you may notice some new features i've added to the standard undertale battle UI/HUD so allow me to explain them first: the mana bar mana is the energy you use to do cooler attacks, and you charge it up via acting or using certain items your max mana will upgrade with your max health with every new level you get, allowing you to do even cooler attacks (and if your mana gets high enough in battle, you can do SPECIL!1 attacks) how do you do the cooler attacks, though? it's actually quite shrimple second: the "kil better" button you use this button to do cooler attacks with your mana [Z]ing the button opens up a menu, which gives you a variety of options to use against your enemy some of which are more effective against certain types of enemies speaking of types: third: enemy types the icon above an enemy's healthbar indicates their type in this case, child is a fire-type water-related cooler attacks deal extra damage to child as usual, in rpgs with enemy types, it's basically a pokemon-like type thing there are a few types: - melee (weak in and of itself) - fire (weak to water) - water (weak to nature) - nature (weak to ice) - ice (weak to fire) - strong (goes with any other type, slightly reducing its weakness) - supreme/boss (boss man) you don't really use magic spells (that often), rather, you use normal objects that correspond with whatever type of cooler attack you're doing (which is totally just as effective according to real life) throw an ice bucket challenge at child and he'll be dead in half a moment although he could set you on fire before then, which burns you and gives you an fourth: effects (buffs and debuffs) see those three circles between the health and mana bars? those are empty slots for icons that will appear whenever you receive an effect, whether it be from an enemy attack or an item you used you could be: - poisoned (basically just karma from the original undertale sans battle) - burned (karma but really slow) - frozen (certain attack options become unusable for a few turns and soul movement is slower) - confuzzled (soul movement is reversed and some text becomes hard to read) - nutritioned (slowly continue healing after using an item or being hit with a green bullet) - hyper (soul movement becomes faster and you deal slightly more damage) - calmed (ACTing is more efficient and enemies are easier to spare, but your soul movement slows down a bit) - angered (enemies become harder to spare) and all that jazz yada yada yada everything else mostly functions exactly the same as it does in undertale, except for one tiny thing fifth: less Z spam for some attacks (especially cooler or specil attacks), you will no longer have to press [Z] at the right times instead, you will be offered various other choices you can press [Z] during an attack multiple times, press two keys at once when attacking, or preform cool combos specil attacks will mostly be a mix of timing and combos, so make sure your pressing buttons skills are p cool sixth: other stuff checking an enemy will be the same pretty much, except you get a bit more info sparing enemies still works the same way, except acting could trigger either harder attacks or cooler attacks (plus, if an enemy becomes fully spareable, it stops attacking) inventory space is expanded upon (early in the game, that is) that's about it soul stuff and things will be explained soon
read the instructions this isn't interactable btw i would've put all this info in a slideshow of sorts but for some reason, scratch refuses to save five backdrops