Spiel konfigurieren · YAML-Editor

Crystal Project konfigurieren

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Crystal Project · World 0.13.0 · Paket 0.13.0 · 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 · 3 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

trap_likelihood
Hilfe · Gewichtung möglich

This is the likelihood that a trap will replace a filler check. A value of 0 means no traps.

World-Standard: 0

Goal Options · 4 Optionen
goal
Hilfe · Gewichtung möglich

Choose what is required to complete the game. Checking the first sign in the Spawning Meadows will tell you the selected goal. A goal items counter is displayed on the in-game party screen in the menu. Astley: Defeat Astley in the New World. The throne room in The New World will unlock once you have found enough Jobs (starting Jobs don't count). True Astley: A saga awaits you! Collect 4 Deity Eyes and the STEM WARD to challenge Gabriel for the Old World Stone. Then travel to the Old World to defeat Periculum and earn the Proof of Merit. Along the way, gather enough Jobs to unlock the throne room in The New World. Then, venture there to defeat true Astley to win! Clamshells: Collect enough clamshells for Mañana Man in Seaside Cliffs.

World-Standard: 0

clamshell_goal_quantity
Hilfe · Gewichtung möglich

If your goal is Clamshells, select how many you need to win. (If your goal is not Clamshells, this setting does nothing. 3 Clamshells will be placed in your pool and the Mañana Man will ask for 2. Don't worry, he's cool with it.)

World-Standard: 13

extra_clamshells_in_pool
Hilfe · Gewichtung möglich

If your goal is Clamshells, pick how many more Clamshells than your goal value to have in the item pool. This option makes it so that you don't have to find every single Clamshell in your pool to win. (If your goal is not Clamshells, this setting does nothing.)

World-Standard: 6

astley_job_quantity
Hilfe · Gewichtung möglich

If your goal is Astley or True Astley, select how many Jobs you need to find to unlock the throne room for the final fight. This option is validated at generation time, and if it is higher than the number of Jobs you can obtain, it will be capped to what is possible. By default, the maximum you can obtain is 18. Picking Job Rando: Full and decreasing the Starting Job Quantity will increase the maximum by that much. It will also increase if you enable mods that give you more. Picking Job Rando: None and Included Regions: Beginner or Advanced will reduce the maximum number available to 4 or 11, respectively.

World-Standard: 18

Location Options · 10 Optionen
included_regions
Hilfe · Gewichtung möglich

Choose which regions to play in! Only locations within your chosen regions will give you checks; the rest will be empty. This can be used to adjust the difficulty and length of your game. NOTE: Make sure to include the region that has the finish line of your chosen goal in it! Example: if your goal is Astley, Advanced is considered to have that finish line, so you can pick Advanced, Expert, or All. Beginner: Only regions up through the end of Skumparadise will have checks. Finish Line: Clamshells Advanced: Regions up to Salmon Bay will have checks. Finish Line: Astley (Note: Level Gating's Level Catch-Up Option is recommended for Astley on Advanced.) Expert: Regions up to The Deep Sea will have checks. (Note: The Depths will not be included.) All: Every region is included. Finish Line: True Astley

World-Standard: 3

job_rando
Hilfe · Gewichtung möglich

None: all Jobs are at their normal crystal locations in the vanilla game. Crystal: all vanilla Jobs normally received from crystals are chucked into the item pool. Full: your starting jobs are randomized, and the rest of the vanilla Jobs are added to the item pool. Adjust the Starting Job Quantity (see below) for how many random Jobs you start with.

World-Standard: 2

starting_job_quantity
Hilfe · Gewichtung möglich

Select how many Jobs you start with. (This setting only does anything if JobRando is set to Full.)

World-Standard: 6

disable_sparks
Hilfe · Gewichtung möglich

When enabled, enemy sparks are disabled: enemies will completely ignore the player, and touching them does not start combat. An Enable/Disable Sparks button will appear in the game's Archipelago menu that you can use to toggle spark disabling on and off. Explore unbothered by fiery plebeians, re-enable them when you deign to grind XP or earn money, and re-disable them when you've had enough of their nonsense! However: if Kill Bosses is enabled, then boss sparks still have your number (a.k.a. chase you and start combat). They can sense your murderous intent.

World-Standard: 0

kill_bosses_mode
Hilfe · Gewichtung möglich

When enabled, defeating a boss will provide checks. WARNING: If you restrict the Included Regions to Beginner or Advanced, checks will require defeating level 50+ bosses in some of the early areas! You may want to set the Level Gating option to Level Catch-Up. Without it, you are signing up to either grind or fight the bosses under-leveled.

