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Dead Rising Deluxe Remaster konfigurieren

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Dead Rising Deluxe Remaster · World 1.1.1 · Paket 1.1.1 · 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 · 4 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

guaranteed_items
Hilfe

Guarantees that the specified items will be in the item pool

World-Standard: {}

death_link
Hilfe · Gewichtung möglich

When you die, everyone who enabled death link dies. Of course, the reverse is true too.

World-Standard: 0

Goal and Location Settings · 6 Optionen
goal
Hilfe · Gewichtung möglich

Determines the victory condition for the game. Ending S: Complete all overtime missions and defeat Brock on the tank. This is the full game experience including overtime mode. Ending A: Solve all of the cases and reach the helipad by 12pm on Day 4. Overtime scoops are removed from the pool, making for a shorter run. Savior: Rescue a specified number of survivors to win (see "Number of Survivors" below). Ending S / Ending A locations still exist as normal checks but are filler-only and not the goal.

World-Standard: 0

number_of_survivors
Hilfe · Gewichtung möglich

The number of survivors that must be rescued for the Savior goal. Only has an effect when Goal is set to Savior. The maximum (48) requires rescuing every survivor in the game — 45 from survivor/psychopath scoops plus the 3 free survivors (Bill Brenton, Jeff Meyer, Natalie Meyer) who arrive without a dedicated scoop.

World-Standard: 35

scoop_sanity
Hilfe · Gewichtung möglich

When enabled, scoops are sent to the player as items and the game time is frozen after completing the Entrance Plaza prologue. The order for main scoops will be randomized and the player will need to receive the scoop item in order for the next scoop to spawn in the world. An example: The player's scoop order is 1. Girl Hunting, 2. Carlito's Hideout, 3. Backup for Brad. After completing the Entrance Plaza prologue, the player will need to wait until they receive the Girl Hunting scoop item from AP before they can do the mission. If they receive a later mission, like Backup for Brad, they will not be able to do it until they receive and complete the prior missions. Players will also receive side scoops as items, which will spawn the NPCs into the world right away. An example: The player receives "Lovers". Tonya and Ross will now spawn into the world in Wonderland plaza and are rescuable.

World-Standard: true

pp_bonus_locations
Hilfe · Gewichtung möglich

Adds ~57 extra AP location checks tied to PP-bonus events and key-item pickup banners that DRAP detects via the MsgEvents watcher: Single-fire checks: * Realign Servbot Head (Paradise Plaza fountain) * Ride the Space Rider * Obtain Mall Map and Transceiver (Otis bundle) * Obtain Maintenance Tunnel Key * Obtain First Aid Kit (in Seon's Food and Stuff, gated on defeating Steven) Counted-progression checks (per-instance + ALL-X final): * Walk on N Treadmills (1..6, plus All Treadmills) -- Al Fresca * Destroy N Sandbags (1..4, plus All Sandbags) -- Al Fresca * Spin N Display Racks (1..4, plus All Display Racks) -- Entrance * Break N Food Court Wall Plates (1..18, no separate "all") * Microwave N Items (1..9, plus Microwave All Items) * Heat N Pans (1..5, plus Heat All Pans) Logic gating: each check requires the relevant region. Microwave/Heat locations require Food Court access (the most restrictive of the regions those events occur in). In Restricted Item Mode, microwave checks additionally require Uncooked Pizza or Raw Meat, and stove checks require Frying Pan.

World-Standard: 1

exclude_levels
Hilfe · Gewichtung möglich

When enabled, high level-up checks are prevented from having progression items. This can be used to limit grinding and allows more control over the potential length of a run.

World-Standard: true

exclude_levels_above
Hilfe · Gewichtung möglich

If 'Exclude Levels' is enabled, any level-ups above the chosen value will still exist as checks but will be prevented from having progression items. If 'Exclude Levels' is disabled, this value can be ignored.

World-Standard: 30

Door Randomizer Settings · 3 Optionen
door_randomizer
Hilfe · Gewichtung möglich

When enabled, door connections throughout the mall are randomized. All area keys are given to you at the start, and doors lead to unexpected locations. The randomizer ensures all areas remain reachable and no softlocks occur.

