】被变回绿色,从下方来袭的旋转铁锤,左半边战锤挥击,【灵魂】被变回绿色,从左侧来袭的旋转铁锤,右半边战锤挥击,【灵魂】被变回绿色,从右侧来袭的旋转铁锤,左半边战锤挥击,【灵魂】被变回绿色,左箭头,右箭头,从上方来袭的旋转铁锤,右半边战锤挥击。

Stunted Box Side Hits (AP 49)

开始时,一个旋转铁锤会从右边来袭,接着正义之锤开始左右交替地敲击战斗框的两边,同时每次敲击都会创造一道星星弹幕墙。不像其他的边框锤击攻击,这次攻击不会推动战斗框,星星排列地也更加紧密,这使得可通过的间隙减小,并且星星的移动距离也更短,它们会在到达战斗框另一条边前消失。

Hammer Throws, Alt (AP 8)

正义之锤会向红魂模式的【灵魂】扔锤子。首先,他会瞄准玩家的位置,水平地投掷出小锤子。小锤子在碰到战斗框的左边框时会反弹并以一种弧形的轨迹落下。接着,他会在中途切换成大锤子,在上面从斜对角的方向投掷出去。当大锤子击中战斗框下边时,它便会向上竖直弹起,接着又往回落下。

Hammer Swings then Box Side Hits (AP 10)

正义之锤会在几个方向上使用战锤挥击,每次攻击会覆盖大约半个战斗框。接着在中途他会将攻击切换为可以生成星星弹幕墙的边框锤击,此处的攻击与 Spinning Hammer and Stars 相同,但是中间没有战锤挥击。

Box Side Hits then Hammer Swings (AP 39)

开始时,正义之锤会使用可以产生星星弹幕墙的边框锤击,接着战斗框收缩,他就开始使用战锤挥击,每次会覆盖战斗框的不同部分。随着攻击的进行,战锤挥击的速度会越来越快,最后以两组,每组一次有4个战锤挥击的攻击结束,这两组分别只在左上角和右下角位置上有一块小型矩形区域躲避。

Gerson Rudebuster (AP 27, ID 250)

正义之锤会发射两个速度非常快的白色铲状子弹。子弹会从随机一个位置和角度发射,并以一种很大的波浪形轨迹运动。子弹运动时会留下两个长长的拖尾,在拖尾处擦弹可以会获得大量的TP。该攻击造成的伤害不会受到通常应用于正义之锤攻击的基于当前生命值的减伤效果。

这是唯一一个使用通用调取脚本的正义之锤的攻击,因为该攻击模式仅仅只会在通用脚本中调用攻击。脚本运行时,它会给该攻击命名为"Gerson Rudebuster",但是该攻击与该法术其它的出场形态没有一点相似之处。

Box Rumble (AP 73)

一个正义之锤的绿色轮廓会开始敲击战斗框的两边,将它在屏幕中推来推去,并且不会产生任何弹幕。所以在此攻击期间是不可能受到伤害和死亡的,不过这仍要花个几分钟来完成此次攻击。

Other

攻击模式 5.5 和被使用的第十二回合攻击的战锤挥击部分相同,但是由于缺失了几行代码导致该攻击被损坏。

攻击模式 45 与正义之锤最后一回合攻击结尾处的无缝假战锤挥击相同,不过在这里是单拎出来了。

几个与其他攻击模式相同的攻击模式

AP 与其相同的攻击模式 攻击名称 是否使用
AP 5 AP 70 Attack 8 / 14
AP 11 AP 70 Attack 8 / 14
AP 16 AP 72 Attack 7
AP 71 AP 8 Hammer Throws, Alt
AP 100 AP 20 Strafing Arrows
AP 101 AP 21 Strafing Arrows, Easy
AP 110 AP 22 Green Shell Fans
AP 111 AP 23 Blue Shells Cross
AP 112 AP 24 Early Attack, Alt
AP 120 AP 25 Long Arrows
AP 140 AP 26 Slow Hammer Swings
AP 150 AP 27 Hammer of Justice Rudebuster
AP 160 AP 28 Green Shell and Arrows
AP 170 AP 29 Blue Shell and Arrow Fans
AP 180 AP 30 Shell Barrage
AP 200 AP 31 Blue Shells and Arrows B
AP 210 AP 32 Blue Shells and Arrows C
AP 211 AP 33 Blue Shells and Arrows D
AP 212 AP 34 Blue Shells and Arrows E
AP 213 AP 35 Blue Shells and Arrows F
AP 230 AP 37 Three Hammers Attack
AP 240 AP 38 Spiraling Arrows

