
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The robed monster and its hands
Its eye has a location of its own rather than being part of a head.
The robed monster in R.E.P.O. attacks with hands that are audible on their own: the game gives it an idle hand sound, an aggressive one, and a separate attack from underneath.
What the game establishes
- Its eye has a location of its own rather than being part of a head. (checked against the game's own files)
- Its idle time has a shortest and a longest value. (checked against the game's own files)
- It turns on a rotation spring and its end piece trails on a spring with a source and a target. (checked against the game's own files)
- It follows a player with a loop sound and a flag for whether that loop is playing. (checked against the game's own files)
- Its hands have an idle sound and an aggressive one, each with a flag for whether it is playing. (checked against the game's own files)
- It has an ordinary attack and an attack from underneath, each with a player and a level version. (checked against the game's own files)
- Idle breaks, being hurt, dying and being stunned each have sounds, with a start and a loop for the stun. (checked against the game's own files)
- It has a vision point and teleport, spawn and death particles. (checked against the game's own files)
- A persistent version of the robe exists with a constant particle. (checked against the game's own files)
In play
The robed monster does not have a head like the others. Its eye has a location of its own, and the thing you see is a robe with an end piece that trails behind on a spring with a source and a target.
It waits and then moves. Its idle time has a shortest and a longest value, so it does not act on the same rhythm twice, and it turns on a rotation spring rather than snapping to face you.
It follows one player in particular. There is a loop sound for that, with a flag for whether the loop is playing, which is how the game can tell you that you are the one being followed.
Its hands are audible by themselves. There is an idle hand sound and an aggressive one, each with a flag recording whether it is playing, so the game knows when a hand is resting and when it is about to close.
It attacks twice over. There is an attack, and there is a separate attack from underneath, and each of those has a sound for the player and a sound for the rest of the crew.
Everything else about it is the standard monster set: idle breaks, being hurt, dying and being stunned with a start and a loop, along with a vision point of its own.
It arrives and leaves with effects. There are teleport particles, spawn particles and death particles, so its appearance and its end are both visible rather than instantaneous.
There is also a version that does not go away. A persistent robe exists with a constant particle of its own, which is how the game can keep one of them present without it being the same object as the one hunting you.
What this entry does not tell you: how much damage a hand does, how long it waits between attacks, or how far it can reach. 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 slow mouth and what it does to a playerIt attaches to a player with separate pieces for the top and the bottom of the face.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.