Spiel konfigurieren · YAML-Editor

Sonic Heroes konfigurieren

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Sonic Heroes · World 2.2.0 · Paket 2.2.0 · 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 · 3 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

make_puml
Hilfe · Gewichtung möglich

Should This APWorld Make a Puml File?

World-Standard: 0

Meta · 6 Optionen
included_levels_and_sanities
Hilfe

Which Levels and Sanities should be included? Note that some of these (like Sonic Act 2 and Super Hard Mode are mutually exclusive) Valid Choices: [ 'Sonic Act A', 'Sonic Act B', 'Sonic KeySanity 1 Set', 'Sonic KeySanity Both Acts', 'Sonic CheckpointSanity 1 Set', 'Sonic CheckpointSanity Both Acts', 'Dark Act A', 'Dark Act B', 'Dark ObjSanity', 'Dark KeySanity 1 Set', 'Dark KeySanity Both Acts', 'Dark CheckpointSanity 1 Set', 'Dark CheckpointSanity Both Acts', 'Rose Act A', 'Rose Act B', 'Rose ObjSanity', 'Rose KeySanity 1 Set', 'Rose KeySanity Both Acts', 'Rose CheckpointSanity 1 Set', 'Rose CheckpointSanity Both Acts', 'Chaotix Act A', 'Chaotix Act B', 'Chaotix ObjSanity', 'Chaotix KeySanity 1 Set', 'Chaotix KeySanity Both Acts', 'Chaotix CheckpointSanity 1 Set', 'Chaotix CheckpointSanity Both Acts', 'Super Hard Mode', 'Super Hard CheckpointSanity', ]

World-Standard: ["Sonic Act A", "Sonic CheckpointSanity 1 Set", "Sonic KeySanity 1 Set"]

unlock_type
Hilfe · Gewichtung möglich

How should the entire run be structured? Ability Character Unlocks has all levels open from the start and locks characters and abilities behind items. Legacy Gates has all abilities and characters unlocked from the start and instead locks level access behind level gates (like SA2).

World-Standard: 0

ability_unlocks
Hilfe · Gewichtung möglich

How should Ability Unlocks be Handled (if enabled)? Entire Story will make there be a "Homing Attack" item for each Team that unlocks Homing Attack on all levels for that team. All Regions Separate will have 7 sets of ability items (Per Team) that unlock the ability for that respective region. (A Region is a set of levels that follow the same theme) For example, Seaside Hill and Ocean Palace are both in the Ocean Region Dev Note: All Regions Separate can cause significant BK in syncs (depending on speed of other games) Recommended for asyncs only (or with proper consideration)

World-Standard: 1

legacy_number_of_level_gates
Hilfe · Gewichtung möglich

How many Level Gates should there be? This option is ignored if set to Ability and Character Unlocks. This will result in this many groups of levels locked behind emblems and boss completions and 1 additional group unlocked from the start.

World-Standard: 3

legacy_level_gates_allowed_bosses
Hilfe

Which Bosses should be allowed to be level gate bosses? This option is ignored if set to Ability and Character Unlocks. This needs to be equal to the number of level gates or larger. Valid Choices: - 'Egg Hawk' - 'Team Fight 1' - 'Robot Carnival' - 'Egg Albatross' - 'Team Fight 2' - 'Robot Storm' - 'Egg Emperor'

World-Standard: ["Egg Albatross", "Egg Emperor", "Egg Hawk", "Robot Carnival", "Robot Storm", "Team Fight 1", "Team Fight 2"]

required_rank
Hilfe · Gewichtung möglich

What Minimum Rank should be required to send level complete checks? This option is ignored when Ability and Character Unlocks is enabled. This also affects Bonus/Emerald stage unlocking as well.

World-Standard: 0

Goal · 4 Optionen
final_boss
Hilfe · Gewichtung möglich

What should the final boss be? Metal Madness requires both Metal Madness and Metal Overlord (in one go). This is accessed from Metal Overlord in level select regardless of choice. Sea Gate is the scariest final boss of all time.

