Spiel konfigurieren · YAML-Editor

Hammerwatch konfigurieren

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Hammerwatch · World 0.0.0 · Paket 1.2 · 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

Goal · 3 Optionen
goal
Hilfe · Gewichtung möglich

Determines the goal of the seed. Some goals are specific to certain campaigns Options starting with "Castle" are played in the Castle Hammerwatch campaign, while "Temple" options are played in the Temple of the Sun Campaign Castle All Bosses: Defeat all the bosses in Castle Hammerwatch. Escaping is NOT required Castle Escape: Find at least 12 Strange Planks, defeat Worldfire, and escape with your life Castle Plank Hunt: Find a certain number of Strange Planks in Castle Hammerwatch Temple All Bosses: Defeat all the bosses in the Temple of the Sun Temple Plank Hunt: Find a certain number of Strange Planks in the Temple of the Sun Temple Pyramid of Fear: Unlock and complete the Pyramid of Fear

World-Standard: 2

planks_required_count
Hilfe · Gewichtung möglich

Determines the amount of Strange Planks required to win the game for the Plank Hunt goals. This option does nothing in other goals

World-Standard: 12

extra_plank_percent
Hilfe · Gewichtung möglich

Determines the percentage of extra Strange Planks in the item pool For the Castle Escape goal, the required planks count is 12 For the Plank Hunt goals, the required planks count is determined by the Planks to Win setting Formula: Total Planks = required planks * (1 + Extra Plank Percentage / 100) This option does nothing in other goals

World-Standard: 0

Generation · 21 Optionen
bonus_behavior
Hilfe · Gewichtung möglich

Determines how bonus chest locations in bonus levels are handled None: Don't include any bonus chest items/locations Necessary: Include bonus level locations for each extra item in the pool All: Include all bonus chest items/locations. Extra items will replace junk items as normal

World-Standard: 1

randomize_bonus_keys
Hilfe · Gewichtung möglich

Whether bonus keys are shuffled into the pool

World-Standard: false

randomize_recovery_items
Hilfe · Gewichtung möglich

Whether recovery items (such as apples and mana crystals) are shuffled into the pool

World-Standard: false

randomize_secrets
Hilfe · Gewichtung möglich

(TotS only) Whether items from random secrets (small rooms with cracked walls in the cave levels) are shuffled into the item pool

World-Standard: false

randomize_puzzles
Hilfe · Gewichtung möglich

Whether items from peg puzzles are shuffled into the item pool

World-Standard: false

randomize_enemy_loot
Hilfe · Gewichtung möglich

Whether items dropped by minibosses and towers are shuffled into the item pool

World-Standard: false

buttonsanity
Hilfe · Gewichtung möglich

Whether the effects of buttons and switches are shuffled into the item pool Normal: button effects can be found anywhere in the multiworld Insanity: button effects will be split into progressive versions based on the number of buttons required to trigger the effect in vanilla

World-Standard: 0

shopsanity_p1
Hilfe · Gewichtung möglich

Adds shop upgrades of this player's class to the item pool and enables items to appear in the shop All members of the same class will receive their upgrades together and will have the same items in their shops WARNING: there is normally not enough gold to purchase all upgrades. It is strongly recommended to reduce the costs of shop items so you will not have to grind excessively for gold! WARNING #2: there is no logic for shop upgrades! This means you could get into a situation where you are required to play much of your game with no upgrades. Consider making shop upgrades local if you're playing in a larger multiworld

World-Standard: 0

shopsanity_p2
Hilfe · Gewichtung möglich

Adds shop upgrades of this player's class to the item pool and enables items to appear in the shop All members of the same class will receive their upgrades together and will have the same items in their shops WARNING: see the warnings in the Shopsanity Player 1 Class option!

World-Standard: 0

shopsanity_p3
Hilfe · Gewichtung möglich

Adds shop upgrades of this player's class to the item pool and enables items to appear in the shop All members of the same class will receive their upgrades together and will have the same items in their shops WARNING: see the warnings in the Shopsanity Player 1 Class option!

