Spiel konfigurieren · YAML-Editor

Shadow The Hedgehog konfigurieren

Zum Spielekatalog

Shadow The Hedgehog · World 0.4.9 · Paket 0.4.9 · 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

Sanities · 19 Optionen
objective_sanity
Hilfe · Gewichtung möglich

Determines if objective based checks are enabled. Objectivesanity checks are all stage objectives for dark/hero missions. Please read the readme for more information.

World-Standard: 1

enemy_objective_sanity
Hilfe · Gewichtung möglich

Determines if enemy-based objective checks are enabled.

World-Standard: 1

character_sanity
Hilfe · Gewichtung möglich

Determines if character checks are enabled. The first time you meet a character, the cutscene will play and provide a check. Disabling is handling by overwriting the value and cutscene will never play.

World-Standard: 1

checkpoint_sanity
Hilfe · Gewichtung möglich

Determines whether checkpoint sanity is enabled. This only adds checks and does not add anything to the pool.

World-Standard: 1

key_sanity
Hilfe · Gewichtung möglich

Determines whether key sanity is enabled. This enables checks as keys and does not add any items to the pool.

World-Standard: 0

enemy_sanity
Hilfe · Gewichtung möglich

Determines whether standard enemy sanity is enabled. This can be used in tandem with enemy objective sanity.

World-Standard: 0

weapon_sanity_unlock
Hilfe · Gewichtung möglich

Determines whether weapons are required to be obtained from the pool of items. This will change the logic of same stages. Can be used alongside Weapon Groups for more flexibility.

World-Standard: 0

weapon_sanity_hold
Hilfe · Gewichtung möglich

Determines whether game contains checks for legally holding each weapon. If unlocked is chosen, you must unlock the weapon with unlock first. If on is chosen, you will still lose the item in this mode, but will get the check.

World-Standard: 0

vehicle_logic
Hilfe · Gewichtung möglich

Determines if vehicle logic is active. Vehicles will not be avialable for use until found.

World-Standard: 0

object_unlocks
Hilfe · Gewichtung möglich

Overarching setting to enable/disable very object options.

World-Standard: 0

shadow_boxes
Hilfe · Gewichtung möglich

Whether or not Special Weapon Boxes (Shadow crates) reward a check.

World-Standard: 0

energy_cores
Hilfe · Gewichtung möglich

Whether or not energy cores (Hero/Dark cores) reward a check.

World-Standard: 0

gold_beetle_sanity
Hilfe · Gewichtung möglich

Whether or not Golden Beetles reward checks.

World-Standard: 0

door_sanity
Hilfe · Gewichtung möglich

Determines whether key door sanity is enabled, i.e. opening the key door provides a check.

World-Standard: 0

key_collection_method
Hilfe · Gewichtung möglich

Determines how keys can be collected. Local: Only the player collecting keys locally will collect keys for opening key doors. If keysanity is enabled, you will keep these keys when re-entering stages, but if disabled, you need to collect each time. Rare logic will require this. Arch: All keys must be obtained as archipelago items. Both: Arch items are included and local accessible keys also contribute to the key count.

World-Standard: 0

item_sanity
Hilfe · Gewichtung möglich

Determines whether item box sanity is enabled.

World-Standard: 0

checkpoint_shuffle
Hilfe · Gewichtung möglich

Determines whether checkpoint shuffle is enabled. Off: Checkpoint behaviour acts as normal. Unlocks Only: All checkpoints are added as items into the multiworld, allowing you to jump to later in the stage when unlocking. Start And Unlock: Checkpoints spawns for stages are randomised to be other checkpoints. To access Checkpoint 0 when unlocked, for relevant stages, You must pause and press Y then restart the stage.

World-Standard: 0

checkpoint_rules
Hilfe

Specific settings for controlling which checkpoint items are included. Disable Goal Rings: Disables including the goal ring as a possible checkpoint / spawn point. Zero Start: If checkpoint zero cannot be backtracked to, always start at 0. Note, read readme for information on reaching if disabled. Minimal Checkpoints: Removes random checkpoints from the pool to prevent end-game bloat.

World-Standard: ["Zero Start"]

minimal_checkpoint_percentage
Hilfe · Gewichtung möglich

Percentage chance to include a checkpoint if Minimal Checkpoint rule is enabled.

