
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The elsa and everything that hangs off it
Its head is on a spring with a transform and a target of its own.
The elsa is a monster carried by springs: its head, its tails and its ears each have their own spring with a target, and it has a curve for getting angry rather than a single attack animation.
What the game establishes
- Its head is on a spring with a transform and a target of its own. (checked against the game's own files)
- Two tails are separately sprung, one on a flying pivot with its own spring, transform and target. (checked against the game's own files)
- Its ears have springs with transforms of their own. (checked against the game's own files)
- Being angry is a curve the animator reads rather than a separate animation. (checked against the game's own files)
- It keeps a state and a timer, with the visuals and the hurt collider on separate transforms. (checked against the game's own files)
- Dying uses a smaller and a larger particle effect. (checked against the game's own files)
- It has a collider named for a bucket, tying it to the game's own props. (checked against the game's own files)
- A second pair of ears is sprung as well, with two transforms and two targets of its own. (checked against the game's own files)
- It has a jaw on a spring, a head that idles and wiggles, a rotation spring and a pair of feet, with a small and a big collider placed apart from the visuals. (checked against the game's own files)
- Beyond voice lines it has sound sources of its own for barking, for a stun loop and for panting. (checked against the game's own files)
- Its barking idles are broken up by small breakers of their own. (checked against the game's own files)
- An ear has a transform of its own along with a left and a right target. (checked against the game's own files)
In play
The elsa is built out of parts that hang and swing. Its head is on a spring with a transform and a target, and its tails and ears have their own springs in the same way, which is why the monster keeps moving after it has stopped.
Two tails are separately sprung. There is a flying pivot with a spring for the first tail, then springs for two tails of their own, each with its transform and its target, so the back of the monster is a chain rather than one piece.
Its ears are sprung as well. Ear springs have their own transforms, so what looks like a pair of ears is animated by the same system as everything else.
It has a curve for getting angry. Being angry is a value the animator reads rather than a separate animation, which is how the same monster can be calm and then not, without switching between two models.
It keeps a state and a timer, and its body is measured with a separate transform for the visuals and one for the collider that hurts players, so what you can hit is not the same shape as what you can see.
Dying is two effects rather than one. There is a smaller and a larger particle effect, which is how a death can build rather than simply happen.
It carries a collider named for a bucket as well, which ties this monster to the game's own props rather than being a free-floating creation.
Its ears are aimed rather than fixed. An ear has a transform of its own with a left and a right target beside it, which is why the ears can be pointed at something rather than left hanging.
What this entry does not tell you: how fast it moves, how much damage it does, or how long it takes to become angry. We have not verified those numbers, so we do not print them.
Related
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
MonstersThe runner and what bursts out of itIt keeps a state, an animator and a head on a spring with a source and a target.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.