World-Standard: 0

shopsanity_p4
Hilfe · Gewichtung möglich

Adds shop upgrades of this player's class to the item pool and enables items to appear in the shop All members of the same class will receive their upgrades together and will have the same items in their shops WARNING: see the warnings in the Shopsanity Player 1 Class option!

World-Standard: 0

remove_lives
Hilfe · Gewichtung möglich

Removes extra lives (Ankhs) from the item pool and replaces them with filler. Recommended to have enabled when playing with the infinite lives or no extra lives modifiers

World-Standard: true

key_mode
Hilfe · Gewichtung möglich

Changes the behavior of keys Vanilla: keys can be used anywhere on their respective gates Act Specific: (castle only) replaces keys with versions that can only be used on a specific act Floor Master: consolidates keys on a floor into a single item that unlocks all gates of that type on an entire floor

World-Standard: 1

big_bronze_key_percent
Hilfe · Gewichtung möglich

(Castle only) What percentage of bronze keys get converted into big bronze keys, which act as 3 bronze keys each

World-Standard: 0

extra_keys_percent
Hilfe · Gewichtung möglich

Determines the percentage of extra silver and gold keys (and mirrors in the TotS campaign) that are added to the item pool

World-Standard: 0

pan_fragments
Hilfe · Gewichtung möglich

(TotS only) If greater than 1 separates the pan into multiple fragments that are shuffled into the item pool All fragments must be collected in order to purchase from the consumables merchant

World-Standard: 1

lever_fragments
Hilfe · Gewichtung möglich

(TotS only) If greater than 1 separates the pumps lever into multiple fragments that are shuffled into the item pool All fragments must be collected in order to turn on the pumps

World-Standard: 1

pickaxe_fragments
Hilfe · Gewichtung möglich

(TotS only) If greater than 1 separates the pickaxe into multiple fragments that are shuffled into the item pool All fragments must be collected in order to break the rocks outside the temple

World-Standard: 1

hammer_fragments
Hilfe · Gewichtung möglich

If not 0 makes fragile walls unbreakable without receiving a custom hammer item that is added to the item pool If greater than 1 separates the hammer into multiple fragments that are shuffled into the item pool All fragments must be collected in order to break down secret walls

World-Standard: 0

trap_item_percent
Hilfe · Gewichtung möglich

What percentage of junk items are replaced with traps

World-Standard: 5

trap_item_weights
Hilfe

The relative weights of trap items in the item pool

World-Standard: {"Banner Trap": 100, "Bomb Trap": 100, "Confuse Trap": 100, "Fire Trap": 100, "Frost Trap": 100, "Mana Drain Trap": 100, "Poison Trap": 100}

Layout · 13 Optionen
open_castle_portals
Hilfe · Gewichtung möglich

(Castle only) Starts the game with the specified number of portals open in the hub This starts with the prison portal and goes up to the chambers portal

World-Standard: 0

shortcut_teleporter
Hilfe · Gewichtung möglich

(Castle only) Enables the use of the shortcut portal at the beginning of the game. This allows early access to Prison Floor 3 before the bronze gate, preventing a potential early BK A return portal will also be placed so that the first two floors can be fully completed

World-Standard: false

exit_randomization
Hilfe · Gewichtung möglich

Randomizes where level exits and portals lead No Boss Exits: exits to boss levels will not be shuffled All: all exits including bosses will be shuffled

World-Standard: 0

er_act_range
Hilfe · Gewichtung möglich

Determines the maximum number of acts away levels will try to be connected to each other in exit randomization For example with an act range of 1 Prison exits will mostly only connect to other Prison exits or Armory exits

World-Standard: 1

er_seed
Hilfe · Gewichtung möglich

Determines the seed for generating the exit randomization layout. If "random" the seed will be random

World-Standard: "random"

random_start_exit
Hilfe · Gewichtung möglich

If Exit Randomization is on, will place you at a random exit at the start of the game Use the /t command in game to return if you get stuck!