World-Standard: false

door_randomizer_mode
Hilfe · Gewichtung möglich

Controls how doors are randomized when Door Randomizer is enabled. Chaos: Doors are fully randomized. Going through door A to reach area B does NOT mean the door in B will take you back to A. Navigation requires careful attention to the door map. Paired: Doors are randomized in pairs. If door A leads to area B, then a door in B will lead back to A. This creates a more intuitive but still randomized layout.

World-Standard: 1

randomize_rooftop_service_hallway_doors
Hilfe · Gewichtung möglich

When enabled (and Door Randomizer is on), the doors between Rooftop and Warehouse are included in the randomization pool. When disabled (the default), those two doors are left vanilla even with Door Randomizer on, so the opening sequence behaves as expected. Only affects the Rooftop <-> Warehouse pair; all other doors still randomize normally. Has no effect if Door Randomizer is disabled.

World-Standard: false

Item Settings · 2 Optionen
restricted_item_mode
Hilfe · Gewichtung möglich

When enabled, players cannot pick up items in the world unless they have been sent to them by the Archipelago server. This creates a more challenging experience where you must rely on items from other players or your own location checks. Items received from AP will be shown in the Items window, and only those items can be picked up from the ground or dispensers in the game world.

World-Standard: false

exclude_overpowered_items
Hilfe · Gewichtung möglich

When enabled, removes a curated set of items widely considered too powerful from the AP item pool: * Book [Infinite Durability] (weapons never break) * Book [Martial Arts] (massively-boosted unarmed damage) * Laser Sword (high-damage, high-durability weapon) * Real Mega Buster (high-damage ranged weapon) Disabled by default. Players who want these items to remain in rotation should leave it off; players who want a more balanced run should enable it. Note: items explicitly listed under Guaranteed Items are still added even when this option is on, since that's an explicit user override.

World-Standard: false

Skill and Stat Settings · 4 Optionen
enable_skill_items
Hilfe · Gewichtung möglich

When enabled, Frank's 21 combat skills (Jump Kick, Suplex, etc.) become AP items in the pool. They are classified as Useful — guaranteed to be in the multiworld but not in progression logic. Has no effect if Vanilla Progression is set to 'vanilla_only' (in that mode the skills are granted normally on level-up and not duplicated as items).

World-Standard: 1

enable_stat_items
Hilfe · Gewichtung möglich

When enabled, Progressive stat upgrades become AP items in the pool: Health (+1000), Attack (+25%), Throw (+25), Item Slot (+1), Run Level (+1). Classified as Useful. Has no effect if Vanilla Progression is set to 'vanilla_only'.

World-Standard: 1

enable_extra_stat_buffs
Hilfe · Gewichtung möglich

When enabled, additional stat-upgrade items push past vanilla L50 caps: * +4 Health (cap 16000) * +10 Attack (cap 500%) * +8 Throw (cap 400) * +3 Item Slot (cap 15) * +10 Speed Multiplier (cap 1.5x — DRAP-only category) Useful for longer multiworld pools or harder-mode runs. Note that pushing Attack past 250% breaks the in-game UI bar count (combat damage still scales correctly).

World-Standard: false

vanilla_progression
Hilfe · Gewichtung möglich

Controls how Frank's natural level-up rewards interact with AP items. vanilla_only: Engine grants skills/stats normally on level-up. AP skill/stat items are NOT in the pool. Use this if you only want scoop/door randomization without touching Frank's progression. replace: Engine's level-up grants are suppressed (re-overridden each level). AP items are the only source of skills and stats. The default. extra_buffs_only: Engine grants normally, AP items contain ONLY the over-vanilla extras (cap-pushing items). Best paired with Enable Extra Stat Buffs = true.

World-Standard: 1

Trap Settings · 3 Optionen
trap_percentage
Hilfe · Gewichtung möglich

Percentage of filler-item slots that become traps. 0 = no traps, 25 = balanced default, 50 = aggressive, 100 = chaos. The selected fraction of filler slots is dedicated to traps and round-robin distributed across all six trap types (Stomach Ache Trap, Zombait Trap, Slow Trap, Damage Player Trap, Hostile NPC Trap, Special Forces Trap) so every type appears at least once before any repeats.

World-Standard: 25

hostile_survivor_count_min
Hilfe · Gewichtung möglich

Minimum number of hostile NPCs spawned per Hostile NPC Trap. Each trap rolls between min and max (inclusive) at fire time.

