Spiel konfigurieren · YAML-Editor

Crystalis konfigurieren

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Crystalis · World 3.0.2 · Paket 3.0.2 · 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 · 2 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

World Options · 9 Optionen
randomize_maps
Hilfe · Gewichtung möglich

NOT IMPLEMENTED YET: Individual maps are randomized. For now this is only a subset of possible maps. A randomized map will have all the same features (exits, chests, NPCs, etc) except things are moved around.

World-Standard: 0

shuffle_areas
Hilfe · Gewichtung möglich

Shuffles some or all area connections.

World-Standard: 0

shuffle_houses
Hilfe · Gewichtung möglich

Shuffles all the house entrances, as well as a handful of other things, like the palace/fortress-type entrances at the top of several towns, and standalone houses.

World-Standard: 0

randomize_tradeins
Hilfe · Gewichtung möglich

Items expected by various NPCs will be shuffled: specifically, Statue of Onyx, Kirisa Plant, Love Pendant, Ivory Statue, and Fog Lamp. Rage will expect a random sword, and Tornel will expect a random bracelet.

World-Standard: 0

unidentified_key_items
Hilfe · Gewichtung möglich

Item names will be generic and effects will be shuffled. This includes keys, flutes, lamps, and statues.

World-Standard: 0

randomize_wall_elements
Hilfe · Gewichtung möglich

Walls will require a randomized element to break. Normal rock and ice walls will indicate the required element by the color (light grey or yellow for wind, blue for fire, bright orange ("embers") for water, or dark grey ("steel") for thunder. The element to break these walls is the same throughout an area. Iron walls require a one-off random element, with no visual cue, and two walls in the same area may have different requirements.

World-Standard: 0

shuffle_goa
Hilfe · Gewichtung möglich

The four areas of Goa fortress will appear in a random order.

World-Standard: 0

randomize_sprite_colors
Hilfe · Gewichtung möglich

Monsters and NPCs will have different colors.

World-Standard: 0

randomize_wild_warp
Hilfe · Gewichtung möglich

Wild warp will go to Mezame Shrine and 15 other random locations. These locations will be considered in-logic.

World-Standard: 0

Routing Options · 5 Optionen
story_mode
Hilfe · Gewichtung möglich

Draygon 2 won't spawn unless you have all four swords and have defeated all major bosses of the tetrarchy.

World-Standard: 0

no_bow_mode
Hilfe · Gewichtung möglich

No items are required to finish the game. An exit is added from Mezame shrine directly to the Draygon 2 fight (and the normal entrance is removed). Draygon 2 spawns automatically with no Bow of Truth.

World-Standard: 0

orbs_not_required
Hilfe · Gewichtung möglich

If true, walls can be broken and bridges formed with level 1 shots.

World-Standard: 0

thunder_warp
Hilfe · Gewichtung möglich

Determines where the player is warped to when receiving the Sword of Thunder. Shuffled: The Sword of Thunder will warp you to a random town. None: The Sword of Thunder won't warp you. (Rt) <town name>: The Sword of Thunder will warp you to the chosen town.

World-Standard: 0

vanilla_dolphin
Hilfe · Gewichtung möglich

By default, the randomizer changes a number of dolphin and boat interactions: (1) healing the dolphin and having the Shell Flute is no longer required before the fisherman spawns: instead, he will spawn as soon as you have the item he wants; (2) talking to Kensu in the beach cabin is no longer required for the Shell Flute to work: instead, the Shell Flute will always work, and Kensu will spawn after the Fog Lamp is turned in and will give a key item check. This flag restores the vanilla interaction where healing and shell flute are required, and Kensu no longer drops an item.

World-Standard: 0

Glitch Options · 7 Optionen
fake_flight
Hilfe · Gewichtung möglich

Fake flight allows using Dolphin and Rabbit Boots to fly up the waterfalls in the Angry Sea (without calming the whirlpools). This is done by swimming up to a diagonal beach and jumping in a different direction immediately before disembarking. Note: Fake flight cannot be disabled. The available options are in_logic or out_of_logic.

World-Standard: 0

statue_glitch
Hilfe · Gewichtung möglich

Statue glitch allows getting behind statues that block certain entrances: the guards in Portoa, Amazones, Oak, Goa, and Shyron, as well as the statues in the Waterfall Cave. It is done by approaching the statue from the top right and holding down and left on the controller while mashing B.

