Spiel konfigurieren · YAML-Editor

Donkey Kong 64 konfigurieren

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Donkey Kong 64 · World 2.0.2 · Paket git-2d9d2bb2d6eb+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 · 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

Victory Conditions · 10 Optionen
goal
Hilfe · Gewichtung möglich

Determines the goal of the seed. Options: - acquire_keys_3_and_8: Acquire both Keys 3 and Key 8 to win. - acquire_key_8: Win by obtaining Key 8, which is normally found at the end of Hideout Helm. - kremling_kapture: Take a picture of every enemy to win. - dk_rap: Obtain all items mentioned in the DK Rap to win. - golden_bananas: Find a certain number of Golden Bananas to win. See goal_quantity option for more info. - blueprints: Find a certain number of Blueprints to win. See goal_quantity option for more info. - company_coins: Find the Nintendo and/or Rareware Coin to win. See goal_quantity option for more info. - keys: Find a certain number of Boss Keys to win. See goal_quantity option for more info. - medals: Find a certain number of Banana Medals to win. See goal_quantity option for more info. - crowns: Find a certain number of Battle Crowns to win. See goal_quantity option for more info. - fairies: Find a certain number of Banana Fairies to win. See goal_quantity option for more info. - rainbow_coins: Find a certain number of Rainbow Coins to win. See goal_quantity option for more info. - bean: Find The Bean to win. - pearls: Find a certain number of Pearls to win. See goal_quantity option for more info. - bosses: Defeat a certain number of bosses to win. See goal_quantity option for more info. - bonuses: Complete a certain number of Bonus Barrels to win. Automatically disables auto_complete_bonus_barrels if set. See goal_quantity option for more info. - treasure_hurry: Run down the timer by collecting treasure! You win when the timer reaches 0. If you beat Helm, the wincon automatically changes to beating K. Rool. - krools_challenge: K. Rool's ship does not spawn until you collect All keys, Defeat All bosses, Play all Bonus Barrels, and collect All Blueprints. - kill_the_rabbit: Kill the rabbit in Chunky's igloo in Caves. Turn it to Ash. Simple as that.

World-Standard: 7

require_beating_krool
Hilfe · Gewichtung möglich

Require defeating K. Rool in addition to the win condition requirements. K. Rool's ship will not spawn until you meet your win condition requirements, and you must defeat K. Rool to win. Automatically enabled for Krool's Challenge. Automatically disabled for Kill the Rabbit.

World-Standard: 1

goal_quantity
Hilfe

Determines how many of a particular item you need to goal. You can set multiple values to account for any win conditions above, but it will only use the one that matches the win condition. (i.e. if you set your win condition to "blueprints", the "keys" field will be ignored) This is useful in case you randomize your win condition. Valid Keys: - "golden_bananas" - "blueprints" - "company_coins" - "keys" - "medals" - "crowns" - "fairies" - "rainbow_coins" - "pearls" - "bosses" - "bonuses" Valid Values: - a number from 1 to the maximum value for the key type - "random", which will pick a random valid value for you - a range in the form "x-y", which will pick a random valid value between x and y

World-Standard: {"blueprints": 20, "bonuses": 15, "bosses": 7, "company_coins": 2, "crowns": 5, "fairies": 15, "golden_bananas": 100, "keys": 8, "medals": 15, "pearls": 3, "rainbow_coins": 10}

pregiven_keys
Hilfe · Gewichtung möglich

Determines how many keys are pregiven. Choosing a value of 0 means you start with 0 keys. Choosing a value of 8 means you start with all 8 keys.

World-Standard: 3

helm_phase_count
Hilfe · Gewichtung möglich

Pick how many rooms needed to complete Helm.

World-Standard: 2

crown_door_item
Hilfe · Gewichtung möglich

Determines what item is required to open the first door in Hideout Helm (Crown Door). Options: - vanilla: Requires Battle Crowns (as in the original game). - opened: The door is automatically opened. - golden_bananas: Requires Golden Bananas. - blueprints: Requires Blueprints. - company_coins: Requires Company Coins. - keys: Requires Boss Keys. - medals: Requires Banana Medals. - fairies: Requires Banana Fairies. - rainbow_coins: Requires Rainbow Coins. - bean: Requires The Bean. - pearls: Requires Pearls. - easy_random: Random item (easier items). - medium_random: Random item (medium difficulty). - hard_random: Random item (harder items).

World-Standard: 1

coin_door_item
Hilfe · Gewichtung möglich

Determines what item is required to open the second door in Hideout Helm (Coin Door). Options: - vanilla: Requires Company Coins (as in the original game). - opened: The door is automatically opened. - golden_bananas: Requires Golden Bananas. - blueprints: Requires Blueprints. - keys: Requires Boss Keys. - medals: Requires Banana Medals. - crowns: Requires Battle Crowns. - fairies: Requires Banana Fairies. - rainbow_coins: Requires Rainbow Coins. - bean: Requires The Bean. - pearls: Requires Pearls. - easy_random: Random item (easier items). - medium_random: Random item (medium difficulty). - hard_random: Random item (harder items).

