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Hades2Rogue konfigurieren

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Hades2Rogue · World 0.0.0 · Paket 0.9.3 · 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

Weapon Options · 5 Optionen
included_weapons
Hilfe

Which weapons can be included in the run. Removing any of these will remove them and their aspects from the pool. These will be the weapons that the below 'weapon_amount' option chooses from.

World-Standard: ["Axe", "Blades", "Coat", "Flames", "Skull", "Staff"]

weapon_amount
Hilfe · Gewichtung möglich

How many of the above weapons should be included? It will randomly select the amount you specify from the pool you listed above. If you set it higher than the amount of weapons you included, it will just add all that you included.

World-Standard: 6

initial_weapon
Hilfe · Gewichtung möglich

Which weapon will you have at the beginning of the run.

World-Standard: "random"

aspectsanity
Hilfe · Gewichtung möglich

How you'll get the various weapon aspects. unlocked: every Aspect is available from the start, fully upgraded. randomized: all 24 Aspects are shuffled - the 18 alternates and each weapon's Aspect of Melinoe. Each is its own item, granted at max level. Your starting weapon begins on a random one of its 4 Aspects, but only at level 1. It's leveled to max when you find it's item. progressive: you start with only one weapon with Melinoe's Aspect. Each weapon gets "Progressive <Weapon>" items; the first unlocks all aspects at level one, the rest level all aspects up. per_aspect: all 24 Aspects level independently, each with its own "Progressive <Aspect>" item. 5 copies apiece (1 unlock + 4 rank upgrades), 120 items total. Your starting weapon begins with a random one of its 4 Aspects at rank 1. The first aspect item you receive for a weapon also unlocks that weapon.

World-Standard: 2

included_aspects
Hilfe · Gewichtung möglich

How many of each weapon's aspects should be accessible, for every aspectsanity mode (unlocked/randomized/progressive/per_aspect alike). Any locations requiring any removed aspects will be removed.

World-Standard: 4

Location Options · 5 Optionen
location_system
Hilfe · Gewichtung möglich

How to handle base locations. Room_based: Each location is the first time you clear that many rooms/encounters in one run. For example; Room Check 9 sends the first time you clear 9 encounters in one run. Point_based: Each location is a point total you must accumulate, you get points equal to a room's depth when you clear it. Use this for much longer APs, and it will likely be quite repetitive. Per_Weapon_Room_Based: Like room_based, but there are separate pools for each weapon. Per_Aspect_Room_Based: Like per_weapon_room_based, but instead there's a separate pool for each accessible aspect.

World-Standard: 1

score_rewards_amount
Hilfe · Gewichtung möglich

Point_based only. How many score locations are there? If you set each route to have it's own pool later, each route will have a pool this big. If there aren't enough locations to fulfill the minimum item pool, this will be increased accordingly. More locations means more filler items, which are beneficial, but not required.

World-Standard: 100

separate_checks
Hilfe · Gewichtung möglich

When you've included more than one route: does each route get its own full set of checks, or do they share one pool? separate_pools: Every route gets their own locations, meaning you'll have to thoroughly explore each of your routes. combine_pools: the routes share one pool. Score checks stop being route-specific: there are 200 of them total, every route's rooms bank into the same points pool, and you could earn all 200 without ever leaving one route. Each room check is likewise earned the first time you clear that depth on ANY route.

World-Standard: 0

enemy_locations
Hilfe · Gewichtung möglich

Add locations for the first time you defeat each enemy type.

World-Standard: 1

npc_locations
Hilfe · Gewichtung möglich

Add locations for the first time you speak to each NPC.

World-Standard: 1

Item Options · 8 Optionen
grasp_count
Hilfe · Gewichtung möglich

How many Progressive Grasp items in the item pool.

World-Standard: 6

grasp_intervals
Hilfe · Gewichtung möglich

How much each Progressive Grasp raises your maximum Grasp.

World-Standard: 5

arcanasanity
Hilfe · Gewichtung möglich

How Arcana Cards are obtained. arcana: each card is unlocked by an item at max level and can't be purchased. progressive_arcana: each card gets multiple progressive items - the first unlocks it, the rest upgrade it. Cards can't be upgraded any other way.