World-Standard: 0

mt_sabre_skip
Hilfe · Gewichtung möglich

Entering Mt Sabre North normally requires (1) having Teleport, and (2) talking to the rabbit in Leaf after the abduction (via Telepathy). Both of these requirements can be skipped: first by flying over the river in Cordel plain rather than crossing the bridge, and then by threading the needle between the hitboxes in Mt Sabre North.

World-Standard: 0

statue_gauntlet_skip
Hilfe · Gewichtung möglich

The shooting statues in front of Goa and Stxy normally require Barrier to pass safely. With this flag, Flight can also be used by flying around the edge of the statue.

World-Standard: 0

sword_charge_glitch
Hilfe · Gewichtung möglich

Sword charge glitch allows charging one sword to the level of another sword by equipping the higher-level sword, re-entering the menu, changing to the lower-level sword without exiting the menu, creating a hard save, resetting, and then continuing.

World-Standard: 0

trigger_skip
Hilfe · Gewichtung möglich

A wide variety of triggers and exit squares can be skipped by using an invalid item every frame while walking. This allows bypassing both Mt Sabre North entrance triggers, the Evil Spirit Island entrance trigger, triggers for guards to move, slopes, damage tiles, and seamless map transitions.

World-Standard: 0

rage_skip
Hilfe · Gewichtung möglich

Rage can be skipped by damage-boosting diagonally into the Lime Tree Lake screen. This provides access to the area beyond the lake if flight or bridges are available. For simplicity, the logic only assumes this is possible if there's a flyer.

World-Standard: 0

Aesthetic Options · 2 Optionen
randomize_background_music
Hilfe · Gewichtung möglich

Randomizes or disables the background music.

World-Standard: 0

randomize_map_colors
Hilfe · Gewichtung möglich

Randomizes the palettes of the background tiles.

World-Standard: 0

Monster Options · 3 Optionen
randomize_monster_weaknesses
Hilfe · Gewichtung möglich

Monster and boss elemental weaknesses are shuffled.

World-Standard: 0

oops_all_mimics
Hilfe · Gewichtung möglich

Every chest is now a mimic, and killing the mimic will drop the real item chest. Careful when killing the mimic, if it drops the chest out of reach you'll need to reset the room!

World-Standard: 0

shuffle_tower_robots
Hilfe · Gewichtung möglich

Tower robots will be shuffled into the normal pool.

World-Standard: 0

Easy Mode Options · 7 Optionen
dont_shuffle_mimics
Hilfe · Gewichtung möglich

Mimics will be in their vanilla locations.

World-Standard: 0

keep_unique_items_and_consumables_separate
Hilfe · Gewichtung möglich

Normally all items and mimics are shuffled into a single pool and distributed from there. If this flag is set, unique items (specifically, anything that cannot be sold) will only be found in either (a) checks that held unique items in vanilla, or (b) boss drops. Chests containing consumables in vanilla may be safely ignored, but chests containing unique items in vanilla may still end up with non-unique items because of bosses like Vampire 2 that drop consumables. If mimics are shuffled, they will only be in consumable locations. These locations are tracked by the multiworld, so they will still count against your hint points, but they will only contain your non-unique items.

World-Standard: 0

decrease_enemy_damage
Hilfe · Gewichtung möglich

Enemy attack power will be significantly decreased in the early game (by a factor of 3). The gap will narrow in the mid-game and eventually phase out at scaling level 40.

World-Standard: 0

guarantee_starting_sword
Hilfe · Gewichtung möglich

The Leaf elder is guaranteed to give a sword. It will not be required to deal with any enemies before finding the first sword.

World-Standard: 0

guarantee_refresh
Hilfe · Gewichtung möglich

Guarantees the Refresh spell will be available before fighting Tetrarchs.

World-Standard: 0

experience_scales_faster
Hilfe · Gewichtung möglich

Less grinding will be required to "keep up" with the game difficulty.

World-Standard: 0

no_community_jokes
Hilfe · Gewichtung möglich

Skip community jokes, such as funny/misspelled item, monster, or character names. This will make it easier to look up information in guides/FAQs if necessary.

World-Standard: 0

No Guarantees Options · 4 Optionen
battle_magic_not_guaranteed
Hilfe · Gewichtung möglich

Normally, the logic will guarantee that level 3 sword charges are available before fighting the tetrarchs (with the exception of Karmine, who only requires level 2). This disables that check.

World-Standard: 0

tink_mode
Hilfe · Gewichtung möglich

Enables "tink strats", where wrong-element swords will still do a single damage per hit. Player may be required to fight monsters (including bosses) with tinks.

