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Black Market of Bulletphilia ~ 100th Black Market konfigurieren

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Black Market of Bulletphilia ~ 100th Black Market · World 0.4.52 · Paket 0.4.52 · 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 · 7 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

completion_type
Hilfe · Gewichtung möglich

A goal to reach. 1. Full Story Clear - Defeat Chimata Tenkyuu, Nitori Kawashiro, Takane Yamashiro. 2. Minimum Story Clear - Defeat Takane Yamashiro. 3. All Ability Cards Owned. 4. All Bosses Defeated - Challenge Market does not count. 5. Challenge Market Clear. 6. Clear everything except Challenge Market. 7. Clear everything. 8. Dragon Gem Hunt - Collect a certain number of Dragon Gem items randomly placed throughout the game.

World-Standard: 0

trap_chance
Hilfe · Gewichtung möglich

Percentage chance that any given filler Item will be replaced by a trap item.

World-Standard: 10

trap_blacklist
Hilfe

Which Trap items will not be generated if Trap Chance is higher than 0. Remove any of these entries if you want those traps to appear.

World-Standard: ["One-time: Funds Reset Trap", "One-time: Bullet Money Reset Trap", "One-time: 20% Shot Attack Trap", "One-time: 0% Magic Circle Attack Trap", "One-time: 1000% Magic Circle Duration Trap", "One-time: Shot Power Reset Trap"]

trap_durations
Hilfe

How much time should any of the Temporary traps last (in seconds, max 900). If not set, the game will assume default values as follows: Extreme Speed Trap/"aya_speed" - 5 seconds Magic Circle Disable Trap/"circle_disable" - 15 seconds Freeze Trap/"freeze" - 3 seconds Powerless Shot Trap/"powerless" - 6 seconds

World-Standard: {"aya_speed": 5, "circle_disable": 15, "freeze": 3, "powerless": 6}

include_gameplay_filler
Hilfe · Gewichtung möglich

Whether filler items that are not Funds or Bullet Money will appear during generation. Also affects Traps.

World-Standard: 1

Death Link & Energy Link Options · 5 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

death_link_trigger
Hilfe · Gewichtung möglich

Determines when a Death Link would be sent. Only takes effect if Death Link is enabled. Can be temporarily changed during gameplay. 0. Upon losing a life. This means Life Explosion Elixir will also trigger Death Link. 1. Upon failing a stage attempt. All lives must be lost before this triggers.

World-Standard: 0

death_link_invincibility
Hilfe · Gewichtung möglich

Determines whether invincibility can protect against incoming Death Links.

World-Standard: 1

energy_link
Hilfe · Gewichtung möglich

Allows usage of the EnergyLink pool. Funds can be deposited and withdrawn at a certain exchange rate. However, undeposited and withdrawn Funds will not be automatically saved.

World-Standard: 0

energy_link_bullet_money
Hilfe · Gewichtung möglich

If enabled, EnergyLink exchanges permit exchanging energy for Bullet Money as well. Conversion rates for Bullet Money differ from that for Funds. Bullet Money cannot be deposited nor withdrawn outside of stages.

World-Standard: 0

Generation Options · 5 Optionen
starting_market
Hilfe · Gewichtung möglich

Choose which stage to have unlocked at the start of the game. If Progressive Markets is enabled: - Unlock items for stages preceding the Starting Market will not appear. - Any stages preceding the Starting Market will be unlocked.

World-Standard: 0

stage_boss_locations
Hilfe · Gewichtung möglich

Whether boss encounters and defeats will count as locations, and whether stage clears will count as locations.

World-Standard: 0

progressive_stages
Hilfe · Gewichtung möglich

Stages will be unlocked in order as the game progresses.

World-Standard: 1

music_room_checks
Hilfe · Gewichtung möglich

Whether soundtrack unlocks in the Music Room also counts as checks.

World-Standard: 0

achievement_checks
Hilfe · Gewichtung möglich

Whether Achievements also counts as checks.

World-Standard: 0

Equipment Upgrade Options · 4 Optionen
progressive_loadout
Hilfe · Gewichtung möglich

Whether starting card slots and equip cost will be upgraded according to the number of bosses defeated or via items received. The game begins with 1 starting card slot and 100% equip cost. 1. Disabled - Slots and cost will be unlocked according to the number of bosses defeated (vanilla). 2. Simultaneous - Both slots and cost will be upgraded at the same time. 3. Separate - Slots and cost will only be upgraded with the appropriate items received.

World-Standard: 0

progressive_loadout_count
Hilfe · Gewichtung möglich

Only used if "Itemize Equipment Upgrades" is set to Simultaneous. This will determine how many of them will be in the item pool. Minimum of +6 items because of one of the Achievements. Can technically go up to +33, but it is recommended to only go up to +15 at most.