World-Standard: 0

shopsanity
Hilfe · Gewichtung möglich

When enabled, all shop inventories will be replaced with checks. Be prepared, adventurer. Choosing "enabled and hint" will, when you CLOSE the store, automatically create a hint for every item you did not purchase so other players will realize you have betrayed them by refusing to purchase their key progression item!

World-Standard: 0

regionsanity
Hilfe · Gewichtung möglich

Nothing I have tried has been able to drive the citizens of Sequoia to collect enough crystals! Adventurers have had TOO MUCH freedom! From now on, you will adventure where I tell you to. Unless you have a pass from ME, you won't be able to do any adventuring! - Grandmaster When enabled, the grandmaster will not permit you to interact with anything in a region without receiving his "official permission" (i.e. "Item - Spawning Meadows Pass"). However, the Overpass and Underpass are regions of lawlessness where the Grandmaster has no authority! ;) (You're also still allowed to use the save points, we won't tell.) If you put any region pass items in your starting inventory, the first one will be chosen as your starting region. If Regionsanity is set to Extreme, the Grandmaster won't even let you walk through regions you don't have the pass for. Spend more than 10 seconds in a region without a pass and the Grandmaster will teleport you! You will start the game in a random region with a pass. You will be leveled appropriately.

World-Standard: 0

regionsanity_starter_region_min_level
Hilfe · Gewichtung möglich

This sets the lowest possible level your random starter region could be in Regionsanity. All regions without combat have a level of 0 (e.g. Capital Sequoia and Eastern Chasm). Otherwise, Beginner Regions start at level 3, Advanced at 18, Expert at 36, and End-Game at 60.

World-Standard: 0

regionsanity_starter_region_max_level
Hilfe · Gewichtung möglich

This sets the highest possible level your random starter region could be in Regionsanity. Beginner Regions end at level 15, Advanced at level 38 (except Capital Pipeline at level 50 lol), Expert at 60, and End-Game at 63. (The Old World is not allowed to be your starter region. Sorry if you just really wanted to fight Periculum with no gear right off the bat.)

World-Standard: 30

home_point_hustle
Hilfe · Gewichtung möglich

When enabled, every Home Point will give you a check the first time you interact with it, and Home Point teleport items will be added to the pool. Mixed: You can teleport to any Home Point that you have interacted with or have the teleport item for. Hustle Only: You can ONLY teleport to a Home Point after getting its matching teleport item.

World-Standard: 0

Progression Options · 16 Optionen
progressive_mount_mode
Hilfe · Gewichtung möglich

When enabled, all mount items are combined into a Progressive Mount Instrument and will be received in the approximate order you would receive them in the vanilla game: Quintar Pass -> Quintar Flute -> Ibek Bell -> Owl Drum -> Salmon Violin -> Salmon Cello -> Quintar Ocarina When disabled, different mount types are separated: Progressive Quintar Flute (Quintar Pass -> Quintar Flute -> Quintar Ocarina), Progressive Salmon Violin (Salmon Violin -> Salmon Cello), Ibek Bell, and Owl Drum.

World-Standard: 1

starting_level
Hilfe · Gewichtung möglich

Choose what level your party starts at. NOTE: If any variant of Regionsanity is enabled, you may start at a higher level based on the level of your random starter region. See Regionsanity settings above.

World-Standard: 3

level_gating
Hilfe · Gewichtung möglich

When enabled, the party's level is considered for Archipelago logic, and Progressive Level items are added to the pool. (This won't stop you from beating the game at level 3. ^_^) None: Level gating is disabled. No Progressive Levels in the pool. Level Passes: Progressive Levels are added to the pool. They do not affect the party's actual level or level cap. Archipelago will expect you to collect them to access level-gated areas, and in-game tracking will light up checks that you have access to based on that level. Level Capped: The party's maximum level is hard capped. Progressive Levels are added to the pool. Collecting them allows your party to gain more levels, and in-game tracking will light up checks that you have access to based on that max level. Level Catch-Up: Progressive Levels are added to the pool. Collecting them will help your party catch up in levels (and LP!) based on the number you've collected. 2 LP are granted per 1 level granted. For example, if your Starting Level is 3 (above) and Progressive Level Size (below) is 6, 1 Progressive Level will bring your party's level up to 9. If your party has already reached that level, no extra levels will be granted. In-game tracking will light up checks that you have access to based on the number you have collected. Level Set: A combination of Level Catch-Up and Capped. The player will always be at the level set by the Progressive Level. There is no escape. For example, if your Starting Level (above) is 3 and Progressive Level Size (below) is 6, the Level Gating options would behave like this: Level Passes - Your party's level starts at 3. The first Progressive Level you collect will signal that areas up to 9 are now logic, the second up to 15, etc. Level Capped - Your party's level and level cap start at 3. The first Progressive Level you collect will increase your party's level cap to 9, the second to 15, and so on. Level Catch-Up - Your party's level starts at 3. The first Progressive Level you collect will bring your party's level up to 9 if it isn't already, the second up to 15, and so on. Level Set - Your party's level and level cap start at 3. The first Progressive Level you collect will increase your party's level and level cap to 9, the second to 15, and so on.

