
How the game behaves · R.E.P.O. v0.4.0 · read from a local copy
How a monster takes damage
A monster carries a health total and a freeze time for dying.
Damage in R.E.P.O. is a shared system rather than something each monster invents: a monster holds a health total, a freeze when it dies, a different amount of damage for a light, a medium and a heavy impact, a multiplier for being hurt by objects, and a chance to leave a valuable behind.
What the game establishes
- A monster carries a health total and a freeze time for dying. (checked against the game's own files)
- Impacts hurt it with separate damage for a light, a medium and a heavy one. (checked against the game's own files)
- Being hurt by an object has its own switch, a multiplier and an option to stun. (checked against the game's own files)
- It can be set to leave a valuable behind up to a maximum number. (checked against the game's own files)
- Its body is tied to a mesh parent. (checked against the game's own files)
- Being hurt, starting to die, dying and being hurt by an object each raise an event. (checked against the game's own files)
In play
Hurt is handled in one place for every monster. A monster carries a health total of its own, so what it takes to put one down is a value on the creature rather than a rule written into whatever hit it.
Death is not instant. There is a freeze time for dying, which is why a monster that has run out of health is held in place for a moment rather than disappearing the instant the last point goes.
Impacts are graded. There is a flag for whether impacts hurt at all, and then separate amounts of damage for a light, a medium and a heavy hit, which is why a gentle bump and a full-speed crash are not the same event to the creature.
Objects are treated differently from weapons. There is a separate switch for being hurt by an object, a multiplier applied to that damage, and a flag for whether being hit by an object also stuns the monster, so a thrown crate can be worth more than its weight.
It can pay out when it dies. A monster can be set to leave a valuable behind, up to a maximum number, which is why killing one can be worth doing beyond surviving it.
Its body is tied to a mesh parent, so the creature's parts stay together while it is being knocked about rather than each collider dragging its own piece of the model.
Everything is reported. Being hurt, starting to die, finishing dying and being hurt by an object each raise their own event, which is how the rest of the game reacts to a monster's condition without watching its health directly.
What this entry does not tell you: how much health any monster has, how much damage anything does, or how often a valuable drops. We have not verified those numbers, so we do not print them.
Related
Weapons and ammunitionStopping a monster without killing itThe game ships a baton built to stun.
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.