World-Standard: 1

helm_door_item_count
Hilfe

Determines how many of a particular item you need to open Helm doors. You can set multiple values to account for different door item requirements. (i.e. if you set crown_door_item to "blueprints", the "keys" field will be ignored) Valid Keys: - "golden_bananas" - "blueprints" - "company_coins" - "keys" - "medals" - "crowns" - "fairies" - "rainbow_coins" - "bean" - "pearls" Valid Values: - a number from 0 to the maximum value for the key type - "random", which will pick a random valid value for you - a range in the form "x-y", which will pick a random valid value between x and y

World-Standard: {"bean": 1, "blueprints": 1, "company_coins": 1, "crowns": 1, "fairies": 1, "golden_bananas": 1, "keys": 1, "medals": 1, "pearls": 1, "rainbow_coins": 1}

krool_phase_count
Hilfe · Gewichtung möglich

Pick how many phases are in the final battle against K. Rool.

World-Standard: 3

krool_in_boss_pool
Hilfe · Gewichtung möglich

Whether or not K. Rool can be fightable in T&S Bosses and vice versa. "off": K. Rool can only appear in the final fight. "krool_only": K. Rool can appear in T&S bosses, but T&S can't appear in the final fight. "full_shuffle": K. Rool and T&S bosses can be shuffled between eachother.

World-Standard: 0

B. Locker Settings · 6 Optionen
randomize_blocker_required_amounts
Hilfe · Gewichtung möglich

Determines if B. Locker values are randomized.

World-Standard: 1

blocker_max
Hilfe · Gewichtung möglich

Determines the Maximum Value for B. Lockers if Randomize B.Lockers are enabled.

World-Standard: 64

enable_chaos_blockers
Hilfe · Gewichtung möglich

If Randomize B. Lockers is also enabled, determines if B. Lockers may require non-Golden Banana collectibles.

World-Standard: 0

maximize_level8_blocker
Hilfe · Gewichtung möglich

Ensures that Level 8's B. Locker will always be at the maximum value.

World-Standard: 1

chaos_ratio
Hilfe · Gewichtung möglich

If Chaos Blockers are enabled, determine the max percentage of collectibles than can roll onto a BLocker. Example: There are 16 Rainbow Coins in the game. With a chaos ratio of 50%, a max BLocker can have a max of 8 rainbow coins. Excludes Bean and Company Coins.

World-Standard: 32

level_blockers
Hilfe

Determines the B. Locker values for each level if Randomize B. Lockers are turned off. Valid Keys: - "level_1" - "level_2" - "level_3" - "level_4" - "level_5" - "level_6" - "level_7" - "level_8" Valid Values: - a number from 0 to 201 - "random", which will pick a random valid value for you - a range in the form "x-y", which will pick a random valid value between x and y

World-Standard: {"level_1": 0, "level_2": 0, "level_3": 0, "level_4": 0, "level_5": 0, "level_6": 0, "level_7": 0, "level_8": 64}

Troff n Scoff Settings · 3 Optionen
randomize_troff
Hilfe · Gewichtung möglich

Determines if Troff n Scoff banana values are randomized.

World-Standard: 1

troff_max
Hilfe · Gewichtung möglich

Determines the Maximum Value for Troff n Scoff if Randomize Troff n Scoff is enabled.

World-Standard: 150

level_troff
Hilfe

Determines the Troff n Scoff banana values for each level if Randomize Troff n Scoff is turned off. Valid Keys: - "level_1" - "level_2" - "level_3" - "level_4" - "level_5" - "level_6" - "level_7" - "level_8" Valid Values: - a number from 0 to 500 - "random", which will pick a random valid value for you - a range in the form "x-y", which will pick a random valid value between x and y

World-Standard: {"level_1": 0, "level_2": 0, "level_3": 0, "level_4": 0, "level_5": 0, "level_6": 0, "level_7": 0, "level_8": 0}

Item Pool · 16 Optionen
starting_kong_count
Hilfe · Gewichtung möglich

Determines how many Kongs you start with.

World-Standard: 2

select_starting_kong
Hilfe · Gewichtung möglich

Determines which Kong you will start with. This is the Kong that will walk out onto DK Isle at the beginning of the game. Select "any" if you want your starting kong to be randomly determined.

World-Standard: 5

starting_move_pool_1
Hilfe

Items available in starting move Pool 1. A random selection of this pool will be given at game start. Progressive items (Progressive Slam, Progressive Ammo Belt, Progressive Instrument Upgrade) can be listed multiple times to include multiple copies.

