Spiel konfigurieren · YAML-Editor

Fire Emblem Sacred Stones konfigurieren

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Fire Emblem Sacred Stones · World 0.0.0 · Paket 0.5.0-rc1 · 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 · 28 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

player_unit_rando
Hilfe · Gewichtung möglich

If enabled, playable units will be randomzied

World-Standard: 1

player_unit_monsters
Hilfe · Gewichtung möglich

Allow playable units to randomize into monsters when enabled

World-Standard: 1

super_demon_king
Hilfe · Gewichtung möglich

Buffs the final boss to have higher stats and to take less damage from non-holy weapons. If enabled, it is strongly recommended to set `Required Usable Holy Weapons` to at least 2.

World-Standard: 0

smooth_level_caps
Hilfe · Gewichtung möglich

Tie level cap progression roughly against story progression. This may cause problems if enabled when `Minimum Endgame Level Cap` is below 30.

World-Standard: 1

enable_level_caps
Hilfe · Gewichtung möglich

If enabled, your party's level cap starts low and is raised by "Progressive Level Cap" items shuffled into the item pool. If disabled, those items are left out of the pool and your party is uncapped from the start (up to the game's normal maximum). Note that `Minimum Endgame Level Cap` and `Smooth Level Caps` have no effect when this is disabled.

World-Standard: 1

enable_weapon_level_caps
Hilfe · Gewichtung möglich

If enabled, your party's weapon ranks start low and are raised by "Progressive Weapon Level" items shuffled into the item pool. If disabled, those items are left out of the pool and weapon levels work like the base game

World-Standard: 1

min_endgame_level_cap
Hilfe · Gewichtung möglich

Attempt to place level uncaps such that your level cap will be at least this high by the time you reach the final boss. Note that this is your level *cap*, not your actual party level. Rounds to the next highest multiple of 5. Promoted level caps are treated as 20+n (so promoted level 10 would be level 30). Beware of setting this too low, especially if Super Demon King is enabled. Setting this too high may lead to level cap checks being placed late into progression if `Smooth Level Caps` is unset.

World-Standard: 40

required_holy_weapons
Hilfe · Gewichtung möglich

The expected number of holy weapons necessary to defeat the final boss. If nonzero, attempt to place holy weapons *and* the weapon rank boosts necessary to use them such that `n` holy weapons are accessible before the final boss. See also `Exclude Latona from holy weapon pool`.

World-Standard: 0

exclude_latona
Hilfe · Gewichtung möglich

If enabled, don't count Latona as a holy weapon for the sake of `Required Usable Holy Weapons`.

World-Standard: 1

easier_5x
Hilfe · Gewichtung möglich

Give Ephraim, Forde and Kyle extra base stats. This is recommended to make chapter 5x significantly less of a slog.

World-Standard: 1

unbreakable_regalia
Hilfe · Gewichtung möglich

Make all holy weapons other than Latona unbreakable.

World-Standard: 0

recruit_checks_enabled
Hilfe · Gewichtung möglich

Make each character recruitment a check. Adds 31 locations (one per recruitable unit) and adds deploy permit items to the item pool, so units must be unlocked before they can be deployed on the prep screen.

World-Standard: 1

progressive_seth_deployment
Hilfe · Gewichtung möglich

Requires Enable recruit checks. When enabled, Seth's deploy permit is replaced by 4 progressive items (denoted by the letters S, E, T, and H). Each received item reveals a hint and the fourth grants Seth's deploy permit. When disabled, a single Deploy Seth item is used instead.

World-Standard: 0

smooth_deployments
Hilfe · Gewichtung möglich

Gate chapter progression on the size of your deployable army. Requires Enable recruit checks. Deploy permits become progression items and can be placed anywhere in the multiworld. Logic expects 8 deploy permits for early units (recruited by Chapter 7) before advancing past Chapter 8, and 11 deploy permits for early/mid units before advancing past Chapter 15.

World-Standard: 1

promotion_unlocks
Hilfe · Gewichtung möglich

Gate class promotion behind Archipelago items. Adds one "... Promotion" item per promoted class (Great Lord is always available); units cannot promote into a class until its item has been received. Also makes the super trainee path available from the start of the game. When disabled, promotion behaves as in the vanilla game.

World-Standard: 0

tower_enabled
Hilfe · Gewichtung möglich

Make each floor of the Tower of Valni a check. This can help balance the amount of early/lategame checks a bit more.

World-Standard: 0

ruins_enabled
Hilfe · Gewichtung möglich

Make each floor of the Lagdou Ruins a check.

World-Standard: 0

shuffle_skirmish_tables
Hilfe · Gewichtung möglich

Shuffle enemy spawn tables for the Tower, Ruins and skirmishes.

World-Standard: 1

lockpick_usability
Hilfe · Gewichtung möglich

Allow units other than thieves to use lockpicks and the Rogue's Pick command. - Vanilla: Only Thieves, Assassins and Rogues can use lockpicks. - Global Lockpicks: All characters can use lockpicks. - Global Rogue pick: In addition to global lockpicks, all characters can use the Rogue class's "Pick" command.

World-Standard: 0

normalize_genders
Hilfe · Gewichtung möglich

Adjust female classes to have identical base stats and caps to their male counterparts, if one exists. In most cases, this is a buff to those classes. However, some low-turn strategies may rely on the fact that female mounted units have more Aid.

World-Standard: 0

death_link
Hilfe · Gewichtung möglich

When you die, everyone dies. Of course the reverse is true, too.

World-Standard: 0

growth_rando
Hilfe · Gewichtung möglich

Randomizes growth rates. - Redistribute: Preserves growth total, possibly adjusted (positive or negative) between GrowthRandoMin and GrowthRandoMax. - Delta: Adjusts vanilla growths by amounts between GrowthRandoMin and GrowthRandoMax - Full Random: Growths are assigned randomly between GrowthRandoMin and GrowthRandoMax GrowthRandoMin and GrowthRandoMax control the min/max of the adjustment.

World-Standard: 0

growth_rando_min
Hilfe · Gewichtung möglich

See Growth Rando.

World-Standard: 10

growth_rando_max
Hilfe · Gewichtung möglich

See Growth Rando.

World-Standard: 70

music_rando
Hilfe · Gewichtung möglich

Randomizes music tracks. - Context: Music tracks will be shuffled within the same group (battle themes will be randomized to other battle themes, etc) - Chaos: Music tracks will be shuffled randomly

World-Standard: 0

goal
Hilfe · Gewichtung möglich

Set the goal of the game. - Defeat Fomortiis: Defeat the usual final boss, which can take a long time. - Clear Valni: Clear the 8th floor of the Tower of Valni. Implies Enable Tower. Recommended for short- to medium-length games. - Defeat Tirado: Clear Chapter 8. Recommended for short games. - Clear Lagdou: Clear the 10th floor of the Lagdou Ruins. Implies Enable Ruins. Note that this option only change which check is considered the goal and does not affect progression logic at all.

World-Standard: 0

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.