Spiel konfigurieren · YAML-Editor

Brave Fencer Musashi konfigurieren

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Brave Fencer Musashi · World 0.8.1 · Paket 0.8.1+dsatool.1 · 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 · 73 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

set_lang
Hilfe · Gewichtung möglich

Select which language of items and locations to send to the multiworld (not the version of the game to be played) en- English jp- 日本語

World-Standard: 1

spoiler_items_in_english
Hilfe · Gewichtung möglich

Only considered if Set Language is JP (not saved to slot data) Spoiler log shows progression with English Names

World-Standard: 0

playthrough_method
Hilfe · Gewichtung möglich

Select how you would like the game to progress storywise Linear - Vanilla playthrough, go through the chapters in linear order Open World - Most things can be done in any order as long as requirements are met to unlock

World-Standard: 1

skip_over_bosses
Hilfe · Gewichtung möglich

PLACEHOLDER DOESN'T DO ANYTHING YET Only used when set to a linear playthrough Allows starting the next chapter without killing the crest guardian (can be fought later)

World-Standard: 0

goal
Hilfe · Gewichtung möglich

Select which Goal in order to win this game of Brave Fencer Musashi Rescue All NPCs - save all 35 Castle NPCs lost in the multiworld Rescue [X] NPCs - save a portion of Castle NPCs, check 'NPCs Required to Goal' to adjust count (does not include the 5 who were not kidnapped) Defeat [ ] Guardian/Boss - Win after defeating the respective boss (listed in order of occurrence) Defeat [X] Guardian - Win after defeating a specific number of crest guardians check 'GuardianGoal' to adjust count (helps somewhat with a certain length for open world settings)

World-Standard: 8

npc_goal
Hilfe · Gewichtung möglich

How many Castle NPCs will need to be rescued in order to goal. Only relevant when 'Rescue X NPCs' is set as the goal. Does not include the 5 who were not kidnapped 10 - very very short playthrough possibly all in sphere 1 (<30 minutes solo) 20 - short playthrough (1-3 hours solo) 35 - same as rescue all NPCs (4-7 hours solo)

World-Standard: 20

guardian_goal
Hilfe · Gewichtung möglich

How many Crest Guardians will need to be defeated in order to goal. Only relevant when 'Defeat X Crest Guardian' is set as the goal. If playthrough method is set to linear 1 would be the same as defeating earth crest guardian If playthrough method is set to open world 1 would be the first crest guardian defeated

World-Standard: 3

force_soda_fountain_last
Hilfe · Gewichtung möglich

True - Soda Fountain will only be considered logically accessible if all other required bosses (by goal setting) are defeated first Defeat [Earth/Water/Fire/Wind] Crest Guardian - Soda Fountain is never considered accessible until after goal Defeat [Sky/Final Boss] - This setting does nothing Rescue NPCs - Soda Fountain is only in logic after defeating Earth, Water, Fire, and Wind Crest Guardians Defeat X Crest Guardians - Sky Crest Guardian can be the final Crest Guardian in logic (Defeat 1 Crest Guardian means Sky Crest Guardian could be your first Crest Guardian) False - Soda Fountain can be expected to be completed prior to defeating other bosses

World-Standard: 1

starting_hp
Hilfe · Gewichtung möglich

Amount of max hp to start the game with (max hp will never go over 500) Setting max hp to 1 will remove all max hp up from itempool (and disable deathlink)

World-Standard: 150

starting_bp
Hilfe · Gewichtung möglich

Amount of max bp to start the game with (max bp will never go over 500)

World-Standard: 150

max_hp_logic
Hilfe · Gewichtung möglich

Amount of max hp expected logically before going to Soda Fountain (ignored if starting max hp is 1)

World-Standard: 400

lumina_randomzied
Hilfe · Gewichtung möglich

Randomize the sword of legend

World-Standard: 0

bakery_sanity
Hilfe · Gewichtung möglich

Randomize the bakery's list of items for sale into the multiworld

World-Standard: 0

restaurant_sanity
Hilfe · Gewichtung möglich

Randomize the restaurant's list of items for sale into the multiworld

World-Standard: 0

grocery_sanity
Hilfe · Gewichtung möglich

Randomize the grocery's list of items for sale into the multiworld

World-Standard: 0

grocery_s_revive
Hilfe · Gewichtung möglich

Force S-Revive to always show up in the shop, collecting a S-Revive from the multiworld will give a price discount

World-Standard: 0

grocery_sanity_heal_logic
Hilfe · Gewichtung möglich

Require either C-Drink or W-Gel logically before being required to defeat a Crest Guardian (only relevant when Grocery Sanity is 'true')