World-Standard: 2

keepsakesanity
Hilfe · Gewichtung möglich

How Keepsakes are handled. false: unchanged from the base game. randomized: Adds a location for earning each keepsake, and adds each keepsake to the item pool. progressive: Adds a location for earning each keepsake, and adds 3 "Progressive Keepsake" items. The first unlocks all keepsakes at level one, the next two level them up. Normal keepsake leveling is blocked.

World-Standard: 1

petsanity
Hilfe · Gewichtung möglich

How Familiars (pets: Frinos, Toula, Raki, Hecuba, Gale) are handled. Items only - no new check locations. unlocked: every familiar is available from the start. randomized: each familiar becomes its own item; you start with none and unlock each at maximum bond when you receive its item. progressive: a Progressive Familiar item is added - the first unlocks all familiars, the rest upgrade their bonds. Normal familiar unlocking/bonding is blocked.

World-Standard: 1

helper_room_sanity
Hilfe · Gewichtung möglich

How helper NPC story rooms (Arachne, Narcissus, Echo, Hades, Medea, Circe, Dionysus, and on Nightmare: Sisyphus, Eurydice, Patroclus) are handled. unlocked: all helpers are unlocked from the start and appear only in their normal rooms. items: helpers are unlocked via items in the item pool; they appear only in their normal rooms. unlocked_random: same as unlocked, but they can appear in any of the other helpers' rooms too. items_random: same as items, but they can appear in any of the other helpers' rooms too.

World-Standard: 2

combat_helper_sanity
Hilfe · Gewichtung möglich

How to handle the various helper NPCs that assist in combat mid-run (Artemis, Nemesis, Heracles, Icarus, Athena, Thanatos). unlocked: all NPC helpers are automatically unlocked from the beginning, and show up where they're supposed to. items: all NPC helpers are unlocked via items in the item pool, and they show up where they're supposed to. unlocked_random: same as unlocked, but they can all show up in different places than they normally can. items_random: same as items, but they can all show up in different places than they normally can.

World-Standard: 2

godsanity
Hilfe · Gewichtung möglich

Locks each god's boons behind a check, so until you get the "Zeus" item, boons from him will never spawn. unlocked: All gods are available from the beginning. Logically all are available at the same time, which could lead to some unlucky missed items. onions: Anytime a boon would spawn from a god you haven't unlocked, it is replaced with an Onion. This means that even once you've unlocked some gods, there will be runs where you don't see any of them. no_waste_less_odds: Each time a god is unlocked, the % chance of a boon spawning increases, but every boon that spawns will always be from a god you've unlocked. no_waste_same_odds: Boons spawn at the normal rate no matter how many gods are unlocked, but every one is still guaranteed to be from a god you've unlocked - this makes you very strong early on, since it's easy to get only boons that work very well together.

World-Standard: 0

Deathlink · 3 Optionen
deathlink
Hilfe · Gewichtung möglich

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

World-Standard: 1

deathlink_percent
Hilfe · Gewichtung möglich

When you receive a DeathLink, how much of your health you'll lose, as a percentage of your maximum health. Or, set to 0 to end the run regardless of available death defiances.

World-Standard: 100

deathlink_amnesty
Hilfe · Gewichtung möglich

How many times you die in a row before it sends a Deathlink to everyone else. 0 means you'll never send, only receive

World-Standard: 1

Vow Options · 19 Optionen
reverse_vow
Hilfe · Gewichtung möglich

Start each run with the vows below already active (raising difficulty); each is then removed, one at a time, by items found in the multiworld.

World-Standard: 1

vow_pain
Hilfe · Gewichtung möglich

How many levels of Vow of Pain to start with (foes deal more damage).

World-Standard: 1

vow_grit
Hilfe · Gewichtung möglich

How many levels of Vow of Grit to start with (foes have more health).

World-Standard: 1

vow_wards
Hilfe · Gewichtung möglich

How many levels of Vow of Wards to start with (foes gain Barrier).

World-Standard: 1

vow_frenzy
Hilfe · Gewichtung möglich

How many levels of Vow of Frenzy to start with (foes are faster).

World-Standard: 1

vow_hordes
Hilfe · Gewichtung möglich

How many levels of Vow of Hordes to start with (more foes).

World-Standard: 1

vow_menace
Hilfe · Gewichtung möglich

How many levels of Vow of Menace to start with (foes from the next region).

World-Standard: 1

vow_return
Hilfe · Gewichtung möglich

How many levels of Vow of Return to start with (slain foes may revive).

