Spiel konfigurieren · YAML-Editor

Resident Evil 2 Remake konfigurieren

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Resident Evil 2 Remake · World 0.3.5 · Paket 0.3.5 · 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 · 8 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

death_link
Hilfe · Gewichtung möglich

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

World-Standard: 0

character
Hilfe · Gewichtung möglich

Leon: Expected, can video game. Claire: Optimal choice, but more lickers.

World-Standard: 0

scenario
Hilfe · Gewichtung möglich

A: Best letter. B: 2nd-best letter. Very similar to A. Also known as 2nd scenario.

World-Standard: 0

difficulty
Hilfe · Gewichtung möglich

Standard: Most people should play on this. Hardcore: Good luck, and thanks for testing deaths. Kappa Assisted: ... Okay, fine. No judgment here. :)

World-Standard: 0

unlocked_typewriters
Hilfe

Specify the exact name of typewriters from the warp buttons in-game, as a YAML array.

World-Standard: []

allow_progression_in_labs
Hilfe · Gewichtung möglich

The randomizer has a tendency to put other player's progression towards the end in Labs, which can cause some lengthy BK. This option seeks to avoid that. False: (Default) The only progression in Labs -- and the final fight area(s) -- will be the non-randomized upgraded bracelets for Labs. True: Progression can be placed in Labs and the final fight area(s). This can, but won't always, lead to some BK. NOTE - This option only affects *YOUR* Labs. Your progression can still be in someone else's Labs if they have this option enabled.

World-Standard: 0

Helper Options · 6 Optionen
bonus_start
Hilfe · Gewichtung möglich

Some players might want to start with a little help in the way of a few extra heal items and packs of ammo. This option IS affected by cross-scenario weapon randomization or starting weapon options, if either option is set. False: Normal, don't start with extra heal items and packs of ammo. True: Start with those helper items.

World-Standard: 0

starting_hip_pouches
Hilfe · Gewichtung möglich

The number of hip pouches you want to start the game with, to a max of 6 (or 5 for Hardcore). Any that you start with are taken out of the item pool and replaced with junk.

World-Standard: 0

starting_ink_ribbons
Hilfe · Gewichtung möglich

If playing Hardcore, the number of ink ribbons you want to start the game with, to a max of 12. Any that you start with are taken out of the item pool and replaced with junk.

World-Standard: 0

extra_clock_tower_items
Hilfe · Gewichtung möglich

The gears and jack handle required for Clock Tower can leave players BK for a while. This option adds an extra set of these items so the odds of BK are lower. False: Normal, only 1 of each gear and the jack handle in the item pool. True: Now, 2 of each gear and 2 jack handles in the item pool.

World-Standard: 1

extra_medallions
Hilfe · Gewichtung möglich

On your first visit to RPD, the medallions are required to leave. If you spend too long waiting for these on average, this option will add extras of 2 medallions. False: Normal, only 1 of each RPD medallion in the item pool. True: Now, A scenarios will have 2 extra medallions (since Maiden is always at Fire Escape). B scenarios will have 3 extra medallions since all are randomized.

World-Standard: 1

early_medallions
Hilfe · Gewichtung möglich

If you find yourself in BK a lot waiting on medallions to leave RPD, this option could be for you! This option will mark your RPD medallions as "early" items, meaning they will show up in the 1st sphere of someone's playthrough. Also, if you combine this early option with the extra option above, at least some of those extra medallions will *also* be in the 1st sphere. False: Normal, you get your medallions when you get them. Could be a while. True: Now, your medallions will likely all show up before you complete RPD 1's location checks.

World-Standard: 1

Weapon Options · 5 Optionen
starting_weapon
Hilfe · Gewichtung möglich

Use this option to start with a specific weapon instead of the default weapon for that scenario. Not compatible with any of the 'Oops!' options. By default, the number of ammo packs for this weapon (in the item pool) is unchanged. You can replace handgun ammo with this weapon's ammo by also using the "Starting" option of cross-scenario weapon rando, or any other cross-scenario weapon rando option. NOTE: When combined with cross-scenario weapon rando, the starting weapon must be valid for the weapon rando option chosen as well.