World-Standard: ["Vines", "Diving", "Oranges", "Barrels", "Baboon Balloon", "Baboon Blast", "Chimpy Charge", "Gorilla Gone", "Gorilla Grab", "Hunky Chunky", "Mini Monkey", "Monkeyport", "Orangstand", "Orangstand Sprint", "Pony Tail Twirl", "Primate Punch", "Rocketbarrel Boost", "Simian Spring", "Strong Kong", "Coconut", "Feather", "Grape", "Homing Ammo", "Peanut", "Pineapple", "Sniper Sight", "Bongos", "Guitar", "Saxophone", "Triangle", "Trombone", "Progressive Slam", "Progressive Slam", "Camera and Shockwave", "Shockwave", "Cannons"]

starting_move_pool_1_count
Hilfe · Gewichtung möglich

How many items to randomly give from Starting Move Pool 1 at game start. Values larger than the pool size will give all items in the pool.

World-Standard: 3

starting_move_pool_2
Hilfe

Items available in starting move Pool 2. A selection of this pool will be given at game start. By default contains bait potions, Fairy Camera, Snide, and one Progressive Slam. Count defaults to 999 (give all items).

World-Standard: ["Climbing", "Progressive Ammo Belt", "Progressive Instrument Upgrade", "Fairy Camera", "Snide", "Progressive Slam"]

starting_move_pool_2_count
Hilfe · Gewichtung möglich

How many items to give from Starting Move Pool 2 at game start. Defaults to 999 (give all items in pool).

World-Standard: 6

starting_move_pool_3
Hilfe

Items available in starting move Pool 3. A selection of this pool will be given at game start. By default contains the shopkeepers (Cranky, Funky, Candy).

World-Standard: ["Cranky", "Funky", "Candy"]

starting_move_pool_3_count
Hilfe · Gewichtung möglich

How many items to give from Starting Move Pool 3 at game start.

World-Standard: 2

starting_move_pool_4
Hilfe

Items available in starting move Pool 4. A selection of this pool will be given at game start. By default contains extra bait potion copies (one Ammo Belt + two Instrument Upgrades).

World-Standard: ["Progressive Ammo Belt", "Progressive Instrument Upgrade", "Progressive Instrument Upgrade"]

starting_move_pool_4_count
Hilfe · Gewichtung möglich

How many items to give from Starting Move Pool 4 at game start.

World-Standard: 2

starting_move_pool_5
Hilfe

Items available in starting move Pool 5. A selection of this pool will be given at game start. Empty by default. Use this as a custom pool for any additional starting moves.

World-Standard: []

starting_move_pool_5_count
Hilfe · Gewichtung möglich

How many items to give from Starting Move Pool 5 at game start.

World-Standard: 0

helm_key_lock
Hilfe · Gewichtung möglich

Determines if a key will be locked at the end of Helm.

World-Standard: 1

item_pool
Hilfe

Determines which item categories are shuffled into the Archipelago item pool. Moves, Golden Bananas, Shops, Kongs, Keys, Races, Training Moves, and Shockwave are always included and cannot be disabled. Valid Keys: - "crowns": Battle Arena Crowns - "blueprints": Kong Blueprints - "medals": Banana Medals - "company_coins": Nintendo & Rareware Coins - "fairies": Banana Fairies - "rainbow_coins": Rainbow Coins (dirt patches) - "bean": The Bean - "pearls": Mermaid Pearls - "crates": Melon Crates - "hints": Wrinkly Hint items - "shopkeepers": Cranky/Funky/Candy/Snide themselves (shops locked until collected) - "half_medals": Half Medal items granted at partial CB requirements - "snide_turnins": Blueprint turn-in rewards - "time_of_day": Fungi Forest Time of Day - "boulders": Throwable boulder/keg checks - "balloons": Colored Balloon checks - "breakables": Breakable object checks (boxes, etc.) - "dropsanity": Enemy drop checks

World-Standard: ["crowns", "blueprints", "medals", "company_coins", "fairies", "rainbow_coins", "bean", "pearls", "crates"]

half_medal_percentage
Hilfe · Gewichtung möglich

The percentage of the full medal colored banana requirement that a Half Medal requires. Only applies when Half Medals are in the pool. With the default 50, a Half Medal sends at half the colored bananas a full Medal needs (e.g. medal req 40 -> Half Medal at 20).

World-Standard: 50

maximum_snide
Hilfe · Gewichtung möglich

Determines the maximum reward for Snide Turnins to have progression.

