Spiel konfigurieren · YAML-Editor

Monster Sanctuary konfigurieren

Zum Spielekatalog

Monster Sanctuary · World 0.0.0 · Paket git-56b9a7db8abd+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 · 57 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

logic_difficulty
Hilfe · Gewichtung möglich

Sets the difficulty of movement that is required from the player. Default is casual. Casual: Logic will only require of you what the vanilla game expects. Advanced: Logic can require difficult jumps and require using abilities in unintended ways. Expert: Logic can require frame-perfect (or near frame-perfect) jumps while using abilities in ways they weren't intended.

World-Standard: 0

tedious_checks
Hilfe · Gewichtung möglich

When enabled, the logic will expect the player to use the Warp to Start feature to get out of areas that are only accessible in one direction, or to attempt failed jumps multiple times. Default is disabled

World-Standard: false

randomize_monsters
Hilfe · Gewichtung möglich

Randomize monsters Off: Monsters are not randomized. Koi and Bard Egg locations are also not randomized Any: All monsters are randomized independently By Specie: Monsters of the same specie are all randomized to another monster specie By Encounter: Within an encounter, all monsters of the same specie are randomized to another specie. Each encounter is randomized separately

World-Standard: 1

monster_shift_rule
Hilfe · Gewichtung möglich

When do shifted monsters start appearing? Never: Shifted monsters will never appear in the wild After Sun Palace: Shifted monsters will start appearing after completing the Sun Palace storyline Any Time: Shifted monsters can appear any time

World-Standard: 1

improved_mobility_limit
Hilfe · Gewichtung möglich

Limit monsters with improved mobility abilities from showing up too early. Abilities include: improved flying, lofty mount, improved swimming, and dual mobility If enabled, monsters with improved mobility abilities will not show up in the Mountain Path, Blue Caves, Stronghold Dungeon, Snowy Peaks, Sun Palace, or Ancient Woods. if disabled, monsters with improved mobility abilities can appear anywhere.

World-Standard: true

include_spectral_familiars_in_pool
Hilfe · Gewichtung möglich

If enabled, spectral familiars will be added to the pool of monsters that's randomized

World-Standard: false

include_bard_in_pool
Hilfe · Gewichtung möglich

If enabled, Bard will be added to the pool of monsters that's randomized

World-Standard: false

randomize_monster_skill_trees
Hilfe · Gewichtung möglich

If enabled, randomizes the 3 or 4 skill trees that every monster has

World-Standard: false

randomize_monster_ultimates
Hilfe · Gewichtung möglich

If enabled, randomizes every monster's three ultimate skills

World-Standard: false

randomize_monster_shift_skills
Hilfe · Gewichtung möglich

If enabled, randomizes the light and dark shift traits for all monsters

World-Standard: false

lock_explore_abilities
Hilfe · Gewichtung möglich

If enabled, explore abilities cannot be used until a corresponding item has been collected. The items required to use explore abilities depends on the selected option: Off: Explore Abilities are always available. Type: Monsters are grouped into 16 different categories based on monster type. There are 16 unique items to unlock abilities for all monsters of a given type Ability: Each explore ability must be unlocked separately. For example, unlocking Flying will allow that ability to be used on any monster with the Flying ability Species: Each monster species will require a unique item to unlock its explore ability (excepting evolutions where the ability doesn't change) Progression: Monster abilities are grouped by function and unlocked progressively. This helps to keep more advanced abilities from being made available early in the game Combo: Similar to Progression, except there are a smaller number of progressive groups, and more advanced abilities require combinations of different progression chains

World-Standard: 0

cryomancer_check_restrictions
Hilfe · Gewichtung möglich

Sets what kind of items can be placed at the four checks given by Lady Stasis in the Snowy Peaks. Vanilla: The checks are unchanged from the base game. Randomized: The checks are randomized with the rest of the item pool. Filler: The checks are guaranteed to be junk items.

World-Standard: 1

koi_egg_placement
Hilfe · Gewichtung möglich

Sets what kind of items can be placed at the Caretaker's Koi Egg check in Sun Palace Vanilla: The check is unchanged from the base game. Randomized: The check is randomized with the rest of the item pool. Filler: The check is guaranteed to be a junk item.

World-Standard: 1

bard_egg_placement
Hilfe · Gewichtung möglich

Sets what kind of items can be placed at the 5 Celestial Feathers/Bard Egg check in the Forgotten World Vanilla: The check is unchanged from the base game. Randomized: The check is randomized with the rest of the item pool. Filler: The check is guaranteed to be a junk item.

World-Standard: 1

skorch_egg_placement
Hilfe · Gewichtung möglich

Sets what kind of items can be placed at Bex's Skorch Egg check in Magma Caverns Vanilla: The check is unchanged from the base game. Randomized: The check is randomized with the rest of the item pool. Filler: The check is guaranteed to be a junk item.

