
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The monster that throws valuables
The thrower keeps a state, a timer and an animator, and carries a pickup target with a parent.
One monster in R.E.P.O. attacks with loot: it picks something up, warns you, throws it, and the valuable it threw explodes with sounds that differ by size and by who hears them.
What the game establishes
- The thrower keeps a state, a timer and an animator, and carries a pickup target with a parent. (checked against the game's own files)
- It has sounds for picking something up, for the warning before the throw and for the throw itself. (checked against the game's own files)
- It has footsteps in two sizes, movement, spawn and despawn, jump and landing, notice, stun entrance and exit, hurt and death sounds. (checked against the game's own files)
- What it throws is a valuable with an outer mesh and an inner transform. (checked against the game's own files)
- That valuable can be shown as impossible to destroy, with fresnel colour and power values and a curve. (checked against the game's own files)
- It has small and big specks and particle systems of its own. (checked against the game's own files)
- The explosion is sized, with small, medium and big sounds, each with a local and a global version. (checked against the game's own files)
- The thrower has particle bits, an impact particle and directional bits of its own. (checked against the game's own files)
In play
One of the monsters fights with valuables. The thrower keeps a state and a timer like the others, but it also carries a target it picks up, with a parent for it and a transform of its own.
It warns you. There is a sound for picking something up, a sound for the moment before the throw and a sound for the throw itself, so the sequence can be heard and not only seen.
Everything else about it is the standard set: footsteps in two sizes, short and long movement sounds, spawn and despawn, a jump and a landing, a notice sound, a stun entrance and exit, and sounds for being hurt and dying.
What it throws is a valuable of its own rather than a generic projectile. It has an outer mesh and an inner transform, so the object can be a container with something inside it.
That valuable can be shown as impossible to destroy. There are fresnel values for the colour and the power of that look, with a curve for it, which is how the game tells you that hitting it will not help.
It carries small and big specks along with particle systems of its own, and the explosion behind it is sized: small, medium and big are separate, and each has a sound for you and a sound for the rest of the crew.
The local and global pair matters because the same explosion is played differently to the player who is close and to the player who is not, which is why one blast can sound like two.
Put together, the thrower is the opposite of the tick: one monster works through a mouth and an aura, and this one works by handing you a piece of loot that is about to go off.
The image beside this entry is the game's own: the colour texture of the monster that throws valuables.
What this entry does not tell you: how much an explosion does, how far a throw reaches, or what the thrown valuable is worth. 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.
ValuablesThe valuables you can findValuables are sorted into a set of size kinds from tiny to very tall.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.