World-Standard: 0

barrier_not_guaranteed
Hilfe · Gewichtung möglich

Normally, the logic will guarantee Barrier before entering Stxy, the Fortress, or fighting Karmine. This puts those locations in logic with any sword (to farm money) and one of Shield Ring, Refresh, or a place to buy Medical Herbs.

World-Standard: 0

gas_mask_not_guaranteed
Hilfe · Gewichtung möglich

The logic will not guarantee gas mask before needing to enter the swamp, nor will leather boots (or hazmat suit) be guaranteed to cross long stretches of spikes. Gas mask is still guaranteed to kill the insect.

World-Standard: 0

Hard Mode Options · 7 Optionen
dont_buff_consumables
Hilfe · Gewichtung möglich

If this is set to true, Medical Herb is not buffed to heal 80 damage, which is helpful to make up for cases where Refresh is unavailable early. Fruit of Power is not buffed to restore 56 MP.

World-Standard: 0

max_scaling_in_tower
Hilfe · Gewichtung möglich

Enemies in the tower spawn at max scaling level.

World-Standard: 0

experience_scales_slower
Hilfe · Gewichtung möglich

More grinding will be required to "keep up" with the difficulty.

World-Standard: 0

charge_shots_only
Hilfe · Gewichtung möglich

Stabbing is completely ineffective. Only charged shots work.

World-Standard: 0

blackout
Hilfe · Gewichtung möglich

All caves and fortresses are permanently dark.

World-Standard: 0

permadeath
Hilfe · Gewichtung möglich

Hardcore mode: checkpoints and saves are removed.

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

Vanilla Options · 6 Optionen
dont_buff_dyna
Hilfe · Gewichtung möglich

By default, we make the Dyna fight a bit more of a challenge. Side pods will fire significantly more. The safe spot has been removed. The revenge beams pass through barrier. Side pods can now be killed. This flag prevents that change.

World-Standard: 0

dont_buff_bonus_items
Hilfe · Gewichtung möglich

Leather Boots are changed to Speed Boots, which increase player walking speed (this allows climbing up the slope to access the Tornado Bracelet chest, which is taken into consideration by the logic). Deo's pendant restores MP while moving. Rabbit boots enable sword charging up to level 2 while walking (level 3 still requires being stationary, so as to prevent wasting tons of magic). Turning this on removes all these changes.

World-Standard: 0

vanilla_maps
Hilfe · Gewichtung möglich

Normally the randomizer adds a new "East Cave" to Valley of Wind, borrowed from the GBC version of the game. This cave contains two chests (one considered a key item) on the upper floor and exits to two random areas (chosen between Lime Tree Valley, Cordel Plain, Goa Valley, or Desert 2), one unblocked on the lower floor, and one down the stairs and behind a rock wall from the upper floor. This flag prevents adding that cave. If set as "Lime Passage" then a direct path will instead be added between Valley of Wind and Lime Tree Valley.

World-Standard: 0

vanilla_shops
Hilfe · Gewichtung möglich

By default, we disable shop glitch, shuffle shop contents, and tie the prices to the scaling level (item shops and inns increase by a factor of 2 every 10 scaling levels, armor shops decrease by a factor of 2 every 12 scaling levels). This flag prevents all of these changes, restoring shops to be completely vanilla.

World-Standard: 0

vanilla_wild_warp
Hilfe · Gewichtung möglich

By default, Wild Warp is nerfed to only return to Mezame Shrine. This flag restores it to work like normal. Note that this will put all wild warp locations in logic unless the flag is set as "Out Of Logic".

World-Standard: 0

vanilla_hud
Hilfe · Gewichtung möglich

By default, the blue status bar (HUD) at the bottom of the screen is reorganized a bit, including displaying enemies' names and HP. This disables those changes.

World-Standard: 0

Quality of Life Options · 3 Optionen
dont_auto_equip_upgrades
Hilfe · Gewichtung möglich

Prevents adding a quality-of-life improvement to automatically equip the corresponding orb/bracelet whenever changing swords.

World-Standard: 0

disable_controller_shortcuts
Hilfe · Gewichtung möglich

By default, we disable second controller input and instead enable some new shortcuts on controller 1: Start+A+B for wild warp, and Select+B to quickly change swords. To support this, the action of the start and select buttons is changed slightly. This flag disables this change and retains normal behavior.

