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Crypt of the NecroDancer konfigurieren

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Crypt of the NecroDancer · World 0.0.0 · Paket git-cdd6a4040207+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 · 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

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_type
Hilfe · Gewichtung möglich

How receiving a DeathLink should impact gameplay. Default is Tempo. Absolute: When receiving a DeathLink mid-run, you immediately die. Tempo: When receiving a DeathLink mid-run, a death timer will tick down the next 24 turns. If you can complete the level, the timer is removed and you avoid death. Having an active death timer will always treat a new DeathLink as an immediate death. Marv: Amplified Required: When receiving a DeathLink, receive a Marv follower. Multiple DeathLinks will add more Marvs. If any Marv is killed, you lose 20% of your max health every turn. If you can complete the level, all Marvs are removed and you avoid death. Note: The Marv setting requires Amplified, and will be swapped out for Tempo if chosen without Amplified. Any effects that trigger on-death will occur, including health potions.

World-Standard: 1

trap_link
Hilfe · Gewichtung möglich

When you receive a trap, everyone who enabled trap link also receives a trap. Of course, the reverse is true too. You will not receive traps that you have set to 0 in the trap_weights option. Default is false.

World-Standard: 0

traplink_excluded_traps
Hilfe

Traps that can never be triggered by an incoming TrapLink trap, listed by their handler ID. Only applies to TrapLink-only traps (traps without a pool item); pool traps are excluded by setting their trap_weights entry to 0 instead. For the full list of handler IDs, see: https://github.com/lastingParadox/Archipelago-CotND/blob/crypt-of-the-necrodancer/worlds/cotnd/docs/traps.md

World-Standard: ["InstantDeathTrap", "TutorialTrap"]

Goal Options · 7 Optionen
goal
Hilfe · Gewichtung möglich

What goal to set for the Crypt of the NecroDancer multiworld. Default is Story. All_Zones: Clear All Zones mode with X amount of characters, where X is the value put for "All Zones Goal Clear". Zones: Clear X amount of zones, where X is the value put for "Zones Goal Clear". Will disable "All Zones" checks. Golden_Lute_Shards: Collect X Golden Lute Shard items, where X is the value put for "Golden Lute Shards Goal Clear". The shards are shuffled into the multiworld. Story: Beat the game's story bosses: Dead Ringer, NecroDancer I, NecroDancer II, Golden Lute (Frankensteinway, The Conductor with Amplified enabled). Requires those characters and access to the zones their bosses live in.

World-Standard: 3

all_zones_goal_clear
Hilfe · Gewichtung möglich

Determines how many character completions are required for the All Zones goal. Default is 6. Note: If this value exceeds the number of characters in the pool, then this value will equal that number.

World-Standard: 6

zones_goal_clear
Hilfe · Gewichtung möglich

Determines how many separate zone completions are required for the Zones goal. Default is 24. Note: If this value exceeds the number of zones in the pool, then this value will equal that number.

World-Standard: 24

golden_lute_shards_goal_clear
Hilfe · Gewichtung möglich

Determines how many Golden Lute Shards must be collected for the Golden Lute Shards goal. Default is 10.

World-Standard: 10

lute_shards_in_pool
Hilfe · Gewichtung möglich

Determines how many Golden Lute Shards are shuffled into the multiworld for the Golden Lute Shards goal. Raised to match the goal amount if set lower than the required amount. Default is 13.

World-Standard: 13

victory_trigger
Hilfe · Gewichtung möglich

Determines what must be completed to trigger victory. All zones must be unlocked to access either mode. Default is Ensemble. Disabled: Victory is sent automatically as soon as the goal is met, with no additional catalyst step. Ensemble: Complete an Ensemble Mode Run with your unlocked characters. Boss_Rush: Defeat all zone bosses in sequence (4, or 5 with Amplified enabled). The first boss room starts with a Red, Black, and Purple chest. Expensive_Purchase: Buy an expensive item in the AP lobby for a configurable diamond cost, once the goal has been met.

World-Standard: 1

expensive_purchase_price
Hilfe · Gewichtung möglich

Diamond cost of the Expensive Purchase when Victory Trigger is set to Expensive Purchase. Default is 150.