World-Standard: 3

level_compared_to_enemies
Hilfe · Gewichtung möglich

If Level Gating is on, this option changes what level you're expected to fight enemies. In Regionsanity, it will be added to your starting level. Set it higher if you want to be a higher level than enemies when you enter a region, or lower if you want to be lower. For example, if this is set to 5, and the enemy level of a region is 12, then the Level Gating options would require you to unlock level 17 (or for Level Capped, max level 17) for that region. If it's set to -5, and the enemy level of a region is 12, then the Level Gating options would require you to unlock level 7 (or for Level Capped, max level 7) for that region. Default is 0, or on-level for the enemy level of a region. Note: Remember to increase your Max Level (see below) if you want regions with high-level enemies to still be lower level than you. Note #2: Spark color changes: red at -10 levels, orange at -5, green at +3, and grey +10. (Though enemies can be 3-5 levels above the min enemy level for a region.)

World-Standard: 0

progressive_level_size
Hilfe · Gewichtung möglich

If Level Gating is on, Progressive Levels will be added to the item pool. This sets the number of levels that an individual Progressive Level will grant.

World-Standard: 6

max_level
Hilfe · Gewichtung möglich

This allows your party to level past the default maximum level of 60. If Level Gating is on, increasing this number will also put more Progressive Levels in your pool. Set it below 60 at your own risk <3

World-Standard: 60

starting_passive_points
Hilfe · Gewichtung möglich

The number of Passive Points each party member starts with. Default is the vanilla value of 10.

World-Standard: 10

maximum_passive_points
Hilfe · Gewichtung möglich

The maximum number of Passive Points each party member can have. Default is the vanilla value of 10. If you set your Maximum Passive Points higher than your Starting Passive Points, Passive Point Boosts will be added to the item pool that increase your party's available Passive Points when found.

World-Standard: 10

passive_point_boost_size
Hilfe · Gewichtung möglich

This sets the number of Passive Points you gain per Passive Point Boost.

World-Standard: 2

key_mode
Hilfe · Gewichtung möglich

Skeleton Key: Only the Skeleton Key, which can open any locked door, will be in your item pool. Key Ring: Keys for individual dungeons will be grouped into Key Rings. Each Key Ring will give all keys needed to complete one dungeon. The Skeleton Key will still be in the pool. Vanilla: All vanilla keys will be in the item pool. Skelefree: Same as the named mode, but removes the Skeleton Key.

World-Standard: 2

obscure_routes
Hilfe · Gewichtung möglich

When enabled, connections between regions that are difficult to find will be expected in logic.

World-Standard: 0

hop_to_it
Hilfe · Gewichtung möglich

No Tricks: No fancy hops expected. Fancy Footwork: Above-average jumping skill expected, e.g. jumping past the pushblocks in Eaclaneya with no mounts or Auto-Jump-level jumping precision. One Hop Beyond: More jumping tricks expected, like ibek jumping up from underneath a ledge. Pray: You didn't *want* the Golden Quintar for the Sequoia, did you?

World-Standard: 0

prioritize_crystals
Hilfe · Gewichtung möglich

When enabled, crystals will be prioritized when placing progression items. While you're here, did you know that all YAMLs for all worlds include a priority_locations and an exclude_locations option? You can use these to flag any individual location or a location group as priority or excluded. Priority locations will be chosen first when placing progression items, and excluded locations will be chosen last. Here's an example: priority_locations = ["Crystals", "Region Completions", "Bosses", "Salmon River NPC - Win the Salmon Race"] Crystal Project's location groups: - Every region and subregion; e.g. Shoudu Province, Sky Arena - Base groups: Crystals, Mount Instruments, Purple Chests, Ore Nodes - Collectible groups: Collectible Turn-ins; Black Squirrels, Dog Bones, Clamshells, Penguins, Quintar Sheddings, Secret Herbs, Undersea Crabs - Special access groups: Salmon Race Prizes, Luxury Pass Required - NPC groups: Bribe Quests (pay NPC money), Challenge Quests (do a challenge like complete a number of Sky Arena fights, complete an ice block pushing puzzle, or answer Quizard questions), Fetch Quests (give NPC one or more items), Gifts (NPC gives you an item), Job Checkers (find a certain number of Jobs to get an item), Fishers - Relevant Depending On Your Other Options: - Home Point Hustle: Home Points - Kill Bosses: Bosses, Summons, End-Game Bosses - Regionsanity: Region Completions - Shopsanity: Shops

World-Standard: 1

auto_spend_lp
Hilfe · Gewichtung möglich

When enabled, every time a character earns LP, it will automatically spend LP on abilities or passives. Extra LP earned on a job that is maxed will be sent to your sub job or, if that is also maxed, a random un-maxed job.