World-Standard: 0

audible_wall_cues
Hilfe · Gewichtung möglich

Provide an audible cue when failing to break a non-iron wall. The intended way to determine which sword is required for normal cave walls is by looking at the color. This causes the level 3 sword sound of the required element to play when the wall fails to break. Note that fortress walls (iron in vanilla) do not give this hint, since there is no visual cue for them, either.

World-Standard: 0

Plando · 8 Optionen
plando_connections
Hilfe

Generic connection plando. Format is: - entrance: "Entrance Name" exit: "Exit Name" percentage: 100 Percentage is an integer from 0 to 100 which determines whether that connection will be made. Defaults to 100 if omitted. Note: direction is ignored and assumed to always be "both", as uncoupled ER is not supported for Crystalis.

World-Standard: []

boss_weakness_plando
Hilfe

Allows defining what elements the bosses of the game are vulnerable to. Note that for Vampire 2 and Giant Insect, this element corresponds to what element the boss is immune to, while for the Tetrarchs, this element corresponds to the element the boss is weak to. If a boss is not specified in the list, then its weakness is chosen randomly, as it normally would be. This option only does anything when randomize_monster_weaknesses is set to true.

World-Standard: {}

wall_element_plando
Hilfe

Allows defining what elements the walls of the game are vulnerable to. If a wall is not specified in the list, then its weakness is chosen randomly, as it normally would be. This option only does anything when randomize_wall_elements is set to true. Generate a spoiler log with randomize_wall_elements on for a list of valid wall names, or see WALL_NAMES in types.py in the GitHub repository.

World-Standard: {}

trade_in_plando
Hilfe

Allows defining what NPC accepts what item. If one of the trade-in NPCs is not specified, it is randomized as normal from among the non-plandoed options. Format is "NPC Name": "Trade-in Name". Valid NPC names are Akahana, Aryllis, Fisherman, Kensu, and Slimed Kensu. Valid item names are Statue of Onyx, Fog Lamp, Love Pendant, Kirisa Plant, and Ivory Statue. Does nothing if randomize_tradeins is false.

World-Standard: {}

key_item_name_plando
Hilfe

Allows defining names of unidentified key items, within the limits of the datapackage. Format is "Original Name": "New Name". Works on Bows, Keys, Lamps, Statues, and Flutes. Does nothing if unidentified_key_items is set to false.

World-Standard: {}

shop_inventory_plando
Hilfe

Allows defining what each item shop has available for purchase. Format is "<town name> Item Shop": ["<item name 1>", "<item name 2>", ...]. Does nothing if vanilla_shops is true. Shops you plando will sell exactly the items you specify. Other shops will be shuffled among themselves. At least one non-Shyron shop must sell Medical Herbs, and at least one non-Shyron shop must sell Warp Boots.

World-Standard: {}

wild_warp_plando
Hilfe

Allows defining what screens can be wild warped to, along with how many wild warps are available. The list may be anywhere from 1 to 15 entries long, where each entry is either a screen name or "Any". Any means that slot will be randomly filled in from among the valid remaining screens. If left empty, wild warps will be completely random, as usual. Only does something if randomize_wild_warp is true and vanilla_wild_warp is disabled. For a full list of screen names, look at worlds/crystalis/types.py for SCREEN_NAMES_TO_IDS.

World-Standard: []

filler_weights
Hilfe

Allows you to customize the filler items in the game. Any consumable other than Opel Statue can be given a weight, as can Mimic, Wild Warp Trap, Paralysis Trap, Petrify Trap, Poison Trap, Nuper Trap, and Sword of Thunder. If the weights add up to exactly the number of spaces for filler, then the exact amount of filler items will be generated. Otherwise, the filler items will be randomly created using these weights. Note: a filler Sword of Thunder will always generate a random warp destination if thunder warps are enabled, and no warp otherwise. For reference, there are exactly 55 items that are always created. Default settings have 103 locations, leaving 48 spots for filler. Vanilla maps (or Lime Passage) will remove the two locations in GBC Cave. Vanilla dolphin will remove one location, Kensu in Cabin. House Shuffle or Area Shuffle will add two locations in Mezame Shrine, but will also make Zebu Student not a location anymore, for a net add of one location.

World-Standard: {"Antidote": 4, "Fruit of Lime": 1, "Fruit of Power": 5, "Fruit of Repun": 2, "Lysis Plant": 3, "Magic Ring": 9, "Medical Herb": 8, "Mimic": 13, "Warp Boots": 3}

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.