Spiel konfigurieren · YAML-Editor

Anodyne konfigurieren

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Anodyne · World 0.6.3 · Paket 0.6.3 · Core 0.6.8
Optionsschema und YAML-Strukturprüfung verfügbar · Servergenerierung freigegeben. Separater Multiworld-/Spielclient-Teststatus

Stelle deine Optionen ein und lade die fertige Spieler-YAML herunter. Bei freigegebenen Worlds startet die isolierte Core-Prüfung beim Speichern in einem eigenen Lobby-Slot; eine erfolgreiche Seedgenerierung wird separat geprüft.

Ersetzt den Entwurf nach Bestätigung.

Entwurf · noch nicht durch den Core geprüft

Game Options · 6 Optionen
progression_balancing
Hilfe · Gewichtung möglich

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.

World-Standard: 50

accessibility
Hilfe · Gewichtung möglich

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.

World-Standard: 0

start_broom
Hilfe · Gewichtung möglich

Select which broom to start with.

World-Standard: 0

victory_condition
Hilfe · Gewichtung möglich

Select the end goal of your game. [Defeat Briar] Reach the credits screen after defeating the Briar. [Final Gate] Open the final gate in the top section of the Nexus and interact with the console beyond it. Postgame must be enabled for this, else the goal will revert to Briar.

World-Standard: 0

postgame_mode
Hilfe · Gewichtung möglich

Determines how the Swap upgrade behaves. Note that even when "Expanded Swap" is available, Swap will not work in almost every room the way it does in the base game. It will be limited to rooms near postgame content, so that you can reach those checks/areas without breaking the rest of the game's logic. [Disabled] Swap is only used to access the top half of GO, and all postgame areas will be removed from logic. [Vanilla] Expanded Swap unlocks upon defeating Briar. [Unlocked] Expanded Swap is automatically available upon receiving the Swap item. [Progressive] The first Progressive Swap will behave like pre-Briar Swap, and the second is the Expanded Swap.

World-Standard: 0

mitra_hints
Hilfe · Gewichtung möglich

Sets how Mitra's hints work. She gives one free hint and then gives additional hints after defeating bosses. [None] Mitra does not give any hints. [Vague] Mitra only tells you the location of a progression item, but not what it is. [Precise] Mitra tells you the exact location of one of your progression items. [Precise Hint] Same as Precise, but will be sent out as a hint.

World-Standard: 1

Key Logic · 3 Optionen
small_key_mode
Hilfe · Gewichtung möglich

Select how the small keys will be handled. [Unlocked] The key-locked gates in each dungeon will open automatically. [Small Keys] Small keys act like they do in the original game. Each opens one gate. [Key Rings] Only one key ring item is required to open every key-locked gate in a dungeon.

World-Standard: 1

small_key_shuffle
Hilfe · Gewichtung möglich

Select how the small keys or key rings will be randomized. Does nothing when small key mode is set to unlocked. [Vanilla] The small keys will be placed in the vanilla locations. [Original Dungeon] The small keys will be shuffled within their own dungeons. [Own World] The small keys will be shuffled within your own world. [Any World] The small keys will be shuffled throughout the entire multiworld. [Different World] The small keys will specifically be shuffled into other players' worlds.

World-Standard: 2

big_key_shuffle
Hilfe · Gewichtung möglich

Select how the big keys will be randomized. [Vanilla] The big keys will be placed in the vanilla locations. [Unlocked] The big key gates will open automatically. [Own World] The big keys will be shuffled within your own world. [Any World] The big keys will be shuffled throughout the entire multiworld. [Different World] The big keys will specifically be shuffled into other players' worlds.

World-Standard: 4

Cards · 2 Optionen
card_amount
Hilfe · Gewichtung möglich

Sets the amount of cards available in the item pool. If there are not enough locations or card slots available when "Extra cards" is added, this number will automatically get lowered. This setting will then be used as the actual maximum for card requirements of any big gates in logic. Special values: [Vanilla] 37 with postgame disabled, 49 otherwise. [Auto] Maximum of all in-logic big card gates(postgame gates excluded if postgame is disabled).