World-Standard: 6

progressive_slot_count
Hilfe · Gewichtung möglich

Only used if "Itemize Equipment Upgrades" is set to Separate. This determines how many starting card slot upgrades will be in the item pool. Minimum of +6 slots because of one of the Achievements. Can technically go up to +33, but it is recommended to only go up to +15 at most.

World-Standard: 6

progressive_cost_count
Hilfe · Gewichtung möglich

Only used if "Itemize Equipment Upgrades" is set to Separate. This will determine how many equip cost upgrades will be in the item pool. Equip cost maxes out at +900%, and each upgrade is worth 50%.

World-Standard: 6

Gameplay Handicap Options · 8 Optionen
anti_grinding_toggle
Hilfe · Gewichtung möglich

Toggles whether generation logic should consider anti-grinding placements.

World-Standard: 0

anti_grinding_placements
Hilfe

Which items should be prioritized for placement during early game to reduce grinding as much as possible. Four cards and 1000 Funds are on the list by default, but you can choose to remove them.

World-Standard: ["Kiketsu Matriarch\u0027s Threat", "Princess Kaguya\u0027s Secret Stash", "Hundredth Black Market", "Pristine Self-Confidence", "+1000 Funds"]

perma_upgrade_toggle
Hilfe · Gewichtung möglich

Whether items for permanently upgrading player initial stats (starting lives, starting shot attack, etc.) will appear. These permanent upgrades were never part of the original game, and will not be required for progression. However, they will be prioritized for filler before other filler items can be placed (e.g. Funds filler, one-time Shot Attack bonuses).

World-Standard: 0

perma_upgrade_life
Hilfe · Gewichtung möglich

How many upgrades for additional starting lives? Cannot exceed 3 upgrades (4 starting lives). Note that you begin with 1 life by default in every stage.

World-Standard: 0

perma_upgrade_bm
Hilfe · Gewichtung möglich

How many upgrades for additional starting Bullet Money? Each upgrade is worth 70 Bullet Money. Note that you begin with 0 Bullet Money by default in every stage.

World-Standard: 0

perma_upgrade_power
Hilfe · Gewichtung möglich

How many upgrades for additional starting Power? Cannot exceed 3 upgrades (4 starting Power). Note that you begin with 1 Power by default in every stage.

World-Standard: 0

perma_upgrade_atk
Hilfe · Gewichtung möglich

How many upgrades for additional starting shot attack? Each upgrade is worth 5%. Note that you begin with 100% shot attack by default in every stage.

World-Standard: 0

perma_upgrade_magic_atk
Hilfe · Gewichtung möglich

How many upgrades for additional starting magic circle strength? Each upgrade is worth 5%. Note that you begin with 100% magic circle strength by default in every stage.

World-Standard: 0

Logic Handicap Options · 3 Optionen
disable_challenge_logic
Hilfe · Gewichtung möglich

Generation logic will consider Challenge Market inaccessible if all other stages have not been unlocked yet. Disable this option to turn off the above handicap.

World-Standard: 1

low_skill_logic
Hilfe · Gewichtung möglich

Whether the generation logic should include certain Ability Cards as compulsory before challenging late-game stages. 0. Disabled. 1. Stage 4 requires only 2 of them, stage 5 requires 4, etc. 2. All late-game stages logically require all cards below. * 4th-6th Market + Challenge Market: Life Explosion Elixir, Princess Kaguya's Secret Stash, Soot-covered Uchiwa, Esteemed Authority, Gluttonous Centipede, and Money Is The Best Lawyer In Hell. * End of Market: Life Explosion Elixir, Esteemed Authority * Takane: + Lucky Cat with Good Business Skills * Nitori: + 1 card loadout slot progression

World-Standard: 1

low_skill_stats
Hilfe · Gewichtung möglich

Whether generation logic should also consider placing itemized equipment upgrades before late-game stages. This only works if "Itemize Equipment Upgrades" and "Recommended Loadout in Logic" are enabled. This will scale based on "Recommended Loadout in Logic".

World-Standard: 0

Dragon Gem Hunt Options · 2 Optionen
dragon_gems_condition
Hilfe · Gewichtung möglich

Only effective if the Completion Type is set to Dragon Gem Hunt. This will determine how many Dragon Gem items are required for goal. If there are not enough locations for the required count, the count will be adjusted accordingly.

World-Standard: 30

dragon_gems_pool
Hilfe · Gewichtung möglich

Only effective if the Completion Type is set to Dragon Gem Hunt. This will determine how many Dragon Gem items would be in the item pool. If this number is less than the victory condition number, the number in the item pool will be randomized with a minimum the same as the victory condition.

World-Standard: 60

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.