World-Standard: 1

spectral_familiar_egg_placement
Hilfe · Gewichtung möglich

Sets what kind of items can be placed at the four spectral familiar battle checks in Eternity's End. Vanilla: The check is unchanged from the base game (gives Spectral Familiar eggs) Randomized: The check is randomized with the rest of the item pool. Filler: The check is guaranteed to be a junk item.

World-Standard: 1

no_progression_in_underworld
Hilfe · Gewichtung möglich

If enabled, no progression items will be placed in the Underworld

World-Standard: false

no_progression_in_forgotten_world
Hilfe · Gewichtung möglich

If enabled, no progression items will be placed in the Forgotten World

World-Standard: false

old_man_check_restrictions
Hilfe · Gewichtung möglich

Sets what kind of items can be placed at the Old Man check in Horizon Beach. Randomized: The check is randomized with the rest of the item pool. Filler: The check is guaranteed to be a junk item.

World-Standard: 0

fisherman_check_restrictions
Hilfe · Gewichtung möglich

Sets what kind of items can be placed at the Fisherman check in Horizon Beach. Randomized: The check is randomized with the rest of the item pool. Filler: The check is guaranteed to be a junk item.

World-Standard: 0

wanderers_gift_check_restrictions
Hilfe · Gewichtung möglich

Sets what kind of items can be placed at the Wanderer check that requires defeating Dracomer in the Forgotten World Randomized: The check is randomized with the rest of the item pool. Filler: The check is guaranteed to be a junk item.

World-Standard: 0

monsters_always_drop_egg
Hilfe · Gewichtung möglich

If enabled, monsters will always drop an egg.

World-Standard: true

monsters_always_drop_catalyst
Hilfe · Gewichtung möglich

If enabled, evolved monsters will always drop their own catalyst.

World-Standard: false

include_chaos_relics
Hilfe · Gewichtung möglich

Include Relics of Chaos in the random item pool Off: Relics of Chaos will not show up On: Relics of Chaos can be added to the item pool, but are not guaranteed Some: At least 5 Relics of Chaos will be included in the item pool All: All Relics of Chaos will be added to the item pool

World-Standard: 1

include_looters_handbook
Hilfe · Gewichtung möglich

If enabled, this adds a new item, the Looter's Handbook, to the item pool. When the player has this item in their inventory, all chests will have their appearance updated to match their contents. Progression items will be in purple chests, and useful items will be in green chests.

World-Standard: true

add_smoke_bombs
Hilfe · Gewichtung möglich

If enabled, the player will start with 50 Smoke Bombs.

World-Standard: true

starting_gold
Hilfe · Gewichtung möglich

Override the player's starting gold, counted in increments of 100 gold

World-Standard: 1

automatically_scale_equipment
Hilfe · Gewichtung möglich

If enabled, equipment that is sent to the player will be automatically leveled according to the player's progress in the game Disabled: Weapon and accessory levels are randomized when the item pool is generated By Level: Weapons and accessories are scaled with the highest monster level the player has By Rank: Weapons and accessories are scaled with the number of champions the player has defeated By Map Progress: Weapons and accessories are scaled with the percentage of the map the player has uncovered

World-Standard: 0

key_of_power_champion_unlock
Hilfe · Gewichtung möglich

When this is set to a value greater than 0, the Key of Power will be automatically given to the player when they defeat the set number of champions. This is disabled when set to 0

World-Standard: 0

drop_chance_craftingmaterial
Hilfe · Gewichtung möglich

Frequency that a random non-progression item is a crafting material The higher this value is compared to the other drop chances, the more frequently it will occur. For example, if this value is twice the value of all other drop chances, then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.

World-Standard: 50

drop_chance_consumable
Hilfe · Gewichtung möglich

Frequency that a random non-progression item is a consumable The higher this value is compared to the other drop chances, the more frequently it will occur. For example, if this value is twice the value of all other drop chances, then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.

World-Standard: 50

drop_chance_food
Hilfe · Gewichtung möglich

Frequency that a random non-progression item is a food item The higher this value is compared to the other drop chances, the more frequently it will occur. For example, if this value is twice the value of all other drop chances, then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.

World-Standard: 50

drop_chance_catalyst
Hilfe · Gewichtung möglich

Frequency that a random non-progression item is a catalyst The higher this value is compared to the other drop chances, the more frequently it will occur. For example, if this value is twice the value of all other drop chances, then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.

World-Standard: 50

drop_chance_weapon
Hilfe · Gewichtung möglich

Frequency that a random non-progression item is a weapon The higher this value is compared to the other drop chances, the more frequently it will occur. For example, if this value is twice the value of all other drop chances, then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.

World-Standard: 50

drop_chance_accessory
Hilfe · Gewichtung möglich

Frequency that a random non-progression item is an accessory The higher this value is compared to the other drop chances, the more frequently it will occur. For example, if this value is twice the value of all other drop chances, then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.

World-Standard: 50

drop_chance_currency
Hilfe · Gewichtung möglich

Frequency that a random non-progression item is gold The higher this value is compared to the other drop chances, the more frequently it will occur. For example, if this value is twice the value of all other drop chances, then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.