World-Standard: -1

extra_cards
Hilfe · Gewichtung möglich

Sets the amount of extra cards in the item pool. Note that this setting combined with "Base cards in item pool" will never exceed the maximum of 49 cards.

World-Standard: 0

Logic Changes · 6 Optionen
split_windmill
Hilfe · Gewichtung möglich

Select how the Windmill behaves. [Off] The Windmill behaves as it does in vanilla. Turning it on moves the three statues blocking access to the lategame dungeons. [On] The Windmill doesn't do anything special, and instead becomes a location. Three items are added to the pool, one for each dungeon statue.

World-Standard: 0

include_blue_happy
Hilfe · Gewichtung möglich

Select how Blue and Happy activation works [Off] Blue and Happy behave like in vanilla. You need to complete the gauntlets and open the dams to fight Briar. [On] The Blue and Happy dams become items that both need to be found to fight Briar. Both gauntlets have random items at the end.

World-Standard: 0

fields_secret_paths
Hilfe · Gewichtung möglich

Toggles whether the secret paths towards three of the secret chests in Fields are in logic without Expanded Swap.

World-Standard: 0

randomize_color_puzzle
Hilfe · Gewichtung möglich

If enabled, the GO color block puzzle is randomized, and the player needs to beat each of the late game bosses to find the correct solution. If disabled, the vanilla solution is used, and the dungeons are not logically required to beat the game.

World-Standard: 1

nexus_gate_shuffle
Hilfe · Gewichtung möglich

Determines how nexus gates and warp pads work. If enabled, nexus gates will become items, and warp pads will become locations. Nexus gates that are pre-opened are excluded from this. The "All Except Endgame" option excludes the GO, Blue, and Happy gates / pads.

World-Standard: 0

red_grotto_access
Hilfe · Gewichtung möglich

Select how progression through the Red Grotto dungeon should be handled. [Progressive] Three Progressive Red Grotto items will be added to the pool, and each will open the next section of the dungeon, in the following order: left, right, top. [Original Dungeon] Same as above, but the progression items will be restricted to the original dungeon. [Vanilla] The Red Grotto will open up the same way it does in vanilla. The red tentacles will not be location checks.

World-Standard: 0

Starting Nexus Gates · 3 Optionen
nexus_gates_open
Hilfe · Gewichtung möglich

Select which Nexus Gates are open from the start. Street is always open. [Street Only] Only the Street gate is open. [Street and Fields] The Street and Fields gates are open. [Early] The gates for pre-dungeon areas near Fields are also open. [Random Count] A number of random gates will be open. The number is specified in another option. [Random Pre-Endgame] Same as above, but the GO, Blue, and Happy gates are excluded.

World-Standard: 1

random_nexus_gate_open_count
Hilfe · Gewichtung möglich

The amount of random Nexus Gates to be opened from the start. Only has an effect if Nexus Gates is set to random.

World-Standard: 4

custom_nexus_gates_open
Hilfe

Specify specific Nexus Gates to open from the start. If set, this will override the value of nexus_gates_open. Note that the Street Nexus Gate will always be open.

World-Standard: []

Extra Locations · 4 Optionen
dustsanity
Hilfe · Gewichtung möglich

Select if picking up dust counts as a check. [Off] Dust behaves as in the normal game. [On] Picking up dust counts as a check the first time it gets picked up by a broom. Dust will appear gold if it has yet to be picked up.

World-Standard: 0

rocksanity
Hilfe · Gewichtung möglich

Select if interacting with rocks counts as a check. [Off] Rocks behave as in the normal game. [On] Interacting with rocks sends out a check.

World-Standard: 0

health_cicada_shuffle
Hilfe · Gewichtung möglich

Select how the health cicadas will be randomized. [Vanilla] The health cicadas will not be locations. [Own World] Health cicadas will be locations, and the items will be shuffled within your world. [Any World] The health cicadas will be shuffled throughout the entire multiworld. [Different World] The health cicadas will specifically be shuffled into other players' worlds.

World-Standard: 2

forest_bunny_chest
Hilfe · Gewichtung möglich

Include the chest that forces you to wait almost 2 hours to access it.

World-Standard: 0

Filler Items · 2 Optionen
traps_percentage
Hilfe · Gewichtung möglich

Determines how many filler items will be traps.