World-Standard: 16

Shops · 3 Optionen
shop_prices
Hilfe · Gewichtung möglich

Determines the cost of shop purchases. Shops uses the standalone Tooie Shops settings making it so purchases don't deduct your coins when making purchases. Prices are randomized within difficulty-based budgets calculated from each kong's total available coins. Difficulty Percentages: - free (0%): All shops cost 0 coins - low (35%): Lower coin requirements, casual gameplay - medium (55%): Moderate coin requirements, balanced difficulty - high (85%): High coin requirements, requires collecting most coins

World-Standard: 0

smaller_shops
Hilfe · Gewichtung möglich

If enabled, shops would have a max of 3 items to sell.

World-Standard: 1

enable_shared_shops
Hilfe · Gewichtung möglich

If enabled, makes 10 random shops shared removing 20 locations from the pool.

World-Standard: 0

Levels/Barriers · 8 Optionen
shuffle_helm_level_order
Hilfe · Gewichtung möglich

Determined if Helm is shuffled into the level order.

World-Standard: 0

open_lobbies
Hilfe · Gewichtung möglich

Determines whether or not all lobbies are preopened.

World-Standard: 0

switchsanity
Hilfe

Customizes each Switchsanity switch individually. Set each switch to the kong that controls it, or "off" to leave it at its vanilla assignment. Kong switches accept: "off", "donkey", "diddy", "lanky", "tiny", "chunky", "random", "any" The isles_helm_lobby switch (Gorilla Gone pad) also accepts: "bongos", "guitar", "trombone", "sax", "triangle", "lever", "gong", "gone_pad" Switch keys (one per switch across all levels): - isles_to_kroc_top, isles_helm_lobby, isles_aztec_lobby_back_room - isles_fungi_lobby_fairy, isles_spawn_rocketbarrel - japes_to_hive, japes_to_rambi, japes_to_painting_room, japes_to_cavern, japes_free_kong - aztec_to_kasplat_room, aztec_llama_front, aztec_llama_side, aztec_llama_back - aztec_sand_tunnel, aztec_to_connector_tunnel, aztec_free_lanky, aztec_free_tiny - aztec_gong_tower, aztec_lobby_gong - factory_free_kong, factory_dark_grate, factory_bonus_grate, factory_monster_grate - galleon_to_lighthouse_side, galleon_to_shipwreck_side, galleon_to_cannon_game - fungi_yellow_tunnel, fungi_green_tunnel_near, fungi_green_tunnel_far - caves_gone_cave, caves_snide_cave, caves_boulder_cave, caves_lobby_blueprint, caves_lobby_lava

World-Standard: {"aztec_free_lanky": "off", "aztec_free_tiny": "off", "aztec_gong_tower": "off", "aztec_llama_back": "off", "aztec_llama_front": "off", "aztec_llama_side": "off", "aztec_lobby_gong": "off", "aztec_sand_tunnel": "off", "aztec_to_connector_tunnel": "off", "aztec_to_kasplat_room": "off", "caves_boulder_cave": "off", "caves_gone_cave": "off", "caves_lobby_blueprint": "off", "caves_lobby_lava": "off", "caves_snide_cave": "off", "factory_bonus_grate": "off", "factory_dark_grate": "off", "factory_free_kong": "off", "factory_monster_grate": "off", "fungi_green_tunnel_far": "off", "fungi_green_tunnel_near": "off", "fungi_yellow_tunnel": "off", "galleon_to_cannon_game": "off", "galleon_to_lighthouse_side": "off", "galleon_to_shipwreck_side": "off", "isles_aztec_lobby_back_room": "off", "isles_fungi_lobby_fairy": "off", "isles_helm_lobby": "off", "isles_spawn_rocketbarrel": "off", "isles_to_kroc_top": "off", "japes_free_kong": "off", "japes_to_cavern": "off", "japes_to_hive": "off", "japes_to_painting_room": "off", "japes_to_rambi": "off"}

remove_barriers_selected
Hilfe

Determines which barriers are removed. Valid Keys: "japes_coconut_gates" "japes_shellhive_gates" "aztec_tunnel_door" "aztec_5dtemple_switches" "aztec_llama_switches" "aztec_tiny_temple_ice" "factory_testing_gate" "factory_production_room" "galleon_lighthouse_gate" "galleon_shipyard_area_gate" "galleon_seasick_ship" "galleon_treasure_room" "forest_green_tunnel" "forest_yellow_tunnel" "caves_igloo_pads" "caves_ice_walls" "castle_crypt_doors" "helm_star_gates" "helm_punch_gates"

World-Standard: ["japes_coconut_gates", "aztec_tunnel_door", "aztec_5dtemple_switches", "aztec_tiny_temple_ice", "factory_testing_gate", "factory_production_room", "galleon_lighthouse_gate", "galleon_seasick_ship", "caves_igloo_pads", "helm_star_gates", "helm_punch_gates"]

loading_zone_rando
Hilfe · Gewichtung möglich

Randomize the connections between loading zones (Loading Zone Randomizer). If you set this option's value to a string (ie. "LZR": 50 instead of "yes": 50), it will be used as a custom seed. Every player who uses the same custom seed will have the same loading zone connections. WARNING: LZR is not for the faint of heart. Don't turn this on UNLESS you know what you're doing.

