
Playing with a crew · R.E.P.O. v0.4.0 · read from a local copy
What the record keeps about each player
Each player has three inventory spots, each with a flag for being taken.
R.E.P.O.'s record is not only a team name: it keeps three inventory spots for each player with flags for whether they are taken, a health and a colour, a crown, a flag for every upgrade, and run statistics.
What the game establishes
- Each player has three inventory spots, each with a flag for being taken. (checked against the game's own files)
- A player's colour and health are kept on the record. (checked against the game's own files)
- The record keeps a flag for a player having a crown. (checked against the game's own files)
- Every upgrade the record knows has its own flag, including speed, strength, throwing, range, an extra jump, launching, the map player count, the tumble climb, the tumble wings, a crouch rest and the death head battery. (checked against the game's own files)
- Battery upgrades are kept separately, with a stat battery of their own. (checked against the game's own files)
- Run statistics and a flag for whether they are synced are kept, with the date and time and a flag for a changed team name. (checked against the game's own files)
- The file itself carries a folder path, the latest save version and a dictionary of items. (checked against the game's own files)
In play
Each player is kept as their own set of values. The record holds three inventory spots per player, which is why what one crew member is carrying has nothing to do with what another is carrying.
The spots know when they are taken. Each of the three has a flag for being occupied, so a slot can be shown as claimed without the item being read off the model.
A player has a colour and a health value. Both are kept on the record, which is why the crew can be told apart and why a member's condition survives the moment they were hurt.
There is a crown. The record keeps a flag for a player having one, which is how a run can mark one member out of the crew.
Upgrades are kept one flag at a time. The record holds a separate entry for each upgrade it knows: speed, strength, throwing, range, an extra jump, launching, the player count on the map, the tumble climb, the tumble wings, a crouch rest and the death head battery.
Batteries are kept separately. There is a record for battery upgrades and a stat battery of its own, which is why a charge is not only a property of the item holding it.
Runs are recorded as statistics. The record carries run statistics and a flag for whether they have been synced, alongside the date and the time and a flag for the team name having changed.
The file itself is described too: a folder path, the latest save version and a dictionary of the items the game knows.
What this entry does not tell you: what any upgrade does, how many players a crew may hold, or where the save is written. We have not verified those, so we do not print them.
Related
Interface and readoutsThe save and your run recordThe save stores the team name and the names of the players.
Extraction and the shopHow upgrades are kept track ofAn upgrade is modelled as its own object with its own information.
Gear and itemsThe gear you carryA walkie-talkie is a defined item you can carry.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.