World-Standard: 25

trap_weights
Hilfe

Specify the distribution of traps that should be placed into the pool. If you don't want a specific type of trap, set the weight to zero.

World-Standard: {"Chaos Trap": 10, "Damage Trap": 5, "Disarm Trap": 8, "Extreme Chaos Trap": 0, "Flip Horizontal Trap": 5, "Flip Vertical Trap": 5, "Gas Trap": 10, "Grayscale Trap": 10, "Home Trap": 2, "Invisible Trap": 5, "One Hit KO Trap": 1, "Person Trap": 10, "Phone Trap": 10, "Pixelate Trap": 10, "Stun Trap": 5, "Tool Swap Trap": 8}

Links · 2 Optionen
death_link
Hilfe · Gewichtung möglich

When you die, everyone who enabled death link dies. Of course, the reverse is true too.

World-Standard: 0

trap_link
Hilfe · Gewichtung möglich

If enabled, when you receive a trap, it will send a similar trap out to other players. In a similar vain, other players receiving a trap will send one to you as well. You will only receive traps with a weight higher than 0.

World-Standard: 1

Big Gate Logic · 36 Optionen
overworld_gauntlet_gate
Hilfe · Gewichtung möglich

Select the type of the Overworld Gauntlet gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Overworld Gauntlet gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Overworld Gauntlet gate boss requirement option.

World-Standard: 1

overworld_gauntlet_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Overworld Gauntlet gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 4

overworld_gauntlet_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Overworld Gauntlet gate. Boss rush kills don't count for this.

World-Standard: 1

overworld_fields_gate
Hilfe · Gewichtung möglich

Select the type of the Overworld Fields gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Overworld Fields gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Overworld Fields gate boss requirement option.

World-Standard: 2

overworld_fields_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Overworld Fields gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 1

overworld_fields_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Overworld Fields gate. Boss rush kills don't count for this.

World-Standard: 1

fields_terminal_gate
Hilfe · Gewichtung möglich

Select the type of the Fields Terminal gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Fields Terminal gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Fields Terminal gate boss requirement option.

World-Standard: 3

fields_terminal_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Fields Terminal gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 1

fields_terminal_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Fields Terminal gate. Boss rush kills don't count for this.

World-Standard: 1

beach_gauntlet_gate
Hilfe · Gewichtung möglich

Select the type of the Beach Gauntlet gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Beach Gauntlet gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Beach Gauntlet gate boss requirement option.

World-Standard: 1

beach_gauntlet_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Beach Gauntlet gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 8

beach_gauntlet_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Beach Gauntlet gate. Boss rush kills don't count for this.

World-Standard: 1

windmill_entrance_gate
Hilfe · Gewichtung möglich

Select the type of the Windmill Entrance gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Windmill Entrance gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Windmill Entrance gate boss requirement option.

World-Standard: 2

windmill_entrance_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Windmill Entrance gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 1

windmill_entrance_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Windmill Entrance gate. Boss rush kills don't count for this.

World-Standard: 1

windmill_middle_gate
Hilfe · Gewichtung möglich

Select the type of the Windmill Middle gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Windmill Middle gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Windmill Middle gate boss requirement option.

World-Standard: 3

windmill_middle_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Windmill Middle gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 1

windmill_middle_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Windmill Middle gate. Boss rush kills don't count for this.

World-Standard: 1

windmill_top_gate
Hilfe · Gewichtung möglich

Select the type of the Windmill Top gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Windmill Top gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Windmill Top gate boss requirement option.

World-Standard: 4

windmill_top_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Windmill Top gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 1

windmill_top_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Windmill Top gate. Boss rush kills don't count for this.

World-Standard: 1

suburb_gate
Hilfe · Gewichtung möglich

Select the type of the Suburb gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Suburb gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Suburb gate boss requirement option.

World-Standard: 1

suburb_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Suburb gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 16

suburb_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Suburb gate. Boss rush kills don't count for this.

World-Standard: 1

cell_gate
Hilfe · Gewichtung möglich

Select the type of the Cell gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Cell gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Cell gate boss requirement option.

World-Standard: 1

cell_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Cell gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 24

cell_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Cell gate. Boss rush kills don't count for this.

