
Gear and items · R.E.P.O. v0.4.0 · read from a local copy
How the staffs are fired
All three staffs carry particles for being loaded, refused and charged up, and a state of their own.
The three staffs in R.E.P.O. are built the same way: each one charges up with its own particles and sounds, reads as loaded, spawns a projectile from a point of its own, and carries a crystal, a screen arrow and a state to hold it all together.
What the game establishes
- All three staffs carry particles for being loaded, refused and charged up, and a state of their own. (checked against the game's own files)
- A refused staff shows particles and plays a sound for the world and a separate sound for the interface. (checked against the game's own files)
- Charging up has its own sound and a loop that runs while it does. (checked against the game's own files)
- Firing plays a cast sound and a lightning sound, with two choir sounds belonging to the effect. (checked against the game's own files)
- A loaded staff has a quiet loop for a low charge and a different loop for a high one. (checked against the game's own files)
- The void staff has a set of loaded particles that stay active. (checked against the game's own files)
- Each staff fires a projectile from a prefab and a spawn point of its own. (checked against the game's own files)
- The void staff names a prefab to create when its shot lands. (checked against the game's own files)
- The antigravity staff has a left and a right wing driven by a curve, and a list of colliders to ignore. (checked against the game's own files)
- Each staff has crystal artwork: a material and renderers, or mesh renderers with an emission gradient and a sphere collider. (checked against the game's own files)
- Every staff carries a screen arrow for aiming. (checked against the game's own files)
In play
The staffs differ in what they do, but they are fired the same way. Each one carries the same set of parts: particles for being loaded, for being refused and for charging up, and a state of its own to sit in.
A refusal is both seen and heard. Charging a staff that will not fire brings up refusal particles and a pair of sounds, one for the world and one for the interface, so the refusal is not silent.
Charging up is loud in its own right. There is a sound for the charge and a second one that loops while it is going on, which is why you can hear a staff being wound up before anything happens.
Firing has its own noise. A cast sound and a lightning sound belong to the moment of release, and two choir sounds belong to the effect alongside them.
A loaded staff keeps telling you so. There is a quiet loop for a low charge and a different loop for a high one, which is why the sound changes as the charge builds rather than staying level.
What leaves the staff is a projectile. There is a prefab for it and a point on the staff to spawn it from, so the shot comes from the object rather than from the middle of the screen.
Each staff is built around a crystal. The antigravity and torque staffs name a crystal material and renderers for it, while the void staff names mesh renderers, an emission gradient and a sphere collider of its own.
There are differences in the parts that move. The antigravity staff has a left and a right wing with a curve that drives them, and it also keeps a list of colliders to ignore while it works.
The void staff does something extra on impact. It names a second prefab to create when its shot lands, which is a part the other two do not carry.
Aiming is shown on screen. Every staff carries a screen arrow, so where the effect will go is drawn in the interface rather than left to guesswork.
The images beside this entry are the game's own: the colour artwork for the void staff and for the torque staff.
What this entry does not tell you: what a staff costs, how long a charge takes, or how strong any of the effects is. We have not verified those numbers, so we do not print them.
Related
Gear and itemsThe staffsThe game ships three staffs as separate items: an antigravity staff, a void staff and a torque staff.
Gear and itemsThe gear you carryA walkie-talkie is a defined item you can carry.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.