
Valuables · R.E.P.O. v0.4.0 · read from a local copy
The baby head that keeps waking 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 a baby's head: it has an awake and an asleep state written into its eyes, sounds for both and for crying, a jolt of its own on a timer, and a cry that carries a set distance.
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)
- Its head, its eyelid pivot and each eye pivot are separate things. (checked against the game's own files)
- Being awake and asleep are two eye rotations, with a head angle for being awake and a speed for the eyes to move between them. (checked against the game's own files)
- Waking and falling asleep each take a length of time of their own. (checked against the game's own files)
- It has separate sounds for being awake, for crying and for being asleep, and the cry carries a distance of its own. (checked against the game's own files)
- It jolts on its own, with a shortest and a longest interval and a smallest and a largest force. (checked against the game's own files)
- It is thrown about, with a torque multiplier and a maximum velocity of its own. (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)
- The game ships its own colour sheet for the head. (checked against the game's own files)
In play
Some valuables fight back; this one simply will not settle. It is a trap first: 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.
Its head is built from parts. There is the head itself, an eyelid pivot and a pivot for each eye, so the lids and the eyes move as separate things rather than as one face.
Being awake and being asleep are written as two different eye rotations, with a head angle for being awake and a speed for the eyes to move between the two. That is why the head looks like it is dozing and then is not.
Waking up and drifting off each take a length of time of their own, so the change is a movement rather than a switch.
It sounds like a baby. There is a sound for being awake, a sound for crying, and a sound for being asleep, and the crying has a distance of its own that it carries.
It does not lie still. There is a shortest and a longest interval between its jolts, and a smallest and a largest force for them, so the head twitches on a rhythm you cannot quite learn.
It is thrown about as well: there is a torque multiplier and a maximum velocity belonging to it, which is what a knock does to a head this size.
It knows whether it is the copy that matters locally, and monsters can be set to come and investigate it, so waking it is not only a problem for the player holding it.
What this entry does not tell you: what the head is worth, how far the cry carries in metres, or how long it stays quiet. 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.
ValuablesValuables that move, glow or talkThe teeth bot has two transforms for talking, a loop sound and spring limbs.
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own behaviour.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.