Spiel konfigurieren · YAML-Editor

Buckshot Roulette konfigurieren

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Buckshot Roulette · World 0.4.1 · Paket 0.4.1 · 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 · 21 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

goal
Hilfe · Gewichtung möglich

Specify the goal for your game. - **70K**: Beat the base game. - **140K**: Win Double or Nothing mode after doubling your earnings. - **1000K**: Cash out a minimum of $1,000,000 in Double or Nothing mode. - **Custom**: Cash out a mininum of a specified amount of money in Double or Nothing mode.

World-Standard: 1

custom_goal_amount
Hilfe · Gewichtung möglich

If Goal is set to Custom, specify the minimum amount of money needed to be cashed out.

World-Standard: 1000000

double_or_nothing_requirements
Hilfe · Gewichtung möglich

Specify the requirements to unlock Double or Nothing mode - **Free**: Double or Nothing is unlocked from the start. - **Vanilla**: Double or Nothing is unlocked after beating the base game. - **Pills**: Double or Nothing is unlocked after obtaining the Double or Nothing Pills item in the multiworld. - **Vanilla Plus**: Double or Nothing is unlocked after beating the base game and finding the pills.

World-Standard: 1

additional_goal_requirements
Hilfe · Gewichtung möglich

Specify any additional requirements needed to reach goal. - **None**: No additional requirements need to be met in order to goal. - **Shots**: Obtain a percentage of your shotsanity checks specified by the "Shotsanity Goal Percentage" option. - **Streak**: Reach the maximum streak set in the "Streaksanity Count" option. - **Sanities**: Both shotsanity and streaksanity additional requirements are included If the respective sanities are not enabled, the additional goals will not be included.

World-Standard: 0

asynchronous_points
Hilfe · Gewichtung möglich

If enabled, points required for a 1000K or custom goal can be obtained across multiple runs. Additionally, some filler items will be replaced with point increase items, which add points to your point total upon finding one.

World-Standard: 0

point_filler_percentage
Hilfe · Gewichtung möglich

Specify the maximum percentage of your required point total to be added as filler items.

World-Standard: 25

consumable_item_logic
Hilfe · Gewichtung möglich

Specify how consumable items affect the logic for your game. In solo worlds, this only has a noticeable effect when Goal is 1000K or Custom (with a sufficiently large goal amount). - **Tight**: Two consumable items are expected before beating the 2nd round of the base game. Three consumable items are expected before beating the 3rd round of the base game. An additional item is expected for every round of Double or Nothing. (e.g. The 140K goal will logically expect obtaining every consumable item before goaling) - **Normal**: One consumable item is expected before beating the 2nd round of the base game. Two consumable items are expected before beating the 3rd round of the base game. An additional item is expected for every 3 rounds of Double or Nothing. (e.g. The 140K goal will logically expect obtaining 4 consumable items before goaling, The 1000K goal will logically expect obtaining every consumable item before goaling) - **Minimal**: No consumable items are expected before beating the base game. An additional item is expected for every 3 rounds of Double or Nothing. (e.g. The 140K goal will logically expect obtaining 2 consumable items before goaling, The 1000K goal will logically expect obtaining 7 consumable items before goaling) - **None**: Consumable items are not considered logically required for goal (except for obtaining certain achievements).

World-Standard: 1

included_custom_mechanics
Hilfe

Specify which custom mechanics are added to the game. ***ACTUAL OPTIONS*** **Item Luck**: Adds 3 items to the pool named "Progressive Item Luck". For each progressive item luck you obtain, the likelihood of pulling an item increases. **Life Bank**: Adds a life bank to the game, accessible by clicking the icon on the top right of the UI. You gain life bank charges by finding items called "Life Bank Charge" spread throughout the multiworld. Spend a charge from your life bank any time during your turn to restore a charge during the round. Your charges are given back to you on a new run. **Item Buffs**: Finding "Item Buff" items in the multiworld will apply a permanent buff to your consumable items. **Item Debuffs**: Start with a selection of consumable items debuffed. Finding an item's respective "Clear Debuff" in the multiworld will remove its debuff. ***SIDE EFFECTS*** **Poison Gauge**: A value representing the expected amount of damage you will take at the beginning of every turn as follows: Poison Gauge | Guaranteed Damage Every Turn | Chance of Losing One Extra Charge -------------+------------------------------+---------------------------------- p | d = p / 100 rounded down | p / 100 - d -------------+------------------------------+---------------------------------- EXAMPLES -------------+------------------------------+---------------------------------- 30 | 0 | 30% 100 | 1 | 0% 240 | 2 | 40% Certain item debuffs will affect the poison gauge. The poison gauge is reset to 0 when starting a new round.