World-Standard: 0

galleon_water_level
Hilfe · Gewichtung möglich

Determines what level the water in Galleon is set to.

World-Standard: 0

random_starting_region
Hilfe · Gewichtung möglich

Determines if and where the game can start you. - off: Start at the normal DK Isle location - isles_only: Start at a random location within DK Isles - all: Start at a random location in any level

World-Standard: 0

dk_portal_location_rando
Hilfe · Gewichtung möglich

Randomize the locations of DK Portals within levels. DK Portals are the exits that return you from a level to its lobby. - off: DK Portals remain in their vanilla locations - main_only: DK Portals can only appear in main level areas and never underwater - main_only_underwater: Same as main_only, but DK Portals can also appear underwater - all: DK Portals can appear anywhere in the level except underwater - all_underwater: DK Portals can appear anywhere in the level, including underwater

World-Standard: 0

Logic · 14 Optionen
logic_type
Hilfe · Gewichtung möglich

Determines what type of logic is needed to beat the seed. Options: glitchless: Logic is designed to be completed without glitches, mostly as intended by the developers. advanced_glitchless: Logic is designed to be completed without glitches, but allows for advanced techniques. Add tricks you want to put in logic in tricks_selected. glitched: Logic is designed to be completed with glitches. Add tricks you want to put in logic in tricks_selected, AND add glitches you want to put in logic in glitches_selected. minimal: Simplified logic with basic item placement rules. Key 5 won't be in level 7, Kongs won't be in their own shops/medals, and DK won't be in blast-locked locations.

World-Standard: 1

tricks_selected
Hilfe

Determines what tricks are enabled if logic_type is set to Advanced Glitchless or Glitched. Valid Keys: "monkey_maneuvers": Platforming techniques that don't require any glitches but might be too tough for some players. "hard_shooting": Certain shooting checks that are harder will not require shooting aids, such as Homing Ammo and Sniper Scope. "advanced_grenading": Certain checks can be done with oranges (DK 5 Door Cabin, Japes Painting Room). In addition, change Fungi time of day with oranges. "slope_resets": Use kong ground attacks to climb steep slopes.

World-Standard: []

glitches_selected
Hilfe

Determines what glitches are enabled if logic_type is set to Glitched. Valid Keys: "moonkicks": A trick that allows Donkey to ascend by interrupting his aerial attack with a kick. "phase_swimming": Formerly known as STVW, a trick to go through a significant amount of walls in the game whilst underwater. "swim_through_shores": A trick that allows you to swim into a sloped shoreline to get out of bounds. "troff_n_scoff_skips": Any skip that allows you to bypass the kong and small banana requirement in order to fight a boss. "moontail": A trick that allows the player to gain extra height with Diddy.

World-Standard: []

cbs_required_for_medal
Hilfe · Gewichtung möglich

Determines how many CBs are needed to acquire Banana Medal.

World-Standard: 55

medal_distribution
Hilfe · Gewichtung möglich

Determines how the CB requirement is determined. Options: pre_selected: Player chooses a specific value for CB requirements easy_random: Random values are chosen with an easier progression curve medium_random: Random values are chosen with a medium progression curve hard_random: Random values are chosen with a hard progression curve progressive: CB requirements increase progressively through levels depending on your medal_cb_requirement.

World-Standard: 0

pearls_required_for_mermaid
Hilfe · Gewichtung möglich

Determines how many pearls are needed to satisfy the mermaid.

World-Standard: 1

fairies_required_for_bfi
Hilfe · Gewichtung möglich

Determines how many Fairies are needed to unlock the Rareware Door.

World-Standard: 4

jetpac_requirement
Hilfe · Gewichtung möglich

Determines how many medals are needed to play Jetpac.

World-Standard: 9

puzzle_rando
Hilfe · Gewichtung möglich

Determines the difficulty of puzzle randomization. off: Puzzle solutions are NOT randomized. easy: Easy boundaries. medium: Medium boundaries. hard: Hard boundaries, Castle Car Race is randomized. chaos: Any value in the easy, medium, or hard bounds.

