
Valuables · R.E.P.O. v0.4.0 · read from a local copy
Valuables that fight back
Some valuables are built on a trap behaviour rather than being inert props.
Not every valuable in R.E.P.O. is inert: the game has valuables built on a trap behaviour of their own, with a trigger, an activation grade, and effects that monsters notice and players feel.
What the game establishes
- Some valuables are built on a trap behaviour rather than being inert props. (checked against the game's own files)
- A trap valuable can be set to start on a timer. (checked against the game's own files)
- Trap valuables carry an activation grade of their own. (checked against the game's own files)
- The game names trap valuables after ordinary objects such as a gumball machine, a traffic light, a blender, an egg and a baby's head. (checked against the game's own files)
- One of them is a carton of milk, which keeps a centre of mass with an offset and a margin, a bottom and a top, and a slosh with its own sound, velocity and cooldown. (checked against the game's own files)
- These objects carry an interest flag for monsters. (checked against the game's own files)
- Some of them move under their own turning force and shake the camera. (checked against the game's own files)
- Valuables can be held in a box with a value limit until they are extracted. (checked against the game's own files)
- The egg valuable carries an object transform of its own and a separate material for each of its later states. (checked against the game's own files)
In play
Some valuables are traps. The game has valuables built on a trap behaviour, which is why picking one up is not always the end of the interaction with it.
A trap valuable has states of its own. The game tracks whether one has been triggered and whether it is active, so the object has a before and an after instead of being a fixed prop.
It can run on a timer. A trap valuable can be set to start on a timer, which is why some of them give you a moment before anything actually happens.
They are graded. Trap valuables carry an activation grade, so the game can vary how readily one goes off rather than treating them all the same.
Monsters take an interest. These objects carry an interest flag for monsters, which is why a valuable can draw attention as well as money.
The game names several of them after ordinary objects. Its own names cover a gumball machine, a traffic light, a blender, an egg and a baby's head, and each of those carries the same trap behaviour underneath.
One of them is liquid. A carton of milk carries a centre of mass with an offset and a margin, a bottom and a top, and a slosh with its own sound, velocity and cooldown, which is why carrying one is a different problem from carrying a solid.
The egg changes its skin as it works. It carries an object transform of its own and a separate material for each of its later states, which is why one of these can look different at each stage rather than only moving differently.
They are not gentle. Some of them move under their own turning force, jolt, and shake the camera, so a crew that treats every valuable as a quiet pickup will find out otherwise.
Valuables can also be locked away. A valuable box holds them, with a value limit and an extraction time, and it can be broken open.
What this entry does not tell you: how long any timer runs, how much anything does to you, or what any valuable is worth. We have not verified those numbers, so we do not print them.
Related
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own behaviour.
ValuablesProtecting your loot from monstersA monster exists whose job is to throw something at valuables.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.