World-Standard: 1

terminal_endgame_gate
Hilfe · Gewichtung möglich

Select the type of the Terminal Endgame gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Terminal Endgame gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Terminal Endgame gate boss requirement option.

World-Standard: 1

terminal_endgame_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Terminal Endgame gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 36

terminal_endgame_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Terminal Endgame gate. Boss rush kills don't count for this.

World-Standard: 1

blank_postgame_gate
Hilfe · Gewichtung möglich

Select the type of the Blank Postgame gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Blank Postgame gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Blank Postgame gate boss requirement option.

World-Standard: 1

blank_postgame_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Blank Postgame gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 47

blank_postgame_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Blank Postgame gate. Boss rush kills don't count for this.

World-Standard: 1

nexus_north_final_gate
Hilfe · Gewichtung möglich

Select the type of the Nexus North Final gate. Note that the big key requirements will cause the gate to unlock if the Big Key Shuffle is set to unlocked. [Unlocked] This gate starts unlocked. [Cards] This gate opens with a number of cards specified in the Nexus North Final gate card requirement option. [Green Key] This gate opens with the green key. [Red Key] This gate opens with the red key. [Blue Key] This gate opens with the blue key. [Bosses] This gate has a configurable amount of bosses required to be defeated, specified in the Nexus North Final gate boss requirement option.

World-Standard: 1

nexus_north_final_gate_cards
Hilfe · Gewichtung möglich

Choose how many cards are required to open the Nexus North Final gate. Postgame must be enabled to choose a number above 37 for all but the nexus and final gates.

World-Standard: 49

nexus_north_final_gate_bosses
Hilfe · Gewichtung möglich

Choose how many bosses are required to open the Nexus North Final gate. Boss rush kills don't count for this.

World-Standard: 1

Item & Location Options · 10 Optionen
local_items
Hilfe

Forces these items to be in their native world.

World-Standard: []

non_local_items
Hilfe

Forces these items to be outside their native world.

World-Standard: []

start_inventory
Hilfe

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

World-Standard: {}

start_inventory_from_pool
Hilfe

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

World-Standard: {}

start_hints
Hilfe

Start with these item's locations prefilled into the ``!hint`` command.

World-Standard: []

start_location_hints
Hilfe

Start with these locations and their item prefilled into the ``!hint`` command.

World-Standard: []

exclude_locations
Hilfe

Prevent these locations from having an important item.

World-Standard: []

priority_locations
Hilfe

Prevent these locations from having an unimportant item.

World-Standard: []

item_links
Hilfe

Share part of your item pool with other players.

World-Standard: []

plando_items
Hilfe

Generic items plando.

World-Standard: []

YAML / Expertenansicht

Gewichtete Spiele/Namen, Trigger, Linked Options und komplexe Werte bleiben erhalten. Formularänderungen schreiben die YAML neu und ersetzen ihre Formatierung und Kommentare. Ohne Änderung bleibt der Originaltext erhalten.

Gewichtungen und exotische Optionen werden als „Erweiterte Option“ dargestellt. Ungültige und unbekannte Werte werden nicht automatisch korrigiert. Die Schema-Prüfung ersetzt die isolierte Core-Prüfung nicht.

Sichere YAML-Grenzen

2 MiB, keine Aliase/Anker oder doppelten Schlüssel; 32 Auswahlwerte, 32 Trigger/Linked-Options und 128 Optionsblöcke. requires.version und requires.game werden geprüft. Optionswerte werden beim Slot-Upload mit World.from_any/verify und acht Core-Würfelproben je World geprüft. Gemeinsame Platzierung, endgültige Namen und Generierbarkeit stehen erst nach erfolgreicher Seedgenerierung fest.

„Konfiguration speichern“ speichert einen Entwurf pro Spiel und Konto ausschließlich in diesem Browser. Auf gemeinsam genutzten Geräten danach löschen. Für eine unabhängige Kopie YAML herunterladen. Bei einem World-Update werden Schemaänderungen vor dem Laden angezeigt.

Anmelden und eine Lobby öffnen, um die YAML einem eigenen Slot zuzuweisen. Die Core-Prüfung ist für freigegebene Worlds verfügbar.