World-Standard: 1

vow_fangs
Hilfe · Gewichtung möglich

How many levels of Vow of Fangs to start with (armored foes gain perks).

World-Standard: 1

vow_scars
Hilfe · Gewichtung möglich

How many levels of Vow of Scars to start with (healing is less effective).

World-Standard: 1

vow_debt
Hilfe · Gewichtung möglich

How many levels of Vow of Debt to start with (Higher gold costs).

World-Standard: 1

vow_shadow
Hilfe · Gewichtung möglich

How many levels of Vow of Shadow to start with (Shadow Servants).

World-Standard: 0

vow_forfeit
Hilfe · Gewichtung möglich

How many levels of Vow of Forfeit to start with (first Boon becomes Red Onion).

World-Standard: 0

vow_time
Hilfe · Gewichtung möglich

How many levels of Vow of Time to start with (time limit per region).

World-Standard: 1

vow_void
Hilfe · Gewichtung möglich

How many levels of Vow of Void to start with (less Grasp for Arcana).

World-Standard: 2

vow_hubris
Hilfe · Gewichtung möglich

How many levels of Vow of Hubris to start with (Primes Magick after Boons).

World-Standard: 1

vow_denial
Hilfe · Gewichtung möglich

How many levels of Vow of Denial to start with (unpicked blessings vanish).

World-Standard: 0

vow_rivals
Hilfe · Gewichtung möglich

How many levels of Vow of Rivals to start with (Guardians are stronger).

World-Standard: 2

reverse_rivals
Hilfe · Gewichtung möglich

Reverse which Guardians the Vow of Rivals strengthens: this makes Chronos and Typhon the last boss to return to normal.

World-Standard: 1

Goal & Route Options · 14 Optionen
goals_required
Hilfe

Which routes' final bosses should be included in the goal (Chronos for Underworld, Typhon for Surface, Hades for Nightmare -- Zagreus is separate, see Goal Requires Zagreus below). Nightmare requires the "Zagreus Journey" mod by NikkelM, which is a dependency of the Archipelago mod, but will only work if Hades 1 is installed. Meaning don't include Nightmare unless you have Hades 1 installed/available to be installed. Valid options are: Underworld, Surface, and Nightmare.

World-Standard: ["Surface", "Underworld"]

goal_requires_zagreus
Hilfe · Gewichtung möglich

Whether defeating Zagreus is part of your Goal.

World-Standard: 0

goal_mode
Hilfe · Gewichtung möglich

Whether any of the toggled goals must be achieved, or all of them. This means if any_selected is chosen, and you selected underworld and surface, you would only need to do one of the two.

World-Standard: 0

zagreus_encounter_mode
Hilfe · Gewichtung möglich

How Zagreus fights appear (only matters if Zagreus is part of your Goal): Vanilla: Zagreus fights appear how they normally do in the late game. Empowered: Zagreus fights appear how they normally do, but Zagreus starts heavily empowered. Progressive Zagreus Weaken items are added to the multiworld that weaken him back down to, and eventually below, his normal strength. Final Challenge: Defeating any route's final boss spawns a contract to go fight Zagreus instead of ending the run.

World-Standard: 1

zagreus_weaken_tiers
Hilfe · Gewichtung möglich

If Zagreus Encounter Mode is set to Empowered, how many "Progressive Zagreus Weaken" items exist to weaken him. Setting more will not make him weaker, just weaken him in smaller chunks

World-Standard: 5

include_regions
Hilfe

Which routes will be included: Underworld (Erebus/Oceanus/Fields of Mourning/Tartarus), Surface (City of Ephyra/Rift of Thessaly/Mount Olympus/The Summit), and Nightmare (the original Hades 1 route -- Tartarus/Asphodel/Elysium/Styx). Nightmare requires the "Zagreus Journey" mod by NikkelM, which is a dependency of the Archipelago mod, but will only work if Hades 1 is installed. Meaning don't include Nightmare unless you have Hades 1 installed/available to be installed. Valid options are: Underworld, Surface, and Nightmare.

World-Standard: ["Surface", "Underworld"]

include_zagreus_journey
Hilfe · Gewichtung möglich

Whether to include any content from NikkelM's Zagreus' Journey mod. When off: Nightmare is removed as a playable route/goal regardless of what Include Regions/Goals Required select, its 7 keepsakes (Sisyphus/ Eurydice/Patroclus/Orpheus/Megaera/Thanatos/Achilles) never enter the item pool, and none of Sisyphus/Eurydice/Patroclus/Thanatos can be randomized into other routes' rooms either.

