
Valuables · R.E.P.O. v0.4.0 · read from a local copy
The blender valuable and its bill soup
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 blender: it keeps a timer of its own, blades with start, loop and end sounds and loops for being stuck and empty, a lid that pops, and money inside it that becomes a bill soup.
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)
- It has a timer of its own. (checked against the game's own files)
- Its blades have a speed, a curve and the machine a mesh transform of its own. (checked against the game's own files)
- There are separate sounds for the blades starting, looping and ending, plus a loop for being stuck and one for an empty jug. (checked against the game's own files)
- There is money in it, a second money part, and a bill soup with a curve of its own. (checked against the game's own files)
- Its cap pops and has a collider, with particles for the bills, random bills, dust and the cap. (checked against the game's own files)
- It blasts from a centre of its own. (checked against the game's own files)
- It has a hurt collider 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)
In play
This one is a machine before it is a prize. 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.
It runs on a timer of its own, so the blender is something that starts and then does its work rather than reacting the instant it is touched.
Its blades are modelled in detail. There is a blade and a speed for it, a curve for how it moves, and a transform for the machine's mesh, so the jug and what is inside it can be animated together.
It sounds like a blender being pushed too far. There are separate sounds for the blades starting, running and stopping, and loops of their own for the blades being stuck and for an empty jug, which is how the machine tells you it is struggling.
It is also where the money goes. There is money in it, a second money part, and a bill soup with a curve of its own, so what is being blended is modelled rather than only being described.
The lid comes off. Its cap pops, with a collider of its own, and there are particles for the bills, for bills thrown at random, for dust and for the cap, so the moment of opening is drawn in parts.
It blasts as well, with a centre of its own that the blast comes from, which is how the machine can hurt what is standing next to it.
It carries a hurt collider of its own, so what it damages is a decided area rather than everything nearby.
It knows whether it is the copy that matters locally, and monsters can be set to come and investigate it, so the noise of a running blender is a way to bring something to you.
What this entry does not tell you: how long the timer is, how much the blender is worth, or what the bill soup is for. 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.
ValuablesThe egg valuable that cracks and gets upIt keeps whether the trap is triggered, active or started, whether it triggers on a timer, and the rarity at which it activates.
ValuablesThe traffic light that is also a trapIt keeps whether the trap is triggered, active or started, and whether it triggers on a timer rather than on contact.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.