World-Standard: 1

toy_sanity
Hilfe · Gewichtung möglich

Randomize the toy shop's list of items for sale into the multiworld, only includes Series 1 through 5 (Does not require Soda Fountain)

World-Standard: 0

tech_sanity
Hilfe · Gewichtung möglich

Randomize the Weapon Techniques and Fusion upgrade into the multiworld

World-Standard: 0

scroll_sanity
Hilfe · Gewichtung möglich

Randomize the Five Legendary Scrolls into the multiworld

World-Standard: 0

wind_scroll_logic
Hilfe · Gewichtung möglich

Only Considered when Scroll Sanity is On. Changes what is considered in logic when Wind Scroll is available Vanilla - Using Wind Scroll is only required for traversal that it is needed in Vanilla logic Simple - Wind Scroll jump maybe required in areas that need double jump height and are easy to do Complex - Wind Scroll jump maybe rquired in areas that need double jump height and have precise jumping timings or landings require swapping scrolls (still need double jump for everything Soda Fountain) Wind Scroll may also be expected to use as a replacement in some boss battles

World-Standard: 1

sky_scroll_logic
Hilfe · Gewichtung möglich

Only Considered when Scroll Sanity is On. Changes what is considered in logic when Sky Scroll is available Vanilla - Sky Scroll is not considered, some easy to reach checks may show as out of logic Simple - Sky Scroll maybe expected to be used to cross gaps or go up a certain slope Complex - Sky Scroll maybe expected to be used to access areas early or out of order (may expect player to softlock if needed to reach a location [Save often])

World-Standard: 1

core_sanity
Hilfe · Gewichtung möglich

Randomize the first four elemental Boss Cores needed to activate the elemental crests into the multiworld

World-Standard: 0

level_sanity
Hilfe · Gewichtung möglich

Randomize the stats gained from leveling into the multiworld

World-Standard: 0

level_bundles
Hilfe · Gewichtung möglich

Number of bundles to receive lvl 30 stats (Body, Mind, Fusion, Lumina) Lowering number bundles will leave more room for Traps/Filler Only active if Level Sanity is True

World-Standard: 29

stat_gain_modifier
Hilfe · Gewichtung möglich

change how stats are gained Early - Most stats are gained in the first couple bundles (maybe better for shorter goals) Vanilla - Stats are gained roughly the same rate as the base game Enhanced - Stats start similar to Vanilla but dramatically increase after receiving half of the stat up bundles (may make Wind Crest Guardian and path to Sky Crest Guardian easier) Only active if Level Sanity is True

World-Standard: 2

xp_gain
Hilfe · Gewichtung möglich

Amount to multiply XP receieved, higher multiplier is faster leveling. Leveling may be required for progression so it is recommended to have increased XP gain. No XP Gain - Challenge run modifier (level 1 the entire game), checks for leveling are removed (if enabled)

World-Standard: 6

xp_gain_mind
Hilfe · Gewichtung möglich

Amount to multiply XP receieved for Mind, higher multiplier is faster leveling. Mind is gained by taking steps which can be a slow process to get to max level. Consider a high XP gain overall or at least a higher xp gain for Mind defaults to the same multiplier chosen in xp_gain

World-Standard: 1

quest_item_sanity
Hilfe · Gewichtung möglich

Randomize the items needed to progress the story (i.e. Jon's Key, Logs, Steamwood handles, etc.)

World-Standard: 0

bp_sanity
Hilfe · Gewichtung möglich

Randomize the stats gained from BP gain (binchos and boss cores) into the multiworld

World-Standard: 0

bp_bundles
Hilfe · Gewichtung möglich

Number of bundles to receive BP Up Lowering number bundles will leave more room for Traps/Filler Only active if BP Sanity is True

World-Standard: 41

time_sanity
Hilfe · Gewichtung möglich

Randomize the flow of time into the multiworld You always start with Monday from 09:00 to 10:00 This will mean that you will need to unlock a period of time that the Grocery is open to get hp healing items

World-Standard: 0

time_sanity_settings
Hilfe · Gewichtung möglich

Separate - days and hours are seperate items (aka Tuesday, Wednesday, 10:00, 18:00, etc.)[adds 31 locations] Combined - days and hours are combined (aka Tuesday 10:00, Wednesday 18:00, etc.)[adds 169 locations]

World-Standard: 1

early_skullpion
Hilfe · Gewichtung möglich

Add the NPCs required for Skullpion, Lumina (if randomized), and Bracelet to the early generation (Will likely place in Sphere 1, this setting is only recommended for multiworld generations to avoid being stuck in chapter 2)