World-Standard: 50

Progression · 12 Optionen
starting_stages
Hilfe · Gewichtung möglich

Determines the number of stages that start unlocked in Select mode.

World-Standard: 1

level_progression
Hilfe · Gewichtung möglich

Which type of logic to use for progression through the game. Select will ignore story mode progression, and accessibility to stages will be given by items, based on gate options. See gates options for more information on gates. Story progression takes the story path and unlocks stages after clearing previous stages in story mode. Story mode stages will be available in select mode, and clearing in select mode will automatically follow the story path, sometimes leading to bosses blocking further stages. Use the /story command to see what stages are available in story and /story /s{stage} to set the story progression to where it needs to be.

World-Standard: 0

select_gates
Hilfe · Gewichtung möglich

Determines distribution behaviour for select gates.

World-Standard: 2

select_gates_count
Hilfe · Gewichtung möglich

Determines the number of select gates.

World-Standard: 5

gate_unlock_requirement
Hilfe · Gewichtung möglich

Determines how gates are opened when using select gates. Items: Adds specific gate keys into the logic which open gates sequentially. Objective: Uses the objective items (e.g. Egg Balloon / Jungle Soldier) Chaos Emeralds: Each chaos emerald unlocks a gate. Forces gate count. Objective Available: Objective; but only uses stage items for levels previously available in gates.

World-Standard: 3

gate_density
Hilfe · Gewichtung möglich

Determines the density of objective items required for gates as per gate formula. Higher values will set the percentages higher to open gates.

World-Standard: 0

select_bosses
Hilfe · Gewichtung möglich

Whether bosses can be unlocked via select mode. Note that mid-bosses require the ability to access the main stage in order to enter them but may be unlocked before they can be entered.

World-Standard: 1

story_shuffle
Hilfe · Gewichtung möglich

Determines method for shuffling story stages. Off will disable the story shuffle and will instead require vanilla order. Chaos mode will shuffle the story. For more information on chaos shuffle, please read the documentation.

World-Standard: 0

select_percentage
Hilfe · Gewichtung möglich

Percent of stage unlock items to include in the item pool when playing on 'Both' story and select mode.

World-Standard: 0

story_boss_count
Hilfe · Gewichtung möglich

How many copies of each standard boss to feature through the story chain.

World-Standard: 1

include_last_way_shuffle
Hilfe · Gewichtung möglich

Determines whether to include Last Way accessibility in the seed. In story mode: By enabling this, Devil Doom (the final fight) will be hidden in story mode and must be found in order to clear the game. Last Way goes to a random stage at the end, hence why Devil Doom MUST be shuffled in this way. In Select mode: Last Story will unlock early once the stage is unlocked via item or gate. Entering here plays as normal end game would, and would lead to Devil Doom afterwards. Note, if you are in the Devil Doom stage without the required goal items unlocked, you will be unable to complete it, Shadow will run out of rings on a loop and the stage must be exited and returned to later.

World-Standard: 0

exclude_go_mode_items
Hilfe · Gewichtung möglich

Excludes go-mode items from being checks, which is currently limited to - Checks within The Last Way on Select/Story Shuffle-less modes

World-Standard: 1

Difficulty · 4 Optionen
logic_level
Hilfe · Gewichtung möglich

Determines the logic level for play-through. Easy: Some requirements are dialled back to make for a smoother early experience. Normal: Standard logic. Hard: Skips expected of the player in order to make progress.

World-Standard: 1

boss_logic_level
Hilfe · Gewichtung möglich

Determines the boss logic level for playthrough. Easy boss logic ensures the player has access to one of the weapons within the stage in order to beat it. All bosses can be beaten without any progression otherwise, apart from Iron Jungle Egg Breaker.

