
How the game behaves · R.E.P.O. v0.4.0 · read from a local copy
The record every monster is given
A monster's record carries a name and a localized version of it.
Every monster in R.E.P.O. is wrapped in a record of its own: a name and a localized version of it, a difficulty, an action multiplier and an overcharge multiplier, an object that switches it on, a range of time it stays spawned for and another it stays away for, and a timer for each.
What the game establishes
- A monster's record carries a name and a localized version of it. (checked against the game's own files)
- It carries a difficulty. (checked against the game's own files)
- It carries an action multiplier and an overcharge multiplier. (checked against the game's own files)
- It has an object used to enable the monster. (checked against the game's own files)
- It has a spawned time range and a despawned time range, each with a lowest and a highest value. (checked against the game's own files)
- It keeps a spawned timer and a despawned timer. (checked against the game's own files)
In play
A monster is not only its body. Each one carries a record that describes it, which is how the game can tell one kind of enemy from another without reading the creature's own behaviour.
It has a name. There is a name and a localized version of it, so what a monster is called can be shown in the player's own language rather than only in the files.
It has a difficulty. That value belongs to the record rather than to the level, which is why the same creature can be presented as a harder or easier proposition depending on how it is set up.
It carries multipliers. There is an action multiplier and an overcharge multiplier, which is how one monster can act more often or build up faster than another without a new behaviour being written.
It has a way of being switched on. There is an object used to enable the monster, so whether it is present is a switch rather than a matter of the level being rebuilt.
It has two ranges of time. One covers how long it is spawned for and another how long it is despawned for, each with a lowest and a highest value, so a monster's presence is decided between bounds rather than at one fixed interval.
And it keeps a timer for each of those, so the record knows where it currently is in whichever period it is in rather than only what the bounds are.
What this entry does not tell you: what the multiplier values are, how difficult any monster is rated, or how long either period lasts. We have not verified those numbers, so we do not print them.
Related
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
How the game behavesHow many monsters a level will sendThe level has an enemy director with three difficulty settings of its own.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.