World-Standard: 2

krusha_model_mode
Hilfe · Gewichtung möglich

Determines which random kong is chosen to be Krusha. This will overwrite whatever's chosen in kong_models. "none": Kongs will be their vanilla model "manual": Use kong_models to plando your Kong Model "random_1": One Kong will be randomly replaced with Krusha "sometimes_1": Maybe one Kong will be randomly replaced with Krusha "random_all": Each Kong has a chance to be replaced with Krusha

World-Standard: 0

kong_models
Hilfe

Choose character models for each Kong. Valid Keys: "dk", "diddy", "lanky", "tiny", "chunky" Valid Values (varies by kong): - "default": Normal Kong (all kongs) - "krusha": Krusha (all kongs) - "krool_fight": K. Rool fight model (all kongs) - "krool_cutscene": K. Rool cutscene model (all kongs) - "cranky": Cranky Kong (DK only) - "candy": Candy Kong (Tiny only) - "funky": Funky Kong (Diddy only) - "rabbit": Rabbit (Diddy only) - "robokrem": Robo Kremling (Lanky only) Example: {"dk": "krusha", "tiny": "candy"}

World-Standard: {"chunky": "default", "diddy": "default", "dk": "default", "lanky": "default", "tiny": "default"}

allowed_bosses
Hilfe

Determines which bosses are in the pool. If not enough bosses are selected, it will fill the pool with duplicate bosses.

World-Standard: ["Armydillo 1", "Dogadon 1", "Mad Jack", "Pufftoss", "Dogadon 2", "Armydillo 2", "Kutout", "DK phase", "Diddy Phase", "Lanky Phase", "Tiny Phase", "Chunky Phase"]

alter_switch_allocation
Hilfe

Determines the slam color requirement for colored banana switches in each level. Valid Keys: - "level_1" through "level_8" Valid Values: - "none": No slam required (Activates on step) - "green": Green Slam (Simian Slam) - "blue": Blue Slam (Super Simian Slam) - "red": Red Slam (Super Duper Simian Slam)

World-Standard: {"level_1": "green", "level_2": "green", "level_3": "green", "level_4": "green", "level_5": "blue", "level_6": "blue", "level_7": "red", "level_8": "red"}

free_trade_cbs
Hilfe · Gewichtung möglich

If enabled, Colored Bananas and Banana Bunches can be collected by any Kong. Items and Blueprints can always be collected by any Kong in Archipelago. This extends that to Colored Bananas. Banana Coins and Balloons still need their own Kong.

World-Standard: 0

Bonus Barrels · 8 Optionen
shuffled_bonus_barrels
Hilfe

Determines which minigames are shuffled into the barrel pool. Valid Keys: "batty_barrel_bandit" "big_bug_bash" "busy_barrel_barrage" "mad_maze_maul" "minecart_mayhem" "beaver_bother" "teetering_turtle_trouble" "stealthy_snoop" "stash_snatch" "splish_splash_salvage" "speedy_swing_sortie" "krazy_kong_klamour" "searchlight_seek" "kremling_kosh" "peril_path_panic" "helm_minigames" "arenas" "training_minigames" "arcade"

World-Standard: ["batty_barrel_bandit", "big_bug_bash", "busy_barrel_barrage", "mad_maze_maul", "minecart_mayhem", "beaver_bother", "teetering_turtle_trouble", "stealthy_snoop", "stash_snatch", "splish_splash_salvage", "speedy_swing_sortie", "krazy_kong_klamour", "searchlight_seek", "kremling_kosh", "peril_path_panic", "helm_minigames", "arenas", "training_minigames", "arcade"]

hard_minigames
Hilfe · Gewichtung möglich

Determines if hard minigames are shuffled into the barrel pool.

World-Standard: 0

auto_complete_bonus_barrels
Hilfe · Gewichtung möglich

If turned on, bonus barrels will instantly spawn their reward instead of requiring a minigame to complete. This option does NOT autocomplete Helm barrels! Use the helm_room_bonus_count option.

World-Standard: 0

helm_room_bonus_count
Hilfe · Gewichtung möglich

Determines how many bonus barrels need to be done in each Helm room. If set to 0, there will be no bonus barrels and Blast-O-Matic sections will turn off immediately upon playing the instrument pad to open the room.

World-Standard: 0

alternate_minecart_mayhem
Hilfe · Gewichtung möglich

If enabled, Minecart Mayhem will be a coin based bonus barrel and the timer will be removed.

World-Standard: 0

custom_arcade_minigames
Hilfe · Gewichtung möglich

If enabled, DK Arcade and Jetpac are replaced by custom minigames. Each machine picks one minigame at random from its pool (see dk_arcade_minigame_pool and jetpac_minigame_pool). Jetpac won't get the same custom minigame as DK Arcade unless the Jetpac pool has nothing else. A custom DK Arcade game gives the Round 1 reward on its first win unless Round 1 was already collected, then the Nintendo Coin. In Archipelago, the Round 1 reward is always in the Baboon Blast course, so one win gives the Nintendo Coin.