World-Standard: 0

lock_routes
Hilfe · Gewichtung möglich

Lock each route's regions behind its progressive route items (Progressive Underworld / Progressive Surface / Progressive Nightmare).

World-Standard: 1

starting_route
Hilfe · Gewichtung möglich

If lock_routes is on, which route is open from the start. Picking a route you didn't include will result in a random route you did include.

World-Standard: 0

underworld_wins_needed
Hilfe · Gewichtung möglich

How many times you must win an Underworld run to mark the goal as complete.

World-Standard: 1

surface_wins_needed
Hilfe · Gewichtung möglich

How many times you must win a Surface run to mark the goal as complete.

World-Standard: 1

nightmare_wins_needed
Hilfe · Gewichtung möglich

How many times you must win a Nightmare run to mark the goal as complete.

World-Standard: 1

zagreus_defeats_needed
Hilfe · Gewichtung möglich

How many times you must defeat Zagreus to satisfy the Zagreus part of the goal.

World-Standard: 1

weapons_clears_needed
Hilfe · Gewichtung möglich

How many different weapons you must use to defeat any boss. Meaning defeating Chronos with the axe and Typhon with the blades would count as 2 weapons.

World-Standard: 1

Misc Options · 3 Optionen
starting_npc_gifts
Hilfe

For each NPC you add, it adds an item to the item pool that grants you a random one of the boons they would normally give you if you ran into them during a run Valid options are: Arachne, Artemis, Athena, Circe, Dionysus, Hades, Icarus, and Medea. All but Medea are defaulted, as some of Medea's curses can negatively impact your runs.

World-Standard: ["Arachne", "Artemis", "Athena", "Circe", "Dionysus", "Hades", "Icarus"]

daedalus_upgrade
Hilfe · Gewichtung möglich

Adds this many Daedalus Upgrade items to the pool. Each one grants a random Daedalus Hammer upgrade for your equipped weapon at the start of each run.

World-Standard: 3

progressive_boon_level
Hilfe · Gewichtung möglich

Adds this many Progressive Boon Level items to the pool. Each one raises the base level of all acquired boons that can be leveled (most Common/Rare/Epic/Heroic boons; Duo and Legendary boons can't level and are unaffected). 0 removes the item from the pool.

World-Standard: 3

Filler Options · 12 Optionen
nectar_pack_value
Hilfe · Gewichtung möglich

Amount of Nectar granted per Nectar item.

World-Standard: 2

nectar_pack_percentage
Hilfe · Gewichtung möglich

Share of the filler pool that is Nectar.

World-Standard: 5

starting_health_value
Hilfe · Gewichtung möglich

How much max health each Starting Max Health item grants.

World-Standard: 20

starting_health_percentage
Hilfe · Gewichtung möglich

Share of the filler pool that is Max Health.

World-Standard: 15

starting_magick_value
Hilfe · Gewichtung möglich

How much max Magick each Starting Max Magick item grants.

World-Standard: 2

starting_magick_percentage
Hilfe · Gewichtung möglich

Share of the filler pool that is Max Magick.

World-Standard: 15

starting_gold_value
Hilfe · Gewichtung möglich

How much run-start gold each Starting Gold item grants.

World-Standard: 10

starting_gold_percentage
Hilfe · Gewichtung möglich

Share of the filler pool that is Starting Gold.

World-Standard: 15

starting_armor_value
Hilfe · Gewichtung möglich

How much run-start armor each Starting Armor item grants.

World-Standard: 10

starting_armor_percentage
Hilfe · Gewichtung möglich

Share of the filler pool that is Starting Armor.

World-Standard: 15

rarity_increase_percentage
Hilfe · Gewichtung möglich

Share of the filler pool that is Rarity Increase. Each one permanently raises your odds of higher-rarity boons.

World-Standard: 15

major_finds_percentage
Hilfe · Gewichtung möglich

Share of the filler pool that is Increased Odds of Major Finds. Each one nudges door rewards toward Major Finds (Boons, Daedalus Hammers, Centaur Hearts) and away from Minor Finds (Bones, Ash, Nectar).

World-Standard: 10

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.