World-Standard: 1

hostile_survivor_count_max
Hilfe · Gewichtung möglich

Maximum number of hostile NPCs spawned per Hostile NPC Trap. Capped by the trap pool's available stypes (~10 cutscene-only NPCs).

World-Standard: 3

Difficulty Settings · 3 Optionen
cult_limited
Hilfe · Gewichtung möglich

In ScoopSanity, cultists will appear after beginning either 'The Cult' or 'A Strange Group', and they will remain in the mall indefinitely. If this option is enabled, the cult will instead disappear from the mall after Sean is killed like they do in the regular game. However, they will still be clustered outside the boss room in Colby's movie theater so you can complete any cult-related checks. This option has no effect if ScoopSanity is off.

World-Standard: false

night_mode_enabled
Hilfe · Gewichtung möglich

When enabled, zombies behave as if it is always night, regardless of the in-game time. The night-side parameters of `ZombieDefinitionUserData` (HoldMissRate, HoldBlockRate, HoldBlockFallRate) are written over the day-side fields, and `ZombieManager.isHourNight()` is hooked to always return true. Effects: * Higher chance for grabs to land (Day 5% miss → Night 15% miss) * Higher chance for zombies to block counterattacks (Day 45% → Night 55%) * Slightly more aggressive overall behavior The "glowing eyes" visual effect that normally accompanies night does NOT carry over — that's tied to a separate render pass. This is purely a difficulty modifier.

World-Standard: false

hardcore_zombies_enabled
Hilfe · Gewichtung möglich

When enabled, zombies become significantly more dangerous on top of Night Mode. **Implies Night Mode** — turning this on without enabling Night Mode auto-enables it. Amplified parameters: * Bite damage: -1000 → -3000 HP per tick (3×) * Downed-bite damage: -3000 → -9000 HP per tick (3×) * Scratch damage rate: 3.5 → 7.0 (2×) * Player aggro radius: 9 → 25 units (much harder to sneak past) * General aggro radius: 13 → 35 units * NPC aggro radius: 10 → 25 units (zombies notice survivors faster) * Grab escape mash count: 15 → 30 (2× harder to escape) * Mash decay rate: 0.02 → 0.05 (gauge drains faster while mashing) Recommended only for experienced players seeking a challenge run.

World-Standard: false

Costume Settings · 3 Optionen
random_starting_costume
Hilfe · Gewichtung möglich

When enabled, Frank's outfit is randomized once at the start of each play session (after the save loads or on a fresh new game). One consistent randomized look per seed. Randomization rules: * Body slot (0..42 regular costumes by default; 0..62 if DLC outfits are enabled below) is always picked first. * If the rolled Body is a regular costume (0..42), Foot / Hat / Glasses are also randomized to give Frank a chaotic accessorized outfit. * If the rolled Body is a DLC anchor (43..62, requires Dlc Outfits Enabled), it acts as a full-outfit replacement and the engine overrides the other slots automatically — Foot / Hat / Glasses are left alone since the DLC outfit dictates the whole look. Independent of the Costume Chaos Mode option below.

World-Standard: false

costume_chaos_mode
Hilfe · Gewichtung möglich

When enabled, Frank's outfit is re-randomized on every area transition (i.e. every door / loading-zone change). Frank looks different in every area, with a fresh random outfit each time. Uses the same Body-first randomization rules as Random Starting Costume. Each area transition will count toward the "Change into 8 different outfits" achievement, which may complete that location very quickly. Compatible with Random Starting Costume. If both are on, the starting costume picks the look at session start and chaos mode reshuffles on every door from there.

World-Standard: false

dlc_outfits_enabled
Hilfe · Gewichtung möglich

When enabled, the costume randomizer's Body pool includes the 20 DLC outfit IDs (43..62) on top of the 43 regular Body costumes. DLC IDs function as full-outfit anchors — picking one applies a complete DLC outfit (e.g. Mega Man armor, knight set) instead of a partial body. REQUIRES the player owns the corresponding DR-DR DLC. If the DLC is not installed, applying these IDs is expected to fail silently (the engine rejects the swap and Frank stays in his current outfit). Leave this OFF if you don't own the DLC to keep the randomizer pool in the safe range.

World-Standard: false

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.