World-Standard: 0

craft_logic_level
Hilfe · Gewichtung möglich

Determines the craft logic level for playthrough - distinguishing a difference in logic for crafts in Iron Jungle, Lethal Highway and Air Fleet A divider for calculating amount of hits required to take down a craft. Option Shadow Rifle: Use lowest setting but explicitly require the Shadow Rifle Option Impossible: Logic does not take into consideration any multiplier The maximum hits (may) require infinite ammo Other: Apply reduction by that value to the total number of hits on the craft

World-Standard: 6

chaos_control_logic_level
Hilfe · Gewichtung möglich

Determines the chaos control logic level for play-through. Note: This functionality may not work quite as intended yet with checkpoint shuffle. Off: Chaos Control is never required to make progress. Easy: Stages where the player will naturally have chaos control are included. Intermediate: Stages with workarounds that are not extremely complicated are included. Hard: Requires the player to work out building up and handling gauge.

World-Standard: 0

Goal · 8 Optionen
goal_chaos_emeralds
Hilfe · Gewichtung möglich

Determines if chaos emeralds are required for completion. If enabled, you require the 7 chaos emeralds to unlock your goal.

World-Standard: 1

goal_missions
Hilfe · Gewichtung möglich

Determines what percentage of general missions are required for completion, rounded up.

World-Standard: 75

goal_objective_missions
Hilfe · Gewichtung möglich

Determines what percentage of objective missions are required for completion, rounded up.

World-Standard: 0

goal_final_missions
Hilfe · Gewichtung möglich

Determines what percentage of final missions are required for completion, rounded up.

World-Standard: 0

goal_hero_missions
Hilfe · Gewichtung möglich

Determines what percentage of hero missions are required for completion, rounded up.

World-Standard: 0

goal_dark_missions
Hilfe · Gewichtung möglich

Determines what percentage of dark missions are required for completion, rounded up.

World-Standard: 0

goal_bosses
Hilfe · Gewichtung möglich

Determines what percentage of bosses are required for completion, rounded up.

World-Standard: 0

goal_final_bosses
Hilfe · Gewichtung möglich

Determines what percentage of final boss missions are required for completion, rounded up.

World-Standard: 0

Objective Configuration · 14 Optionen
objective_sanity_system
Hilfe · Gewichtung möglich

Option to determine what triggers objective sanity checks. Count Up, the original system, requires getting/maintaining a particular count. Individual, the new system, where each individual activation is a separate check, not requiring the count Due to technical limitations: - Currently disabled for Final Haunt Shields - GUN Soldiers work on despawn rather than defeat Both, checks for both in the system, if available

World-Standard: 1

objective_sanity_behaviour
Hilfe · Gewichtung möglich

When objective-sanity is enabled, how to operate clearing of stages Default: You require desired item count to finish stage, press Z to finish, then complete a goal Manual Clear: You require desired item count to finish stage, pressing Z when completable, sets count to 0, must be beaten normally (Must handle early accessible / update to current value detected in the stage) Base Clear: You do not need to collect items to progress stages, but as objectivesanity is on, required to still press Z to avoid inability to get checks.

World-Standard: 0

keys_required_for_doors
Hilfe · Gewichtung möglich

Determines how many keys are required to open doors. This works by providing fake keys to the player.

World-Standard: 5

objective_percentage
Hilfe · Gewichtung möglich

Sets the objective percentage for each objective. When playing objective sanity count up, this removes the locations for anything after the percentage objective. Only affects locations, use available/completion for goal-related effects.

World-Standard: 100

objective_completion_percentage
Hilfe · Gewichtung möglich

When playing Objective Sanity, determine the percentage of items required to finish stages. When playing non-objective, this is the amount required to complete the stage.

World-Standard: 100

objective_item_percentage_available
Hilfe · Gewichtung möglich

When playing Objective Sanity, determine the percentage of items required to finish stages added alongside your provided completion percentage.

World-Standard: 0

objective_frequency
Hilfe · Gewichtung möglich

Frequency of checks for objective checks, i.e. if set to 4, each 4 progress is 1 check. This will always include the final check as well as every 4.

World-Standard: 1

objective_enemy_percentage
Hilfe · Gewichtung möglich

When playing Objective Sanity, determine the percentage of items required to finish stages for enemy objectives.

World-Standard: 90

objective_completion_enemy_percentage
Hilfe · Gewichtung möglich

When playing Enemy Objective Sanity, determine the percentage of items required to finish stages. This is specifically the enemy-based objectivesanity missions. For all enemies, refer to enemy sanity. These can be used in tandem.