Miscellaneous

Pendulum (ID 106)

一个钟摆会自己往下降落,进入战斗框中。接着它开始从左往右摆动,每次摆动它都会扫过整个战斗框。在它摆动的同时,它还会调整自己的高度来匹配上【灵魂】的高度。

Sparking Saws (ID 107)

几个锯片会出现在战斗框左边随机的高度处,然后它们就快速穿过战斗框,同时在它们上下发射火花,火花的速度和方向是随机的。Saws appear at random heights left of the Bullet Board, then quickly travel through it, emitting sparks below and above them as they travel. The sparks have random speed and angles.

Eye Storm (ID 110)

一连串闭着的眼睛会在战斗框右边出现,从左往右移动穿过战斗框,移动的同时还会上下晃动。一旦有一个闭着的眼睛碰到【灵魂】,其它所有眼睛都会睁开并以一个随机的角度穿过战斗框,通过触碰造成伤害,但是被一开始闭着的眼睛碰到并不会受到伤害。从这时一直到攻击结束,睁开的眼睛将会定期在战斗框周围出现并以一个随机的角度穿过战斗框。该攻击在代码中提及到了 Mizzle ,所以这很可能就是为她设计的。

Aqua Ring 3 (ID 111)

该攻击是 Mizzle 的 Aquq Ring 攻击的一个变体。有着一个更小的豁口的一圈水滴出现,向着战斗框中心汇聚,然后融合,消散。这个变体攻击是打算用在3个 Mizzles 同时存在的遭遇战中,但是没有一个遭遇战会有3个 Mizzles。

Patience Wave (ID 113)

一个不可能躲避的青色波浪线条水平地扫过战斗框。这个波浪线只会在接触【灵魂】且【灵魂】还在运动时造成伤害,否则就不会造成伤害,并且使敌人疲惫并增加20%的饶恕值。这个机制和来自 Undertale Light Blue Attacks 高度相似。该攻击在代码中提及到了圣水机,所以这很可能是为 Miss Mizzle 设计的。An undodgeable wavy cyan line sweeps across the Bullet Board horizontally. The wave will only deal damage if the SOUL is moving when it makes contact, otherwise it will deal no damage, set TIRED to the enemy and add 20% MERCY. This mechanic is highly similar to Light Blue Attacks from Undertale. This attack refers to the HolywaterCooler in the code and was likely intended for Miss Mizzle.

Sound of Justice Red Soul version (ID 120)

一个小球会从四个正方向之一中出现并且会以快速地、长步长的移动来靠近战斗框的中心。小球会在它所来的方向上发出声音。一旦小球到达战斗框中心,它就会创造一片覆盖它所来方向的半个战斗框的亮闪,【灵魂】被闪到时就会受到伤害。这些音效是来自正义之声的,所以该攻击可能是为他设计的。

Wicabel Spinattack (No ID)

Wicabel 会将她身体中间的一节拆开并把它像陀螺一样旋转地发射出去。这一节身体会前后水平运动,从一边到另一边地穿过战斗框。[1]

Chapter 5

Splitting Shuriken (ID 144)

Four-point shuriken appear on the bullet board and split into four spikes that move either along the cardinal or diagonal directions. This attack was intended for Shi.

Aqua

Unused attacks for Aqua.

Old Knife Chain (ID 125)

Old Knife Fan (ID 126)

Green and Orange

Unused attacks for Green and Orange.

Blue and Yellow

Unused attacks for Blue and Yellow.

Pink

Unused attacks for Pink.

Flowery

Unused attacks for Flowery.

Shockwave Kicks (ID 401)

Spade Grid (ID 402)

Star Corridor (ID 20)

Orbit Stars (ID 22)

Miscellaneous

Seeking Diamonds (ID 615)

References

  1. gml_Object_obj_bell_enemy_Step_0 腳本,第 91–94 行,第四章