Spiel konfigurieren · YAML-Editor

Sly 2: Band of Thieves konfigurieren

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Sly 2: Band of Thieves · World 1.1.0 · Paket 1.1.0 · 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 · 6 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

ring_link
Hilfe · Gewichtung möglich

Whether your coin gain/loss is linked to other players. When you gain or lose coins, ring-linked players gain or lose the same amount, and vice versa.

World-Standard: 0

permissive_yaml
Hilfe · Gewichtung möglich

If permissive yaml is on, incompatible yaml options will be changed to more suitable ones. If turned off, these yaml options will throw an error and cause generation to halt. This is intended for yamls with random values. If you're not randomizing any options, it's recommended that you turn permissive yaml off.

World-Standard: 0

starting_episode
Hilfe · Gewichtung möglich

Select Which episode to start with. Starting with Anatomy for disaster is not compatible with the "first section", "whole episode" and "progressive sections" options for "Episode 8 Keys".

World-Standard: 0

Goal · 2 Optionen
goal
Hilfe · Gewichtung möglich

Which boss you must defeat to goal, or Clockwerk Hunt. Clockwerk Hunt requires you to collect a certain number of Clockwerk parts/keys to goal. All Vaults requires you to open all 8 vaults. Pick and Mix lets you combine several victory conditions; configure which ones with the "Pick and Mix" option.

World-Standard: 4

pick_and_mix
Hilfe

The victory conditions for the "Pick and Mix" goal. Only takes effect if goal is set to Pick and Mix. Set a condition to 1 to enable it and 0 to disable it. You goal once every enabled condition is met. There is a condition for completing each episode, plus: - clockwerk_hunt: collect the number of Clockwerk parts set by "Goal Required Keys". - all_vaults: open all vaults. At least one condition must be enabled.

World-Standard: {"a_starry_eyed_encounter": 0, "a_tangled_web": 0, "all_vaults": 0, "anatomy_for_disaster": 0, "clockwerk_hunt": 0, "he_who_tames_the_iron_horse": 0, "jailbreak": 0, "menace_from_the_north_eh": 0, "the_black_chateau": 0, "the_predator_awakens": 0}

Clockwerk parts · 4 Optionen
keys_in_pool
Hilfe · Gewichtung möglich

How many Clockwerk parts are added to the pool. If this is lower than the required number of keys (for either Clockwerk Hunt or Episode 8 unlock), the generator warns and keeps your values as written, which can make the goal or Episode 8 impossible, or, with permissive_yaml on, lowers the requirement to match. Setting this to values close to 500 requires that you set tasksanity to true, bottle_location_bundle_size to 1, and bottle_item_bundle_size to at least 3 (4 if both vault and pickpocket checks are turned off).

World-Standard: 10

episode_8_keys
Hilfe · Gewichtung möglich

Whether to have Anatomy for Disaster be unlocked with a number of Clockwerk parts, rather than with a single item like the other episodes. - First section: Unlock only the first section of Anatomy for Disaster with the required amount of Clockwerk Parts. - Last section: Unlock only the final mission of Anatomy for Disaster with the required amount of Clockwerk Parts. - Whole episode: Unlock every mission in Anatomy for Disaster with the required amount of Clockwerk Parts. - Gradual sections: Unlock the four sections of Anatomy for Disaster one at a time, each requiring a larger fraction of the required Clockwerk Parts, with the final section requiring the full amount. - Off: Unlock Anatomy for Disaster with progressive episode items, like the other episodes.

World-Standard: 0

required_keys_episode_8
Hilfe · Gewichtung möglich

How many Clockwerk parts you need to unlock Anatomy for Disaster, if Episode 8 Keys is turned on.

World-Standard: 10

required_keys_goal
Hilfe · Gewichtung möglich

How many Clockwerk parts you need to goal, if goal objective is Clockwerk Hunt

World-Standard: 10

Items · 8 Optionen
include_tom
Hilfe · Gewichtung möglich

Add the TOM ability/gadget to the pool.

World-Standard: 0

include_mega_jump
Hilfe · Gewichtung möglich

Add the Mega Jump ability/gadget to the pool.

World-Standard: 0

include_time_rush
Hilfe · Gewichtung möglich

Add the Time Rush ability/gadget to the pool.

World-Standard: 0

coins_minimum
Hilfe · Gewichtung möglich

The minimum number of coins you'll receive when you get a "Coins" filler item.

World-Standard: 50

coins_maximum
Hilfe · Gewichtung möglich

The maximum number of coins you'll receive when you get a "Coins" filler item.

World-Standard: 200

bottle_item_bundle_size
Hilfe · Gewichtung möglich

How many bottles you receive from an item. Set to 0 to disable bottles as items. Both this and bottle_location_bundle_size must be non-zero for bottles to appear; setting only one is invalid.