World-Standard: 90

objective_item_enemy_percentage_available
Hilfe · Gewichtung möglich

When playing Objective Enemy Sanity, determine the percentage of items required to finish stages added alongside your provided completion percentage.

World-Standard: 0

enemy_objective_frequency
Hilfe · Gewichtung möglich

Frequency of checks for enemy objective checks as percentage.

World-Standard: 1

enemy_sanity_percentage
Hilfe · Gewichtung möglich

Determines the percentage of enemysanity checks in a stage to be included.

World-Standard: 50

enemy_frequency
Hilfe · Gewichtung möglich

Frequency of checks for enemy checks, i.e. if set to 4, each 4 progress is 1 check.

World-Standard: 1

percent_overrides
Hilfe

Advanced YAML setting to provide keys to dictate percentage based overrides. Read the setup_en.yaml for more information.

World-Standard: {}

Configuration · 26 Optionen
rifle_components
Hilfe · Gewichtung möglich

Whether parts are required for the Shadow Rifle to be complete and available.

World-Standard: 0

excluded_stages
Hilfe

Stage names to exclude checks from.

World-Standard: []

object_ziplines
Hilfe · Gewichtung möglich

Whether ziplines need to be unlocked before they can be used.

World-Standard: 1

object_pulleys
Hilfe · Gewichtung möglich

Whether pulleys need to be unlocked before they can be used.

World-Standard: 1

object_rockets
Hilfe · Gewichtung möglich

Whether rockets need to be unlocked before they can be used.

World-Standard: 1

object_units
Hilfe · Gewichtung möglich

Whether heal units and bombs, as associated servers need to be unlocked before they can be used.

World-Standard: 1

object_warp_holes
Hilfe · Gewichtung möglich

Whether warp holes need to be unlocked before they can be used.

World-Standard: 1

object_light_dashes
Hilfe · Gewichtung möglich

Whether light dash trails of rings need to be unlocked before they can be used.

World-Standard: 1

single_diablon
Hilfe · Gewichtung möglich

Only include a single Sonic & Diablon of the available 3.

World-Standard: 0

single_black_doom
Hilfe · Gewichtung möglich

Only include a single Black Doom of the available 3.

World-Standard: 0

single_egg_dealer
Hilfe · Gewichtung möglich

Only include a single Egg Dealer of the available 3.

World-Standard: 0

boss_enemy_sanity
Hilfe · Gewichtung möglich

Determines whether boss enemy sanity is enabled. This can be used in tandem with enemy objective sanity.

World-Standard: 0

difficult_enemy_sanity
Hilfe · Gewichtung möglich

Determines whether enemies marked as difficult are included as part of enemy sanity.

World-Standard: 0

last_way_enemysanity
Hilfe · Gewichtung möglich

Toggle to disable enemy sanity for last way. Only applicable when enemysanity is enabled.

World-Standard: 1

story_and_select_start_together
Hilfe · Gewichtung möglich

Force story mode's start point to be one of the starting select stages (for both mode)

World-Standard: 1

story_progression_balancing
Hilfe · Gewichtung möglich

Story progression balancing to determine sphering for story stages. Higher numbers choose routes leading to more stages available in one go. Lower numbers choose smaller story progression, but will stay lower progression for longer. Refer to the documentation for more information.

World-Standard: 25

story_progression_balancing_passes
Hilfe · Gewichtung möglich

Story progression balancing passes to make, using balancing value. Use 0 to disable story progression balancing. Each pass selects a route, reducing the counts required to progress through story missions. The lowest value from all passes will be used.

World-Standard: 1

force_objective_sanity_chance
Hilfe · Gewichtung möglich

Determines the probability of a objective-sanity stage being force-added to Priority Locations

World-Standard: 25

force_objective_sanity_max
Hilfe · Gewichtung möglich

Determines the upper limit of total objectsanity items in priority locations.

World-Standard: 10

force_objective_sanity_max_counter
Hilfe · Gewichtung möglich

Determines the upper limit of stages to be forced into priority locations.

World-Standard: 1000

starting_level_method
Hilfe · Gewichtung möglich

Ensures clearable neutral stages are picked first for starting stages. None: Starting behaviour has no factors. Clear Stage: First stage non-objectivesanity mission can be cleared. Stage + Item: First stage, plus an item that progresses through that stage. Only picks one item.