World-Standard: 0

cross_scenario_weapons
Hilfe · Gewichtung möglich

This option, when set, will randomize the weapons in your scenario, choosing from weapons in all 4 scenarios (LA, LB, CA, CB). This includes weapon upgrades as well. This DOES NOT include boss weapons like the Anti-tank Rocket and the Minigun. This DOES include your starting weapon. This also DOES affect the Bonus Start option, if set. The available options are: None: You have thought better of randomizing your weapons, and balance is restored in the galaxy. Starting: Only your starting weapon is randomized. It can be randomized to any other weapon. Match: Weapon randomization will match light weapons (like pistols) to other light weapons, medium weapons (like shotguns) to other medium weapons (like grenade launcher), etc. Includes their upgrades. Ammo is matched by type (light, medium, etc.). Full: Weapon randomization will just pick at random. This can make you have all weak weapons or all strong weapons, or something in between. Includes their upgrades. Ammo is split as it normally was by type (light, medium, etc.). All: Weapon randomization will add every available weapon and their upgrades. Ammo is matched by type (light, medium, etc.) and split evenly in each type. Full Ammo: Same as Full (picks weapons at random), and will also randomize how much ammo is placed for each in the world. All Ammo: Same as All (adds every weapon from all 4 scenarios), and randomizes how much ammo is placed for each in the world. Troll: Same as AllAmmo (every weapon + random ammo), except the randomizer removes all but a few weapons. Ammo and upgrades for the removed weapons are still included to troll you. Troll Starting: Same as Troll, except the randomizer removes all weapons except for your starting weapon. Ammo and upgrades for the removed weapons are still included as in Troll. NOTE: The options for "Full Ammo", "All Ammo", and "Troll" / "Troll Starting" are not guaranteed to be reasonably beatable. Especially the Troll ones. >:)

World-Standard: 0

local_weapons
Hilfe · Gewichtung möglich

Enabling this ensures that all of your weapons are placed in your own world instead of other players' worlds.

World-Standard: 0

double_weapons
Hilfe · Gewichtung möglich

Enabling this ensures that a duplicate of each weapon is in the item pool, increasing the chances that you find more weapons early. If a weapon already has a duplicate (like the shotgun / grenade launcher), this option doesn't add any additional copies of that weapon.

World-Standard: 0

ammo_pack_modifier
Hilfe · Gewichtung möglich

This option, when set, will modify the quantity of ammo in each ammo pack. This can make the game easier or much, much harder. The available options are: None: You realized that consistency in ammo pack quantities is one of the few true joys in life, and this causes you to not modify them at all. Max: Each ammo pack will contain the maximum amount of ammo that the game allows. (i.e., you will never, ever run out of ammo.) Double: Each ammo pack will contain twice as much ammo as it normally contains. Half: Each ammo pack will contain half as much ammo as it normally contains. Only Three: Each ammo pack will have an ammo count of 3. Only Two: Each ammo pack will have an ammo count of 2. Only One: Each ammo pack will have an ammo count of 1. (Yes, your Handgun Ammo pack will have a single bullet in it.) Random By Type: Each ammo type's ammo pack will have a random quantity of ammo, and you will get that same quantity of ammo from every pack for that ammo type. (For example, you receive a Shotgun Shells pack that has a random quantity of 7 ammo. All Shotgun Shells packs will have a quantity of 7.) Random Always: Each ammo pack will have a random quantity of ammo, and that quantity will be randomized every time. (For example, you receive a Shotgun Shells pack that has a random quantity of 7 ammo. Your next Shotgun Shells pack has a quantity of 4, next has 2, etc.) NOTE: The options for "Only Three", "Only Two", "Only One", "Random By Type", and "Random Always" are not guaranteed to be reasonably beatable.