World-Standard: 150

Difficulty Options · 2 Optionen
all_zones_speedrun_times
Hilfe

Time limits in minutes for each character's All Zones check. -1 leaves a character untimed. Default is -1 for everyone. WARNING: This does not change logic. Generation still treats the location as reachable, the mod just will not send the location unless you reach the set speedrun time. It's suggested not to set these values too low, otherwise you'll get stuck. Note: A value of 0 is treated as -1 during generation, leaving the character untimed. Note: Values of 1 or 2 are raised to 3 during generation. A 3 minute run is pretty much unbeatable for any character that's not Bard or Dove.

World-Standard: {"Aria": -1, "Bard": -1, "Bolt": -1, "Cadence": -1, "Chaunter": -1, "Coda": -1, "Diamond": -1, "Dorian": -1, "Dove": -1, "Eli": -1, "Hatsune Miku": -1, "Klarinetta": -1, "Mary": -1, "Melody": -1, "Monk": -1, "Nocturna": -1, "Reaper": -1, "Shovel Knight": -1, "Suzu": -1, "Tempo": -1}

permanent_health_upgrades
Hilfe · Gewichtung möglich

The number of permanent health upgrades to include in the multiworld. Setting this higher will make for an easier time in later runs, while making it lower will keep things challenging. Default is 3.

World-Standard: 3

Content Options · 11 Optionen
dlc
Hilfe

Which DLCs to include content from in progression and checks. Default is [Synchrony]. Options include: Amplified, Synchrony, Miku, Shovel Knight Note: Excluding the Synchrony DLC does not mean that you can play this APWorld without the Synchrony DLC. This is only to exclude content from the Synchrony DLC in the multiworld. Note: Excluding the Amplified DLC will remove Zone 5 from progression altogether.

World-Standard: ["Synchrony"]

zone_progress_checks
Hilfe · Gewichtung möglich

How many checks each character earns per zone, counting the zone clear itself. Default is 2. Checks are spaced evenly through the zone, and clearing the zone is always one of them: 1: The zone clear only. 2: Floor 2 and the zone clear. 3: Floors 1, 3, and the zone clear. 4: Each floor and the zone clear. Note: Story boss checks (Dead Ringer, NecroDancer (I, II), Golden Lute, Frankensteinway, and The Conductor) are separate and exist at every setting.

World-Standard: 2

included_extra_modes
Hilfe

Which game modes to include in checks. Note that this will disable the mode from the run entirely if excluded. Default is []. Options include: No Return (Amplified), Hard (Amplified), Phasing (Amplified), Randomizer (Amplified), Mystery (Amplified), No Beat, Double Tempo, and Low Percent. Note: If you do not have the Amplified DLC enabled, the modes that require it will be disabled.

World-Standard: []

include_codex_checks
Hilfe · Gewichtung möglich

Determines whether Tutorial levels (Bomb Lore, How to Get Away with Murder, etc.) will be included in progression. Default is true.

World-Standard: 1

include_shrine_checks
Hilfe · Gewichtung möglich

Determines whether shrines are randomized. Each shrine becomes an item, and activating one for the first time is a check. A shrine only generates in runs once its item has been received. Default is false. Note: Shrines belonging to a DLC you have not enabled are excluded, as are the shrines Amplified replaces (No Return, Phasing, Pace) when Amplified is enabled.

World-Standard: 0

items_per_zone
Hilfe · Gewichtung möglich

How many item checks a zone offers. Items can be acquired throughout a zone in a variety of ways, including chests, crates, barrels, and shops. The higher the number, the more time spent grinding for various items in a run. Default is 8 per zone (32/40 additional locations). Set this to 0 to turn item checks off entirely. Default is 8. Note: This is a minimum. If your item pool ever exceeds your locations, rows are added automatically to fit, alternating with shop rows.

World-Standard: 8

item_generation_chance
Hilfe · Gewichtung möglich

Percent chance that a generated item carries its zone's item check rather than what it was going to generate as. Once all item checks in a zone have been acquired, item generation will return to normal for that zone. Default is 25.

World-Standard: 25

include_flawless_chest_checks
Hilfe · Gewichtung möglich

Determines whether the chests awarded for a flawless boss kill are checks, for 1 check per zone. Default is false. Note: Three chests spawn on a flawless kill but opening one despawns the others, so only one check is available per zone.

