
Valuables · R.E.P.O. v0.4.0 · read from a local copy
The egg valuable that cracks and gets up
It keeps whether the trap is triggered, active or started, whether it triggers on a timer, and the rarity at which it activates.
One of R.E.P.O.'s trap valuables is an egg: it keeps a time before it goes off, a rest after cracking, arms and legs with a range each, its own light, a crack a scream and an explosion, and it shakes the camera when it goes.
What the game establishes
- It keeps whether the trap is triggered, active or started, whether it triggers on a timer, and the rarity at which it activates. (checked against the game's own files)
- It has a length of time before it goes off and a rest time after cracking. (checked against the game's own files)
- It jolts on a range of intervals rather than a fixed one, and torques itself. (checked against the game's own files)
- Going off shakes the camera, with a length, a strength and bounds of its own. (checked against the game's own files)
- It grows arms and legs, each with a range, and a separate left and right of each. (checked against the game's own files)
- It has a mesh, a light and a break particle of its own. (checked against the game's own files)
- It has separate sounds for cracking, screaming and exploding. (checked against the game's own files)
- It keeps track of whether it is the local copy, and monsters can be made to investigate it. (checked against the game's own files)
In play
This one looks like something to carry and is not. It is a trap before it is a valuable: the game keeps whether the trap has been triggered, whether it is active, whether it has started, whether it works on a timer, and the rarity level it activates at.
It has a fuse of its own. There is a length of time before it goes off and a rest time after it cracks, so the egg has a beginning and a pause rather than a single instant.
It does not sit quietly either. Its jolts come on a range of intervals rather than a fixed rhythm, and it torques itself as it goes, so the egg is already moving before anything else happens.
When it goes off it shakes the camera. The shake has a length, a strength and bounds of its own, which is how the game makes the bang felt without moving the room.
It also grows limbs. There is a range for the arms and a range for the legs, with a separate left and right arm and a separate left and right leg, so the egg can put out four limbs rather than being a shell that only splits.
It has its own light and its own mesh to draw, and it breaks in a particle effect kept for that moment, so the light and the break are not borrowed from anything else in the level.
It sounds like exactly what it is. There is a sound for cracking, a scream and an explosion, kept apart from each other.
It knows whether it is the copy that matters locally, and monsters can be set to come and investigate it, so an egg left on the floor is a problem for the people who find it rather than only for the crew carrying it.
What this entry does not tell you: how long the fuse is, how much the explosion hurts, or what the egg is worth. We have not verified those numbers, so we do not print them.
Related
ValuablesValuables that fight backSome valuables are built on a trap behaviour rather than being inert props.
ValuablesThe traffic light that is also a trapIt keeps whether the trap is triggered, active or started, and whether it triggers on a timer rather than on contact.
ValuablesThe baby head that keeps waking upIt keeps whether the trap is triggered, active or started, whether it triggers on a timer, and the rarity at which it activates.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.