World-Standard: 0

dk_arcade_minigame_pool
Hilfe

Determines which minigames DK Arcade can become when custom_arcade_minigames is enabled. One is picked at random. Leave empty to allow every custom minigame. Add "vanilla" to allow the original DK Arcade. Valid Keys: "vanilla" "game_2048" "hexagon" "minesweeper" "picross" "wordle"

World-Standard: []

jetpac_minigame_pool
Hilfe

Determines which minigames Jetpac can become when custom_arcade_minigames is enabled. One is picked at random. Leave empty to allow every custom minigame. Add "vanilla" to allow the original Jetpac. Valid Keys: "vanilla" "game_2048" "hexagon" "minesweeper" "picross" "wordle"

World-Standard: []

Hard Mode · 3 Optionen
hard_mode_selected
Hilfe

Determines which Hard Mode settings are enabled. Valid Keys: "hard_enemies": Enemies Fight Back a little harder. "shuffled_jetpac_enemies": Jetpac enemies are shuffled within Jetpac. "strict_helm_timer": Helm Timer starts at 0:00 requiring blueprints to turn in "donk_in_the_dark_world: All maps are pitch black, with only a light to help you path your way to the end of the game. Mixing this with 'Donk in the Sky' will convert the challenge into 'Memory Challenge' instead. "donk_in_the_sky": Collision Geometry is disabled. Mixing this with 'Donk in the Dark World' will convert the challenge into 'Memory Challenge' instead. "faster_balloons": Balloons will now move at super speed. "angry_caves": Stalactites will rain down upon you in Caves at super speed. "lower_max_refill_amount": Halves your replenishable items.

World-Standard: []

harder_bosses
Hilfe

Determines which bosses are harder. Valid Keys: "fast_mad_jack": Mad Jack will move at quantum speeds. "alternative_mad_jack_kongs": Logic can expect Donkey, Chunky, or Tiny without twirl to fight Mad Jack. "pufftoss_star_rando": The stars in the Pufftoss fight are now in random locations. "pufftoss_star_raised": The stars in the Pufftoss fight are now slightly raised to require you to jump to activate the stars. "kut_out_phase_rando": Kutout phases are now in random order and also a chance to see the secret 4th phase. "k_rool_toes_rando": The toes in Tiny phase K. Rool now attack in a random order. "beta_lanky_phase": K. Rool is now distracted by shooting a balloon rather than playing an instrument.

World-Standard: []

mirror_mode
Hilfe · Gewichtung möglich

Determines whether the game will be horizontally Mirrored.

World-Standard: 0

Enemies · 1 Optionen
enemies_selected
Hilfe

Determines what Enemies are in the pool. Valid Keys: "Bat" "BeaverBlue" "BeaverGold" "Bug" "FireballGlasses" "Kop" "Ghost" "Gimpfish" "Kaboom" "ChunkyKasplat" "DKKasplat" "DiddyKasplat" "LankyKasplat" "TinyKasplat" "GreenKlaptrap" "PurpleKlaptrap" "RedKlaptrap" "Klobber" "Klump" "Kop" "Kosha" "Kremling" "Krossbones" "GreenDice" "RedDice" "MushroomMan" "Pufftup" "RoboKremling" "ZingerRobo" "Ruler" "Shuri" "SirDomino" "SpiderSmall" "ZingerCharger" "ZingerLime" "DisableAKop" "DisableZKop" "DisableTaggingKop" "GetOutKop"

World-Standard: ["Bat", "BeaverBlue", "BeaverGold", "Bug", "ChunkyKasplat", "DKKasplat", "DiddyKasplat", "DisableAKop", "DisableTaggingKop", "DisableZKop", "FireballGlass", "GetOut", "GetOutKop", "Ghost", "Gimpfish", "GreenDice", "GreenKlaptrap", "Kaboom", "Klobber", "Klump", "Kop", "Kosha", "Kremling", "Krossbones", "LankyKasplat", "MushroomMan", "Pufftup", "PurpleKlaptrap", "RedDice", "RedKlaptrap", "RoboKremling", "Ruler", "Shuri", "SirDomino", "SpiderSmall", "TinyKasplat", "ZingerCharger", "ZingerLime", "ZingerRobo"]

Hints · 3 Optionen
hint_style
Hilfe · Gewichtung möglich

Choose the style of Wrinkly hints you'd like to play with. These do not affect shopkeeper or microhints. - off: No in-game hints at all. - no_woth: Hints can tell you about your K. Rool phases, and directly hint important items and hard locations. - woth: Same as no_woth, but Way of the Hoard hints can appear, which will tell you a location is required but not what item is at that location. Increases gen time significantly, especially in larger multiworlds.