World-Standard: 0

boulder_chase_zoom
Hilfe · Gewichtung möglich

slightly change zoom level during Chapter 1 boulder chase sequence

World-Standard: 2

leno_sniff_modifier
Hilfe · Gewichtung möglich

Modify how long Leno spends sniffing when attempting to find the path to the graveyard 10 -> 10% of the vanilla time 100 -> 100% vanilla 200 -> 200% spend twice the time

World-Standard: 80

skip_minigame_follow_leno
Hilfe · Gewichtung möglich

Skip over the minigame follow Leno through meandering forest to get to the graveyard Going into meandering forest with Leno will instead take you directly to the graveyard

World-Standard: 0

raft_hp
Hilfe · Gewichtung möglich

How many logs to start with when doing the rafting minigame

World-Standard: 4

raft_difficulty
Hilfe · Gewichtung möglich

Adjust the difficulty for the rafting minigame Vanilla - No adjustments Invincible - Never lose logs Regrow Logs - Regain logs after a period of time

World-Standard: 1

raft_regrow
Hilfe · Gewichtung möglich

Time before regrowing a log during rafting (needs difficulty set to regrow logs to work) # -> time in seconds before regrowing a log logs that are regained are currently invisible

World-Standard: 20

steamwood_timer
Hilfe · Gewichtung möglich

Modify how fast the 24 hour timer for Steamwood ticks down (both first and second visit) 1 -> 1% of the vanilla time (roughly IRL time) 100 -> 100% vanilla 150 -> 150% timer ticks down 50% faster

World-Standard: 50

steamwood_valve_timer
Hilfe · Gewichtung möglich

Modify the starting timer inbetween valves for Steamwood ticks down (both first and second visit) 90 -> 90% of the vanilla time to complete the next valve (harder) 100 -> 100% vanilla 165 -> 165% timer starts 65% higher

World-Standard: 130

steamwood_disable_countdown
Hilfe · Gewichtung möglich

Whether to disable the countdown for the inbetween valve timer

World-Standard: 0

steamwood_number_valves
Hilfe · Gewichtung möglich

The number of valves to be closed to finish steamwood. In the vanilla game you need to complete all 8 but reducing this number will skip over numbers If set to 1 only valve 8 will need to be completed, otherwise starts on valve 1 and finishes on valve 8

World-Standard: 8

steamwood_random_valves
Hilfe · Gewichtung möglich

Whether to randomize valve order or not. Randomized on entering steamwood. The lowest number valve that has a red light is the next valve to be completed.

World-Standard: 0

steamwood_pressure_rise_rate
Hilfe · Gewichtung möglich

Adjust the rate of pressure gain on some valves Vanilla - No adjustments Faster - Valves 1 through 4 will have the same pressure rise as vanilla valve 5 Slower - Valves 5 through 8 will have slightly lower pressure rise Even - All valves have the same pressure rise as vanilla valve 4

World-Standard: 4

steamwood_progress_lost
Hilfe · Gewichtung möglich

The amount of progress lost when confirming while in the red range -96 -> all progress lost -16 -> vanilla progress lost >0 -> gain progress instead

World-Standard: -8

steamwood_width_of_ok_pressure
Hilfe · Gewichtung möglich

The width in pixels of acceptable range for pressure 10 - slightly narrower acceptable range 12 - vanilla 96 - the entire range is green

World-Standard: 18

steamwood_valve_progress_modifier
Hilfe · Gewichtung möglich

Modify the amount of progressed gained when selecting within the acceptable pressure range 50 -> 50% gain half progress when succeeding 100 -> 100% vanilla 200 -> 200% gain double progress when succeeding

World-Standard: 100

steamwood_no_fail_over_pressure
Hilfe · Gewichtung möglich

Vanilla overpressure resets bar to 0, if enabled will keep pressure level within acceptable levels effectively making it have no failure state after letting pressure rise

World-Standard: 0

steamwood_elevator_logic
Hilfe · Gewichtung möglich

Adjust the logic for the elevator Vanilla - No adjustments Patient - Elevator will wait until you step on it before proceeding to the next floor (may need to cycle up and down first) Troll - Elevator will wait until you step on it before proceeding downwards (may need to cycle up and down first)

World-Standard: 2

steamwood_color_accessibility
Hilfe · Gewichtung möglich

Adjust the color of the pressure gauge Vanilla - No adjustments High Contrast - black and white

World-Standard: 1

aqualin_timer
Hilfe · Gewichtung möglich

Modify how fast the 12 hour timer for collecting Aqualin ticks down 1 -> 1% of the vanilla time (roughly IRL time) 100 -> 100% vanilla 150 -> 150% timer ticks down 50% faster

World-Standard: 50

trap_percent
Hilfe · Gewichtung möglich

What percent of filler should be replaced with traps.