World-Standard: 0

trap_chance
Hilfe · Gewichtung möglich

The percentage of filler items that are replaced with traps.

World-Standard: 0

trap_weights
Hilfe

Relative weights of each trap type. When a filler item becomes a trap (see Trap Chance), its type is chosen according to these weights. Set a weight to 0 to disable that trap. The trap types are: - Sly 1 Trap: sets the current character's health to 1. - Energy Drain Trap: empties the gadget meter. - Slow-mo Trap: slows the game down for a few seconds. - Sugar Rush Trap: speeds the game up for a few seconds. - Ice Trap: makes the ground slippery for a few seconds. - Noise Trap: alerts nearby guards for a few seconds.

World-Standard: {"energy_drain_trap": 10, "ice_trap": 10, "noise_trap": 10, "slow_mo_trap": 10, "sly_1_trap": 10, "sugar_rush_trap": 10}

Locations · 8 Optionen
thiefnet_minimum
Hilfe · Gewichtung möglich

The minimum number of coins items on ThiefNet will cost.

World-Standard: 200

thiefnet_maximum
Hilfe · Gewichtung möglich

The maximum number of coins items on ThiefNet will cost.

World-Standard: 2000

include_vaults
Hilfe · Gewichtung möglich

Whether to include vaults as checks.

World-Standard: 1

include_pickpocketing
Hilfe · Gewichtung möglich

Whether to include pickpocketing loot from guards as checks.

World-Standard: 0

tasksanity
Hilfe · Gewichtung möglich

Whether to include the individual tasks that make up each job as checks.

World-Standard: 0

bottle_location_bundle_size
Hilfe · Gewichtung möglich

How many bottles you need to collect for each check. Set to 0 to disable bottles as checks. Both this and bottle_item_bundle_size must be non-zero for bottles to appear; setting only one is invalid.

World-Standard: 0

bottlesanity
Hilfe · Gewichtung möglich

Each bottle is its own check, rather than counting the number of bottles collected. Only takes effect if bottle_location_bundle_size is 1.

World-Standard: 1

scout_thiefnet
Hilfe · Gewichtung möglich

Whether to scout/hint ThiefNet checks. They will still be displayed in game.

World-Standard: 1

Pick-pocketing · 5 Optionen
randomize_loot
Hilfe · Gewichtung möglich

Whether to shuffle all pickpocketing loot locations. A guard could have the same piece of loot multiple times on their table, so there is no guaranteeing that each guard will have exactly 6 different pieces of loot.

World-Standard: 0

dynamic_loot_tables
Hilfe · Gewichtung möglich

Whether the pickpocketing loot tables update during play, making loot whose checks have not been collected more common than loot that has already been checked.

World-Standard: 0

small_guard_loot_chance
Hilfe · Gewichtung möglich

The chance that any given small guard will have pick-pocketable loot.

World-Standard: 20

large_guard_loot_chance
Hilfe · Gewichtung möglich

The chance that any given large guard will have pick-pocketable loot.

World-Standard: 40

loot_table_distribution
Hilfe · Gewichtung möglich

How "evenly" the loot table chances will be distributed. By default, the 6 pieces of loot a guard can carry will be distributed with the chances (30%/30%/15%/15%/5%/5%). A lower value will make first pieces of loot even more likely, and a higher value will flatten out the chances.

World-Standard: 50

Sell values · 6 Optionen
loot_values
Hilfe · Gewichtung möglich

How much each piece of pickpocketing loot sells for. - Vanilla: Loot sells for what it does in the base game. - Shuffled: The vanilla sell values are shuffled between the pieces of loot. - Randomized: Each piece of loot gets a new sell value, rolled between "Loot Value Minimum" and "Loot Value Maximum".

World-Standard: 0

loot_value_minimum
Hilfe · Gewichtung möglich

The lowest a piece of loot can sell for. Only takes effect if loot_values is set to Randomized.

World-Standard: 10

loot_value_maximum
Hilfe · Gewichtung möglich

The highest a piece of loot can sell for. Only takes effect if loot_values is set to Randomized.

World-Standard: 150

treasure_values
Hilfe · Gewichtung möglich

How much each treasure sells for. - Vanilla: Treasures sell for what they do in the base game. - Shuffled: The vanilla sell values are shuffled between the treasures. - Randomized: Each treasure gets a new sell value, rolled between "Treasure Value Minimum" and "Treasure Value Maximum".

World-Standard: 0

treasure_value_minimum
Hilfe · Gewichtung möglich

The lowest a treasure can sell for. Only takes effect if treasure_values is set to Randomized.

World-Standard: 150

treasure_value_maximum
Hilfe · Gewichtung möglich

The highest a treasure can sell for. Only takes effect if treasure_values is set to Randomized.

World-Standard: 800

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.