World-Standard: 0

secret_story_progression
Hilfe · Gewichtung möglich

When using UT, hide the progress of stages until the player has found them in the story mode.

World-Standard: 0

checkpoint_convenience
Hilfe · Gewichtung möglich

Determines whether checkpoint convenience is enabled, allowing warping back to a checkpoint On re-entering a stage if it has been enabled before. Requires Checkpoint sanity to function.

World-Standard: 1

minimum_rank
Hilfe · Gewichtung möglich

Minimum rank required to get the location clear check.

World-Standard: "E"

auto_clear_missions
Hilfe · Gewichtung möglich

Set automatic clears for missions once objective criteria is achieved. When playing story mode, ensure that the player has access to a new stage before auto-clearing to improve tracking behaviour. Auto clear is automatically disabled when playing on objective-less sanity.

World-Standard: 1

start_inventory_excess_items
Hilfe · Gewichtung möglich

Add items to start inventory if not enough locations found. Not recommended to disable as can lead to generate failures.

World-Standard: 1

Extra Items · 11 Optionen
enable_ring_items
Hilfe · Gewichtung möglich

Determines if ring filler is included.

World-Standard: 1

enable_gauge_items
Hilfe · Gewichtung möglich

Determines if gauge filler is included.

World-Standard: 1

enable_ammo_boost_items
Hilfe · Gewichtung möglich

Determines if ammo boost filler is included.

World-Standard: 1

enable_traps
Hilfe · Gewichtung möglich

Enables traps for the multiworld

World-Standard: 0

trap_fill_percentage
Hilfe · Gewichtung möglich

Enables traps for the multiworld

World-Standard: 5

poison_trap_enabled
Hilfe · Gewichtung möglich

Enables traps for the multiworld

World-Standard: 0

ammo_trap_enabled
Hilfe · Gewichtung möglich

Enables traps for the multiworld

World-Standard: 0

checkpoint_trap_enabled
Hilfe · Gewichtung möglich

Enables traps for the multiworld

World-Standard: 0

weapon_sanity_min_available
Hilfe · Gewichtung möglich

Minimum value for weapon copies to be in the item pool.

World-Standard: 1

weapon_sanity_max_available
Hilfe · Gewichtung möglich

Maximum value for weapon weapons to be in the item pool.

World-Standard: 1

weapon_groups
Hilfe

Group together confirmed sets of weapon items to unlock them in given batches. - Stage Melee Weapons: Non-required Stage Melee Weapons - Environment Weapons: All Stage Melee Environment Weapons - Egg Pawn Weapons: Used by Egg Pawns - GUN Launcher Weapons: Launching GUN Weapons - Black Warrior Weapons: Held by standard Black Arms - Black Oak Weapons: Held by big Black Arm enemies - Worm Weapons: Held by Black Arm Worm enemies - Gun Soldier Weapons: Held by GUN Soldiers - Gun Mech Weapons: Held by GUN Mechs - Laser Weapons: Laser-style weapons

World-Standard: ["Stage Melee Weapons"]

Other · 3 Optionen
ring_link
Hilfe · Gewichtung möglich

Whether your in-level ring gain/loss is linked to other players. Off disables the feature. On enables the feature excluding the special cases listed below. Unsafe enables ring link during Circus Park missions and during Devil Doom.

World-Standard: 0

music_shuffle
Hilfe · Gewichtung möglich

Toggle for shuffling the stage music upon entering a stage

World-Standard: 0

shadow_mod
Hilfe · Gewichtung möglich

Shadow Mod intended to be used. In order to use a mod you accept that the game may not yet be fully supported and that bugs will occur. Only vanilla is officially supported. Only mods in the list have any testing or handling at all. Minor mods will not affect memory and are likely to be fine.

World-Standard: 0

Plando · 2 Optionen
plando_starting_stages
Hilfe

Force this selection of stages to be chosen first.

World-Standard: []

plando_checkpoint_spawns
Hilfe

Advanced YAML setting to provide keys to dictate percentage based overrides. Read the setup_en.yaml for more information.

World-Standard: {}

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.