World-Standard: 0

trap_weights
Hilfe

Specify the weighted chance of rolling individual trap items. You can use a weight of 0 to guarantee a particular trap will never appear. Bald Trap - Musashi's scalpe is skin colored until next area Camera Manipulation Trap - randomly spin/zoom the camera to a new angle Depression Trap - Assimilate Depress Sinking Trap - sink into the ground (only works for areas with water) Ghost Trap - Assimilate Sublime Instant Death Trap - instantly goes to the game over screen Pea Soup Trap - fill inventory with pea soup Poison Trap" - become poisoned Random Ability Trap - gain a random assimilation Sleepy Trap - Assimilate Sleepy Stinky Trap - B.O. Toxin Trap - Assimilate Toxin

World-Standard: {"Bald Trap": 10, "Camera Manipulation Trap": 50, "Depression Trap": 50, "Ghost Trap": 50, "Instant Death Trap": 0, "Pea Soup Trap": 50, "Poison Trap": 50, "Random Ability Trap": 50, "Sinking Trap": 50, "Sleepy Trap": 50, "Stinky Trap": 50, "Toxin Trap": 50}

restaurant_teleport_maze_no_fail
Hilfe · Gewichtung möglich

Vanilla logic for picking the wrong teleporter is to send Musashi back to the start or much earlier part of the dungeon Enabling this makes picking the wrong teleport send Musashi back to the start of the same room until the correct teleport is selected

World-Standard: 1

church_fight_time_modifier
Hilfe · Gewichtung möglich

Modify how fast the day timer progresses during the church fight 50 -> 50% time progresses at half speed 100 -> 100% vanilla 600 -> 600% time progresses 6x faster than vanilla (may still need to move to not lose)

World-Standard: 100

skip_minigame_town_on_fire
Hilfe · Gewichtung möglich

Skip over the minigame to extinguish the town's fire with water scroll

World-Standard: 0

skip_to_frozen_palace
Hilfe · Gewichtung möglich

If enabled, after reaching Frozen Palace for the first time, Musashi can skip Meandering Forest Maze by going up on the first screen to get to Frozen Palace

World-Standard: 1

skip_minigame_ant_gondola
Hilfe · Gewichtung möglich

Skip over the minigame to get through the mines to reach the Wind Crest Guardian (still need to turn on the power and hop in the basket)

World-Standard: 0

skip_over_calendar_maze
Hilfe · Gewichtung möglich

If enabled, skip over the rotating door maze in Soda Fountain where Musashi needs to reference the calendar to find the right path (loading a save might still bring you to the begining of the maze)

World-Standard: 0

topo_dance_battle_logic
Hilfe · Gewichtung möglich

Adjust the logic the pattern used by Topo Vanilla - No adjustments Simple - Easy pattern that is just clockwise or counter-clockwise Random - A completely random sequence will be generated on entering room

World-Standard: 1

soda_fountain_boss_rush
Hilfe · Gewichtung möglich

If enabled, skip over all areas that are not a boss fight (no extra healing from chests or enemy drops) cutscene intro -> Ben Fight -> Ed Fight -> Topo Fight? -> ToD -> DL don't mash through cutscene or it wont apply the fix to connect to Ben

World-Standard: 0

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 other games with traplink are connected to the multiworld traps are triggered in all

World-Standard: 0

fast_walk
Hilfe · Gewichtung möglich

Hold L1 to go super fast (while on solid ground)

World-Standard: 0

message_level
Hilfe · Gewichtung möglich

Select how many messages appear in the bizhawk client OFF : Nearly no messages ON : Messages acknowledging a receieved item, reconnection sync messages, some warnings HINT : Notes what action is expected of the player for the current game state in town and all the messages from ON

World-Standard: 2

hair_color_selection
Hilfe · Gewichtung möglich

Pick Hair Color, or choose custom for further customization

World-Standard: 2

custom_hair_color_selection
Hilfe · Gewichtung möglich

Must select custom from hair color, write hex code of desired color in the format RRGGBB (see https://www.color-hex.com/ for assistance) do not include # must be exactly 6 digits and a valid hex code i.e. 0 through F values only

World-Standard: "B751A7"

scalp_color_selection
Hilfe · Gewichtung möglich

Pick Hair Color, or choose custom for further customization

World-Standard: 2

custom_scalp_color_selection
Hilfe · Gewichtung möglich

Must select custom from scalp color, write hex code of desired color in the format RRGGBB (see https://www.color-hex.com/ for assistance) do not include # must be exactly 6 digits and a valid hex code i.e. 0 through F values only

World-Standard: "B751A7"

Item & Location Options · 9 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_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.