World-Standard: 0

Enemy Kill Options · 2 Optionen
killsanity
Hilfe · Gewichtung möglich

When enabled, multiworld items are also placed on the enemies in your world. Killing those enemies gives the item. Currently only supports Leon's A (1st) scenario on Assisted / Standard difficulty. NOTE: Ivys can only be killed with fire. If you don't have a fire weapon/ammo to use against them, YOU COULD BE UNABLE TO GET THESE CHECKS. The available options are: None: You decided not to add hundreds of enemy locations to your world. Probably a good idea tbh. All: Every reachable enemy from the beginning of RPD to the end of the game now gives an item when killed.

World-Standard: 0

killsanity_item_pool_additions
Hilfe · Gewichtung möglich

While the Killsanity option is enabled, this option specifies the items that each kill adds to the item pool. *****This DOES NOT mean that the enemies will drop whatever item you set here.***** The items you choose here are **STILL randomized**. It's just that enemies don't drop items at all in RE2R, so we have to ask what "vanilla" item you want them to have... which then gets randomized. The available options are: Mixed: A mix of combat-related items (healing, ammo, subweapons, gunpowder) is added to the pool in equal parts. All Weapon Related: Like Mixed, but healing items are not added. Ammo, subweapons, and gunpowder are still added. Ammo Related: Like Mixed, but healing items and subweapons are not added. Ammo and gunpowder are still added. Ammo: Only ammo is added. Gunpowder: Only gunpowder is added. Healing: Only healing items are added. Trash: Only filler items are added.

World-Standard: 3

Challenge Options · 8 Optionen
oops_all_rockets
Hilfe · Gewichtung möglich

Enabling this swaps all weapons, weapon ammo, and subweapons to Rocket Launchers. (Except progression weapons, of course.)

World-Standard: 0

oops_all_miniguns
Hilfe · Gewichtung möglich

Enabling this swaps all weapons, weapon ammo, and subweapons to Miniguns. (Except progression weapons, of course.)

World-Standard: 0

oops_all_grenades
Hilfe · Gewichtung möglich

Enabling this swaps all weapons, weapon ammo, and subweapons to Grenades. (Except progression weapons, of course.)

World-Standard: 0

oops_all_knives
Hilfe · Gewichtung möglich

Enabling this swaps all weapons, weapon ammo, and subweapons to Knives. (Except progression weapons, of course.)

World-Standard: 0

no_first_aid_spray
Hilfe · Gewichtung möglich

Enabling this swaps all first aid sprays to filler or less useful items.

World-Standard: 0

no_green_herb
Hilfe · Gewichtung möglich

Enabling this swaps all green herbs to filler or less useful items.

World-Standard: 0

no_red_herb
Hilfe · Gewichtung möglich

Enabling this swaps all red herbs to filler or less useful items.

World-Standard: 0

no_gunpowder
Hilfe · Gewichtung möglich

Enabling this swaps all gunpowder of all types to filler or less useful items.

World-Standard: 0

Trap Options · 5 Optionen
add_damage_traps
Hilfe · Gewichtung möglich

Enabling this adds traps to your game that, when received, deal 1 health state of damage to you. e.g., if you're "Fine", first one puts you in "Caution". By default, these traps cannot kill you, but the "Damage Traps Can Kill" option can make them lethal.

World-Standard: 0

damage_trap_count
Hilfe · Gewichtung möglich

While the "AddDamageTraps" option is enabled, this option specifies how many of this trap should be placed.

World-Standard: 10

damage_traps_can_kill
Hilfe · Gewichtung möglich

Enabling this while "Add Damage Traps" is enabled will allow the damage traps to drop your health state below "Danger". As in, they can kill you.

World-Standard: 0

add_poison_traps
Hilfe · Gewichtung möglich

Enabling this adds traps to your game that, when received, apply the Poisoned status effect. Warning: There are typically only 11 Blue Herbs in the game, so you can potentially run out!

World-Standard: 0

poison_trap_count
Hilfe · Gewichtung möglich

While the "AddPoisonTraps" option is enabled, this option specifies how many of this trap should be placed.

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.