World-Standard: 0

shop_rows
Hilfe · Gewichtung möglich

How many rows of AP shop items to include. Each row is 9 locations (3 shopkeepers x 3 slots), and row N requires N-1 Shop Restock items. Default is auto. Auto keeps the historical count, which scales with your enabled DLCs (69 base, 73 with Synchrony, 98 with Amplified, 102 with both). Lowering this trims filler from the multiworld, but note that AP shop slots are priced in AP diamonds, so a smaller shop means a thinner economy. Note: This is a minimum. If your item pool ever exceeds your locations, rows are added automatically to fit, alternating with zone item rows. If this value is set to 0, then the zone item rows will be chosen to grow. If zone item rows are also set to 0 or just aren't enough, then shop rows will grow regardless.

World-Standard: 4

lobby_npc_items
Hilfe · Gewichtung möglich

Determines whether lobby NPC unlocks will be randomized. Saving the lobby NPC will return a randomized item instead of unlocking their room. Default is false.

World-Standard: 0

include_materials
Hilfe · Gewichtung möglich

Whether to include weapon materials/shapes in the multiworld and in level generation. Default is false. If set to true, weapons will only spawn with their base material until you unlock the associated material item.

World-Standard: 0

Starting Inventory · 1 Optionen
starting_inventory
Hilfe · Gewichtung möglich

Percentage of starting items granted at world start. If Character Unlocks is not Item_Only, required items for the starting character are always included. Default is 25. Vanilla (100): All starting items, like a fresh save. Half (50): Half of all starting items. Reduced (25): A quarter of all starting items. Minimum (0): Only mandatory items (Dagger, Shovel).

World-Standard: 25

Zone Access · 2 Optionen
zone_access_keys
Hilfe · Gewichtung möglich

Controls whether zones are locked behind Zone Access Key items. Default is Progressive. Disabled: Zones have no access requirements. Separate: Each zone has its own distinct access key shuffled into the pool. The Starting Zone is freely accessible from the start; all other zones require their unique key. Progressive: A single Progressive Zone Access item is used. Each copy found unlocks the next zone in sequence (Zone 1 requires 0, Zone 2 requires 1, etc.).

World-Standard: 2

starting_zone
Hilfe · Gewichtung möglich

When Zone Access Keys are Separate or Progressive, sets the starting accessible zone. Has no effect when Zone Access Keys is Disabled. Default is Zone 1. Separate: The starting zone requires no key; all other zones need their unique key. Progressive: Starting Zone minus one Progressive Zone Access items are precollected, granting immediate access to all zones up to and including the starting zone. Zone 5 is only valid with Amplified enabled, otherwise pre-generation validation forces Zone 4.

World-Standard: 1

Character Options · 6 Optionen
starting_character
Hilfe · Gewichtung möglich

Which character to start the game with. Default is Cadence. Note: If a selected starting character is not in the item pool, this option will change to a random character available in the item pool. The following characters will be removed from the item pool unless their respective DLCs are enabled - Amplified: Nocturna, Diamond, Mary, Tempo - Synchrony: Klarinetta, Chaunter, Suzu - Miku: Hatsune Miku - Shovel Knight: Shovel Knight

World-Standard: 0

character_blacklist
Hilfe

Which characters to exclude from checks and progression. Note that this will disable the character from the run entirely if included. Options include: Cadence, Melody, Aria, Nocturna, Eli, Bolt, Diamond, Chaunter, Dove, Bard, Mary, Suzu, Monk, Reaper, Tempo, Dorian, Coda, Klarinetta, Hatsune Miku, Shovel Knight Note: If this list consists of all available characters, then Cadence will be removed from the blacklist to prevent progression issues.

World-Standard: ["Coda", "Bolt"]

character_unlocks
Hilfe · Gewichtung möglich

How characters should be unlocked in the multiworld. All options will require a character item at the very minimum. Default is Item_Only. Item Only: Only the character item is required to unlock a character. Required Items Soft: The character item (and unique items if enabled) unlocks in-game access to a character. Logic still requires the character's required items. Required Items Hard: The character item and all required items (and unique item if Include Unique Equipment is enabled) must be received before in-game access to a character is granted.

World-Standard: 0

include_unique_items
Hilfe · Gewichtung möglich

Whether to include character-specific equipment in the multiworld and in level generation. Default is false. If set to true and Character Unlocks is set to either Required_Items_Soft or Required_Items_Hard, the characters who have unique items will require them in order to play as them.

