
Valuables · R.E.P.O. v0.4.0 · read from a local copy
The cartoon television
The television plays a cartoon with a cat and a mouse, each an object of its own.
One of the trap valuables in R.E.P.O. is a television that plays a cartoon: a cat and a mouse each talk on their own timings, the screen crackles with static, and the set is a trap as well as loot.
What the game establishes
- The television plays a cartoon with a cat and a mouse, each an object of its own. (checked against the game's own files)
- The cat and the mouse each have a talking time, a pause, a count, a starting and an ending scale and two sounds. (checked against the game's own files)
- The screen has static with a curve, a time, a timer and an outro. (checked against the game's own files)
- It has a screen, a background and a light of its own. (checked against the game's own files)
- It runs for a set time and is active between a shortest and a longest period. (checked against the game's own files)
- It is a trap, with a trap television object, a done state and a flag for being activated. (checked against the game's own files)
- It has a loop, a start and a stop sound, and it knows whether it is the local copy. (checked against the game's own files)
- The game ships the cartoon cat and the mouse as sheets of frames. (checked against the game's own files)
- The set itself has a surface texture of its own in the build. (checked against the game's own files)
In play
One of the trap valuables is a television, and it does not only sit there. It plays a cartoon, with a cat and a mouse as objects of their own, which is why the screen has something happening on it before anyone touches it.
Both animals talk. The cat has a talking time, a pause, a count, a starting and an ending scale and two sounds, and the mouse has the same set, so the two can be talking at different rates rather than being one animation.
The screen has static of its own. There is static, a curve for it, a time and a timer, and an outro to finish it, which is how the picture can break up and come back rather than simply switching.
It has a screen, a background and a light. Keeping the three apart is what lets the television throw light into a room while the picture on it changes.
It runs for a set time, and it is active between a shortest and a longest period. That pair is how the game can leave the set off for a while and then have it come on by itself.
It is a trap as well as a valuable. There is a trap television object, a state for the trap being done and a flag for the set being activated, so watching it is a decision rather than a free look.
It has a loop and sounds for starting and stopping, and it knows whether it is the local copy, which is how the same television can be heard by one player and by the whole crew in the right way.
The two pictures beside this entry are the game's own: the frames the cat is animated from and the frames for the mouse.
What this entry does not tell you: how long the cartoon runs, what it does to you, or what the set is worth. We have not verified those numbers, so we do not print them.
Related
Hazards and eventsThe mines, traps and lasers in a levelMines come in kinds, including one that stuns and one that is triggered.
ValuablesValuables that fight backSome valuables are built on a trap behaviour rather than being inert props.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.