World-Standard: 0

auto_equip_passives
Hilfe · Gewichtung möglich

When enabled, every time a character unlocks a new passive, it will equip it immediately if enough passive points are available. Passives with drawbacks, that enable equipping more gear types, or that modify threat are not automatically equipped. If mods are enabled, all passives are auto-equipped with no exclusions.

World-Standard: 0

easy_leveling
Hilfe · Gewichtung möglich

When enabled, characters will not receive reduced experience for being dead or for being a higher level than the fought enemy.

World-Standard: 0

Item Pool Options · 6 Optionen
progressive_equipment_mode
Hilfe · Gewichtung möglich

When enabled, each category of weapon and armor will be sent to the player in progressive order from weakest to strongest. When disabled, weapons and armor are fully randomized.

World-Standard: 1

start_with_treasure_finder
Hilfe · Gewichtung möglich

When enabled, the player will start with the Treasure Finder in their inventory. When disabled, it will be in the item pool. NOTE: Having the Treasure Finder is required for the in-game minimap to display nearby checks.

World-Standard: 1

start_with_maps
Hilfe · Gewichtung möglich

When enabled, the player will start with all maps in their inventory. Note: The in-game minimap hides when in an area without its map. The world map will display check location icons but will not draw an area without its map.

World-Standard: 1

fill_full_map
Hilfe · Gewichtung möglich

When enabled, the world map will start filled in for areas that the player has a map item for.

World-Standard: 0

include_summon_abilities
Hilfe · Gewichtung möglich

When enabled, Summons are added to the item pool. Note: It is not recommended to turn this off with Job Rando: Full and a low number of starting Jobs. You don't want to get stuck with just a Summoner who can only summon Pinga! (I'm sorry, Pinga.)

World-Standard: 1

include_scholar_abilities
Hilfe · Gewichtung möglich

When enabled, Scholar abilities are added to the item pool. They can still be learned as normal from enemies.

World-Standard: 1

Bonus Fun · 3 Optionen
item_info_mode
Hilfe · Gewichtung möglich

For Full, all treasure and store icons on the map will display if they are progression, useful, or filler items. For Earned, all treasure and store icons on the map will display as mimics until you complete 50% of your checks. For Obscured, all treasure and store icons on the map will display as mimics permanently. If you find skipping treasures is distasteful but part of your brain always wants to be efficient, this option is for you! It's also good for a race environment.

World-Standard: 0

randomize_music
Hilfe · Gewichtung möglich

When enabled, music will be randomized upon connecting to the AP World. (This toggles the base game's Randomize Music function.)

World-Standard: 0

use_mods
Hilfe · Gewichtung möglich

WARNING: This setting is very in beta right now! Enabling it is not recommended for: multiworlds that do not allow releasing items or with Regionsanity enabled (some mods add items to regions but don't place them anywhere near that region). When enabled, items and locations added by other Crystal Project mods will be added to the item and location pools at generation. Mods newer than Editor version 30 are incompatible. Multiworld host instructions: 1. In order to select the mods you'd like to include in randomization, make a folder named "crystal_project_mods" inside your root Archipelago directory. 2. Go to your Steam installation folder for Crystal Project (<YourSteamInstallFolder>/steamapps/workshop/content/1637730) and find the individual folders for the mods you'd like to include. 3. Inside each mod's folder is a mod json. Copy that json to the crystal_project_mods folder you made inside the Archipelago directory. 4. If you have a specific order you want to apply the mods, rename the jsons such that they are in alphabetical order in the order you want them to be applied. E.g. name the first mod a_modname, the second b_modname, etc. NOTE: When this setting is on, all Crystal Project players in the multiworld with this setting enabled MUST use the same mods. The in-game tracking will use special icons for modded locations that will not display their accessibility (as we can only guess at how accessible they are based on coordinates, and would prefer the tracking to be as accurate as possible). When disabled, only base game locations and items will be randomized. You can still use other mods - at your own risk, adventurer - they just won't add checks. The game will warn you if you open a game with mods that don't match the mods used to generate the multiworld. It will warn you even if this setting is disabled for you, if you start playing with mods.

World-Standard: 0

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.