World-Standard: 0

lock_character_room
Hilfe · Gewichtung möglich

When enabled, a Character Room Key item must be received before you can switch away from your starting character. This creates an early-game chokepoint, restricting all runs to your starting character until the key is found. Default is false.

World-Standard: 0

buff_items
Hilfe · Gewichtung möglich

When enabled, buff shrines can only be activated after receiving both the character item and their corresponding buff item. Otherwise, only the character is required to toggle a character's buff. Default is false.

World-Standard: 0

Trap Options · 2 Optionen
trap_percentage
Hilfe · Gewichtung möglich

Replaces filler items with traps, at the specified rate. Default is 20.

World-Standard: 20

trap_weights
Hilfe

Specify the weights determining how many copies of each trap item will be in your itempool. If you don't want a specific type of trap, you can set the weight for it to 0. If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option. For a full description of each trap's effects and severity, see: https://github.com/lastingParadox/Archipelago-CotND/blob/crypt-of-the-necrodancer/worlds/cotnd/docs/traps.md

World-Standard: {"Animal Trap": 40, "Bald Trap": 50, "Bomb Trap": 20, "Camera Trap": 70, "Chaos Trap": 40, "Confusion Trap": 30, "Cursed Trap": 30, "Cutscene Trap": 70, "Dad Trap": 40, "Damage Trap": 70, "Dead Ringer Trap": 10, "Disarm Trap": 40, "Double Damage Trap": 20, "Earth Trap": 70, "Frank Trap": 10, "Freddy Trap": 60, "Freeze Trap": 50, "Gold Scatter Trap": 80, "Haunted Shopkeeper Trap": 70, "Hot Coals Trap": 50, "Ice Floor Trap": 30, "Isometric Trap": 40, "Leaping Trap": 40, "Market Crash Trap": 30, "Marv Trap": 40, "Monkey Trap": 60, "No Return Trap": 40, "One Hit Trap": 10, "Shake Trap": 70, "Shrink Trap": 30, "Spotlight Trap": 40, "Summon Trap": 80, "Swap Trap": 40, "Tar Trap": 50, "Teleport Trap": 40, "Tempo Trap": 70, "Timer Trap": 30, "Transmute Trap": 40, "Trap Trap": 40, "Undo Trap": 40, "Wall Pig Trap": 30}

Multiplayer Options · 1 Optionen
death_link_trigger
Hilfe · Gewichtung möglich

With more than one player in a run, what counts as a death worth sending a DeathLink for. Default is Game Over. Game Over: A DeathLink is sent only when a death leaves no players standing, ending the run. Each Death: A DeathLink is sent every time any player dies, even if the run continues. Note: This applies to both online multiplayer and local co-op. In singleplayer both settings behave identically, since any death ends the run.

World-Standard: 0

Pricing Options · 3 Optionen
price_randomization
Hilfe · Gewichtung möglich

How to randomize diamond prices in the Archipelago lobby. Default is Vanilla. Vanilla: CotND item prices remain at their vanilla price values. All AP and non-CotND item prices will be randomized according to their item classification (Filler, Useful, Progression). Vanilla Rand: CotND item prices remain at their vanilla price values. All AP and non-CotND item prices will be randomized completely. Item Class: All item prices will be randomized according to their item classification (Filler, Useful, Progression). Complete: All item prices will be randomized completely.

World-Standard: 0

price_ranges
Hilfe

Diamond price ranges for items in the Archipelago lobby, in diamonds. random_min / random_max apply when Price Randomization is Vanilla Rand or Complete. The filler, useful and progression pairs apply when it is Vanilla or Item Class. A minimum above its matching maximum is swapped during generation.

World-Standard: {"filler_max": 4, "filler_min": 1, "progression_max": 10, "progression_min": 4, "random_max": 10, "random_min": 1, "useful_max": 8, "useful_min": 2}

diamond_exchange_rate
Hilfe · Gewichtung möglich

How much gold converts into one AP diamond when you win a run. A run's leftover gold is otherwise discarded, so this cashes it out. Only winning runs convert; dying forfeits the gold. In co-op and online multiplayer every player's gold is pooled before converting. Default is 100. Presets: Disabled (0): Leftover gold is discarded. Shrine_Rate (50): Matches the Shrine of Exchange 50:1. Default (100): Twice the Shrine of Exchange rate. 100:1. Stingy (150): Thrice the Shrine of Exchange rate. 150:1.

World-Standard: 100

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.