
How the game behaves · R.E.P.O. v0.4.0 · read from a local copy
How monsters jump
A surface jump has an upward and a sideways force, with a delay before the jump and a delay after landing.
Jumping in R.E.P.O. is three behaviours in one component: a monster can jump on a surface, jump to free itself when it is stuck, and jump a gap, and each of those has its own upward and sideways forces with delays before and after the landing.
What the game establishes
- A surface jump has an upward and a sideways force, with a delay before the jump and a delay after landing. (checked against the game's own files)
- A stuck jump is limited by a count and has its own forces and delays. (checked against the game's own files)
- A gap jump has an upward and a forward force with its own delays. (checked against the game's own files)
- Landing can put the navigation agent back onto the surface. (checked against the game's own files)
- The behaviour refers back to the monster it belongs to. (checked against the game's own files)
- The three kinds of jump are all part of one jumping component. (checked against the game's own files)
In play
Monsters do not simply walk into you. A shared behaviour gives them three ways to leave the ground, and each of the three is configured separately rather than being one jump with settings.
The first is a surface jump. It has an upward force and a sideways force, a delay before the jump and a delay after landing, which is why the creature gathers itself and then recovers rather than springing instantly.
The second gets it unstuck. That jump is limited to a number of attempts, with its own upward and sideways forces and its own delays, which is how a monster that has wedged itself somewhere can work its way free instead of standing there.
The third crosses a gap. It has an upward force and a forward one, with delays of its own, so a monster can leap a hole rather than only hop on the spot.
Landing is handled as well. A monster can be set to put its navigation agent back onto the surface when it lands, which is how a leap across a gap ends with the creature properly placed rather than sliding about.
All of it belongs to the monster. The behaviour refers back to the creature it is attached to, so the same component can be configured per monster rather than being a property of the level.
What this entry does not tell you: how high or how far any monster jumps, how long the delays are, or how many stuck attempts it gets. We have not verified those numbers, so we do not print them.
Related
MonstersEnemies that move differentlyAt least one monster moves by tumbling rather than walking.
Maps and levelsHow a level is put togetherA level is kept as its own description with a module count, a passage limit and a note about enemies.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.