World-Standard: 1

shopkeeper_hints
Hilfe · Gewichtung möglich

Determines if entering a shop with Shopkeepers in the pool will give you a hint on where the shopkeeper is.

World-Standard: 1

microhints
Hilfe · Gewichtung möglich

Extra hints are placed in late-game to provide extra information if you are stuck on where an item is. - Monkeyport will be hinted upon touching the lower Monkeyport pad in Isles with the B. Locker requirements to enter all of the first 7 levels. - Gorilla Gone will be hinted upon touching the pad inside Helm Lobby with the B. Locker requirement to enter Helm. - Instruments will be hinted upon touching their pad in Helm.

World-Standard: 2

Filler Weights · 7 Optionen
junk_filler_weight
Hilfe · Gewichtung möglich

Likelihood of receiving junk items as filler.

World-Standard: 0

banana_filler_weight
Hilfe · Gewichtung möglich

Likelihood of receiving golden bananas as filler.

World-Standard: 0

crown_filler_weight
Hilfe · Gewichtung möglich

Likelihood of receiving battle crowns as filler.

World-Standard: 0

fairy_filler_weight
Hilfe · Gewichtung möglich

Likelihood of receiving banana fairies as filler.

World-Standard: 0

medal_filler_weight
Hilfe · Gewichtung möglich

Likelihood of receiving banana medals as filler.

World-Standard: 0

pearl_filler_weight
Hilfe · Gewichtung möglich

Likelihood of receiving pearls as filler.

World-Standard: 0

rainbowcoin_filler_weight
Hilfe · Gewichtung möglich

Likelihood of receiving rainbow coins as filler.

World-Standard: 0

Trap Weights · 17 Optionen
trap_fill_percentage
Hilfe · Gewichtung möglich

Replace a percentage of junk items in the item pool with random traps.

World-Standard: 0

bubble_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which freezes the player.

World-Standard: 2

slow_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which slows the player.

World-Standard: 2

reverse_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which reverses controls.

World-Standard: 2

disable_a_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which disables your A button.

World-Standard: 2

disable_b_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which disables your B button.

World-Standard: 2

disable_c_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which disables your C buttons.

World-Standard: 2

disable_z_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which disables your Z button.

World-Standard: 2

get_out_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which tells you to Get Out.

World-Standard: 2

dry_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which removes all of your consumables.

World-Standard: 2

flip_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which flips the camera.

World-Standard: 2

ice_floor_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which turns the floor slippery.

World-Standard: 2

paper_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which turns Kongs into Paper.

World-Standard: 2

slip_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which slips a kong on a banana peel.

World-Standard: 2

animal_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which transforms you into an Animal Buddy for a short time.

World-Standard: 2

rockfall_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which spawns falling stalactites for a short time.

World-Standard: 2

disabletag_trap_weight
Hilfe · Gewichtung möglich

Likelihood of receiving a trap which tags to a different Kong and also disabled Tagging for 15 seconds.

World-Standard: 2

Links · 5 Optionen
tag_link
Hilfe · Gewichtung möglich

Determines if the Tag Link is enabled. If enabled, if you have another players kong you will tag to that kong as well. If you don't have that kong, you will randomly tag to another kong. If you only have one kong, nothing will happen.

World-Standard: 0

ring_link
Hilfe · Gewichtung möglich

Determines if the Ring Link is enabled. The easier way to say this is Ammo link. If enabled, all ammo types are shared between players. Currently for Film and Crystal Coconuts if you gain any above the base amount from ringlink, we will not provide more. But you can still gain more ammo from the world, and it will be shared.

World-Standard: 0

trap_link
Hilfe · Gewichtung möglich

Determines if the Trap Link is enabled. If enabled, your received Traps will link to other players with Trap Link enabled, and their received traps will link to you

World-Standard: 0

damage_link
Hilfe · Gewichtung möglich

Determines if Damage Link is enabled. If enabled, when you take damage it is shared with other players who have Damage Link enabled, and their damage is shared with you. Accumulated shared damage hurts your kong, but will never kill you on its own (it always leaves you with at least a sliver of health).

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

Quality of Life · 3 Optionen
enable_cutscenes
Hilfe · Gewichtung möglich

Enabling this will re-add skippable cutscenes to your seed.

World-Standard: 0

remove_bait_potions
Hilfe · Gewichtung möglich

If enabled, Ammo Belts and Instrument Upgrades will not be placed in the world. You can still start with them. Only recommended to enable this with Loading Zone Rando enabled.

World-Standard: 0

receive_notifications
Hilfe · Gewichtung möglich

Determines if the player will receive notifications about item sends. Options: - display_all_fast: Displays ALL items at the fastest speed. - display_only_progression: Displays only progression items at the fastest speed. - display_nothing: No item notifications.

World-Standard: 1

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.