World-Standard: false

random_start_exit_act
Hilfe · Gewichtung möglich

Determines the act in which you start if Randomize Start Location is on

World-Standard: 1

gate_shuffle
Hilfe · Gewichtung möglich

Shuffles the type of bronze, silver, and gold gates

World-Standard: false

shop_shuffle
Hilfe · Gewichtung möglich

Shuffles the shops around so that they may be different from their normal locations

World-Standard: false

enemy_shuffle_mode
Hilfe · Gewichtung möglich

Shuffles the locations of enemies, spawners, mini-bosses, and towers in each level Individual: enemies will be shuffled individually regardless of type, keeping the same ratios as vanilla Type: converts all enemies of a single type into another. For example all tier 1 bats can become tier 1 beetles

World-Standard: 0

enemy_shuffle_act_range
Hilfe · Gewichtung möglich

How many acts away enemies can be shuffled to When set to 0 only enemies on the same act will be shuffled When set to 3 enemies can be shuffled to any act

World-Standard: 0

enemy_shuffle_keep_tier
Hilfe · Gewichtung möglich

If Enemy Shuffle is on, only shuffles enemies of the same tier amongst each other

World-Standard: true

treasure_shuffle
Hilfe · Gewichtung möglich

Shuffles the locations of minor treasure such as coins, crates, pots, and vegetation

World-Standard: false

Game Tweaks · 11 Optionen
difficulty
Hilfe · Gewichtung möglich

What difficulty the game will be played on

World-Standard: 1

starting_life_count
Hilfe · Gewichtung möglich

How many extra lives each player will start the game with

World-Standard: 2

portal_accessibility
Hilfe · Gewichtung möglich

(TotS only) Ensures rune keys will be placed locally on the floor they would normally appear so that portals are more easily accessible

World-Standard: true

no_sunbeam_damage
Hilfe · Gewichtung möglich

(TotS only) Disables sunbeam damage, removing much of the long and awkward backtracking inside the temple

World-Standard: true

shop_upgrade_category_shuffle
Hilfe · Gewichtung möglich

Shuffles the shop upgrades between different categories of shops Group: upgrades sharing the same base name (Damage 1, 2, 3, etc.) are shuffled together in the same category All: upgrades are shuffled amongst all categories, regardless of prerequisites

World-Standard: 0

shop_cost_min
Hilfe · Gewichtung möglich

The lowest percent each shop upgrade cost can be multiplied by

World-Standard: 100

shop_cost_max
Hilfe · Gewichtung möglich

The highest percent each shop upgrade cost can be multiplied by

World-Standard: 100

shopsanity_trap_obfuscation
Hilfe · Gewichtung möglich

Cause the names and descriptions of trap items in shops to mimic another item in the world of the receiving player On: trap names/descriptions will mimic another item perfectly Imperfect: trap names/descriptions will mimic another item, but with subtle changes in letters/punctuation L33T: 7r4p n4m35/d35cr1p710n5 w1ll b3 1n 4ll l3375p34k OwO: twap names/descwiptions wiww be in aww owo All Mystery: instead hides ALL item names/descriptions, so none of the items will be known!

World-Standard: 0

shopsanity_balance_costs
Hilfe · Gewichtung möglich

Reduces the costs of items in shops based on their type If the item is useful, it will cost 50% as much and filler items will cost 10% as much

World-Standard: true

game_modifiers
Hilfe

Enforces game modifiers to be set either true or false Valid modifiers are: no_extra_lives, 1_hp, shared_hp_pool, no_hp_pickups, no_mana_regen, reverse_hp_regen, infinite_lives, hp_regen, double_damage, double_lives, and 5x_mana_regen

World-Standard: {"infinite_lives": true}

death_link
Hilfe · Gewichtung möglich

When anybody dies, everyone dies. This also applies to all multiplayer players within a single game

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.