World-Standard: ["Item Buffs", "Item Luck", "Life Bank"]

item_buffs
Hilfe

Specify which items to include buffs for. Ignored if "Item Buffs" is not included in "Included Custom Mechanics." **Hand Saw**: Deals an extra point of damage (2 -> 3) **Magnifying Glass**: Gains the ability to convert the current shell to either live or blank (50% success chance) **Beer**: Gains the ability to clear the shotgun, immediately moving on to the next batch. **Cigarette Pack**: 50% chance to heal 2 charges instead of 1 **Handcuffs**: Dealer skips one extra turn (1 -> 2) **Expired Medicine**: Buffs chance of healing (1 in 2 -> 5 in 6) **Burner Phone**: Gains the ability to select which shell to get info about (2nd - 8th) **Adrenaline**: Gains the ability to steal the dealer's adrenaline **Inverter**: Applies a Schrodinger's Bullet Trap to the dealer

World-Standard: ["Adrenaline", "Beer", "Burner Phone", "Cigarette Pack", "Expired Medicine", "Hand Saw", "Handcuffs", "Inverter", "Magnifying Glass"]

item_debuffs
Hilfe

Specify which items should start with a debuff. Ignored if "Item Debuffs" is not included in "Included Custom Mechanics." **Hand Saw**: 25% chance to also deal 1 damage to the player **Magnifying Glass**: 40% chance to gain no information when viewing the current shell **Beer**: Adds 15 to the poison gauge (see custom mechanics) **Cigarette Pack**: Adds 30 to the poison gauge (see custom mechanics) **Handcuffs**: 25% chance for the dealer to immediately break free **Expired Medicine**: Failing the coin flip will also add 20 to the poison gauge (see custom mechanics) **Burner Phone**: 25% chance to get no information **Adrenaline**: Adds 50 to the poison gauge (see custom mechanics) **Inverter**: 25% chance to not invert the current shell

World-Standard: ["Adrenaline", "Beer", "Burner Phone", "Cigarette Pack", "Expired Medicine", "Hand Saw", "Handcuffs", "Inverter", "Magnifying Glass"]

included_traps
Hilfe

Specify which traps are added to the game. **Stolen Package Trap**: Your box will be empty the next time you draw items. **Schrodinger's Bullet Trap**: The current shell is randomized the next time you pick up the shotgun.

World-Standard: ["Schrodinger\u0027s Bullet Trap", "Stolen Package Trap"]

trap_fill_percentage
Hilfe · Gewichtung möglich

World-Standard: 10

exclude_full_house
Hilfe · Gewichtung möglich

Specify whether the Full House achivement should be excluded from the location list.

World-Standard: 1

shotsanity
Hilfe · Gewichtung möglich

Shotsanity adds locations for every successful live and blank shot up to a specified amount. - **Off**: Shotsanity is disabled. - **Balanced**: Shotsanity is enabled. Consumable item logic also applies to shotsanity locations. - **Unreasonable**: Shotsanity is enabled. No logic applies to shotsanity locations.

World-Standard: 1

shotsanity_count
Hilfe · Gewichtung möglich

If Shotsanity is enabled, specify the number of locations to add for each successful shot.

World-Standard: 50

balanced_shotsanity_count_per_round
Hilfe · Gewichtung möglich

If Shotsanity is set to Balanced, specify the number of shot locations in logic during each round, starting from the second round of the base game. (e.g. If this setting is set to 10: - Shotsanity Locations beyond 10 expect Base Game Second Round - Shotsanity Locations beyond 20 expect Base Game Final Round - Shotsanity Locations beyond 30 expect Double or Nothing - 1 Round and so on... ) No matter what value is set, all shotsanity locations will be in logic after beating the penultimate round before your goal. - If your goal is 70K, all shotsanity locations are in logic after Base Game Second Round. - If your goal is 140K, all shotsanity locations are in logic after Double or Nothing - 5 Rounds. - If your goal is 1000K, all shotsanity locations are in logic after Double or Nothing - 14 Rounds. You are **NOT** restricted from obtaining shotsanity locations out of logic.

World-Standard: 5

shotsanity_goal_percentage
Hilfe · Gewichtung möglich

If included as an additional goal requirement, specify the percentage of shotsanity checks needed for goal.

World-Standard: 100

streaksanity
Hilfe · Gewichtung möglich

Streaksanity adds locations for every successful shot made on the dealer in a row without losing health (or resetting). - **Off**: Streaksanity is disabled. - **Logical**: Streaksanity is enabled. Logic will be applied to streak locations as follows: A score is calculated based on your currently obtained items: - Handcuffs: +2 pts - Magnifying Glass: +1 pt - Beer: +1 pt - Burner Phone: +1 pt (if Double or Nothing is accessible) - Adrenaline: +1 pt (if Double or Nothing is accessible) - Inverter: +1 pt (if Double or Nothing is accessible) A streak of `n` will require a score of at least `n + 3`. In addition, all streaks of at least 5 logically require handcuffs. - **Unreasonable**: Streaksanity is enabled. No logic applies to streaksanity locations.

World-Standard: 0

streaksanity_count
Hilfe · Gewichtung möglich

If Streaksanity is enabled, specify the maximum streak to be included.

World-Standard: 7

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.