World-Standard: 50

skip_plot
Hilfe · Gewichtung möglich

Skip plot related events and open up all areas gated by story progression.

World-Standard: false

skip_keeper_battles
Hilfe · Gewichtung möglich

Skip all keeper battles.

World-Standard: false

remove_locked_doors
Hilfe · Gewichtung möglich

Remove Locked Doors Off: Locked doors are not removed Minimal: Superfluous locked doors are removed, while ones that gate large numbers of checks remain All: All locked doors are removed

World-Standard: 0

local_area_keys
Hilfe · Gewichtung möglich

Localized Area Keys If enabled, area keys will only appear in the Monster Sanctuary player's world, and they will only appear in their own area. If disabled, keys can appear in any world, and may be found outside their area in which they are used.

World-Standard: false

open_blue_caves
Hilfe · Gewichtung möglich

If enabled, the Blue Cave to Mountain path shortcut will be opened

World-Standard: false

open_stronghold_dungeon
Hilfe · Gewichtung möglich

Opens shortcuts and entrances to Stronghold Dungeon Entrances: Opens up entrances to the Dungeon from Blue Caves and Ancient Woods Shortcuts: Opens interior gates within the Dungeon Full: Opens both Entrances and Shortcuts

World-Standard: 0

open_ancient_woods
Hilfe · Gewichtung möglich

If enabled, opens up the alternate routes past the Brutus and Goblin King fights NOTE: These shortcuts allow you to bypass the need for Ancient Woods Keys. It is recommended to only use this setting if locked doors are turned off

World-Standard: false

open_snowy_peaks
Hilfe · Gewichtung möglich

If enabled, opens up shortcuts within Snowy Peaks

World-Standard: false

open_sun_palace
Hilfe · Gewichtung möglich

Opens shortcuts and entrances to Sun Palace Entrances: Opens the elemental gates between Blue Caves and Sun Palace, and opens the gate between Snowy Peaks and Sun Palace Raise Pillar: Raises the pillar, lowers the water, and opens the east and west shortcuts Full: Opens both Entrances and Raises the Pillar

World-Standard: 0

open_horizon_beach
Hilfe · Gewichtung möglich

Opens shortcuts and entrances to Horizon Beach Entrances: Opens the elemental door locks between Ancient Woods and Horizon Beach, and opens the Magma Chamber to Horizon Beach shortcut Shortcuts: Opens the shortcut in central Horizon Beach Full: Opens both Entrances and Shortcuts

World-Standard: 0

open_magma_chamber
Hilfe · Gewichtung möglich

Opens shortcuts and entrances to Magma Chamber Entrances: Opens the rotating gates between Ancient Woods and Magma Chamber, and the breakable wall between Forgotten world and Magma Chamber Lower Lava: Removes the runestone shard from the item pool, lowers the lava, and opens all internal shortcuts Full: Opens Entrances and Lowers Lava

World-Standard: 0

open_blob_burg
Hilfe · Gewichtung möglich

Opens up Blob Burg Entrances: Removes blob key from the item pool and makes Blob Burg accessible with no requirements Open Walls: Opens up all areas within Blob Burg, removing the need to incrementally open it Full: Opens Entrances and all Walls

World-Standard: 0

open_forgotten_world
Hilfe · Gewichtung möglich

Opens shortcuts and entrances to Horizon Beach Entrances: Opens alternative entrances to Forgotten World from Horizon Beach and Magma Chamber Shortcuts: Opens one-way shortcuts in the Forgotten World Full: Opens both Entrances and Shortcuts

World-Standard: 0

open_mystical_workshop
Hilfe · Gewichtung möglich

If enabled, opens up the northern shortcut within the Mystical Workshop NOTE: This shortcut allows you to bypass the need for Mystical Workshop Keys. It is recommended to only use this setting if locked doors are turned off

World-Standard: false

open_underworld
Hilfe · Gewichtung möglich

Opens up the Underworld Entrances: Removes sanctuary tokens from the item pool and opens up the Underworld door in Blue Caves, as well as the back entrance in Sun Palace Shortcuts: Opens all shortcuts and enables all grapple points within the Underworld Full: Opens Entrances and Shortcuts

World-Standard: 0

open_abandoned_tower
Hilfe · Gewichtung möglich

Opens up the Abandoned Tower Entrances: Opens the large door between Mystical Workshop and Abandoned Tower, as well as removing the Key of Power door. Removes Key of Power from the item pool Shortcuts: Opens all shortcuts in Abandoned Tower Full: Opens Entrances and Shortcuts

World-Standard: 0

hints
Hilfe · Gewichtung möglich

Adds hints for common checks, items, and monsters

World-Standard: true

goal
Hilfe · Gewichtung möglich

Goal to complete. Defeat Mad Lord: Defeat the Mad Lord Defeat All Champions: Defeat all 27 Champions

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

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.