World-Standard: 1

goal_unlock_conditions
Hilfe

How should Metal Madness/Overlord be unlocked? Adding Multiple will require all of them. Valid Choices: - 'Emblems' - 'Emeralds' - 'Level Completions All Teams' - 'Level Completions Per Story' Note: All Characters are required to be unlocked if Unlock Type is Ability Character Unlocks as well. Note: There are no Emblems added to the item pool if Unlock Type is Ability Character Unlocks

World-Standard: ["Emeralds", "Level Completions All Teams", "Level Completions Per Story"]

goal_level_completions
Hilfe · Gewichtung möglich

How Many Level Completions are needed across all Stories to unlock Metal Madness/Overlord? Completing Both Acts of a level will not count as a second Completion. This Requires Level Completion Goal Unlock Condition. This is capped to 14 * the number of stories enabled. This is in addition to Goal Unlock Conditions Per Story.

World-Standard: 0

goal_level_completions_per_story
Hilfe · Gewichtung möglich

How Many Level Completions are needed per Story to unlock Metal Madness/Overlord? This Requires Level Completion Per Story Goal Unlock Condition. Each Story will require at least this many completed levels. This is in addition to Goal Level Completions.

World-Standard: 7

Team Sonic · 1 Optionen
sonic_story_starting_character
Hilfe · Gewichtung möglich

If Ability and Character Unlocks are enabled, which Character should be unlocked for Sonic Story from the Start? Knuckles has the largest sphere 1 Sonic and Tails are even though Tails is slightly more restrictive logically

World-Standard: "random"

Team Dark · 2 Optionen
dark_sanity
Hilfe · Gewichtung möglich

How many enemies are needed for a sanity check? Requires Mission B and Dark ObjSanity to be enabled 1 results in 1400 checks 20 results in 70 checks

World-Standard: 20

dark_story_starting_character
Hilfe · Gewichtung möglich

If Ability and Character Unlocks are enabled, which Character should be unlocked for Dark Story from the Start?

World-Standard: "random"

Team Rose · 2 Optionen
rose_sanity
Hilfe · Gewichtung möglich

How many rings are needed for a sanity check? Requires Mission B and Rose ObjSanity to be enabled 1 results in 2800 checks 20 results in 140 checks

World-Standard: 20

rose_story_starting_character
Hilfe · Gewichtung möglich

If Ability and Character Unlocks are enabled, which Character should be unlocked for Rose Story from the Start?

World-Standard: "random"

Team Chaotix · 2 Optionen
chaotix_sanity
Hilfe · Gewichtung möglich

Should Chaotix Sanity be enabled, and if so, how many rings are needed for a check on Casino Park? (All non-Casino Park levels are the same if enabled) Mission A only Check Count: 223 + 200 / value (if enabled) Mission B only Check Count: 266 + 500 / value (if enabled) Both Missions Check Count: 489 + 700 / value (if enabled)

World-Standard: 20

chaotix_story_starting_character
Hilfe · Gewichtung möglich

If Ability and Character Unlocks are enabled, which Character should be unlocked for Chaotix Story from the Start?

World-Standard: "random"

Team Super Hard Mode · 1 Optionen
super_hard_mode_starting_character
Hilfe · Gewichtung möglich

If Ability and Character Unlocks are enabled, which Character should be unlocked for Super Hard Mode from the Start?

World-Standard: "random"

QOL · 1 Optionen
remove_casino_park_vip_table_laser_gate
Hilfe · Gewichtung möglich

This Option will Remove the Laser Gate in front of the ramp before the VIP Table in Casino Park. This allows access to the Bonus Key there and the VIP table without having to get the switch on the pinball table before.

World-Standard: 1

Traps · 6 Optionen
trap_fill
Hilfe · Gewichtung möglich

What percent of filler items should be replaced with trap items?

World-Standard: 0

stealth_trap_weight
Hilfe · Gewichtung möglich

Determines the weight (not percent) for Stealth Trap. Traps must be enabled for this to have any effect.

World-Standard: 50

freeze_trap_weight
Hilfe · Gewichtung möglich

Determines the weight (not percent) for Freeze Trap. Traps must be enabled for this to have any effect.

World-Standard: 50

no_swap_trap_weight
Hilfe · Gewichtung möglich

Determines the weight (not percent) for No Swap Trap. Traps must be enabled for this to have any effect.

World-Standard: 50

ring_trap_weight
Hilfe · Gewichtung möglich

Determines the weight (not percent) for Ring Trap. Traps must be enabled for this to have any effect.

World-Standard: 50

charmy_trap_weight
Hilfe · Gewichtung möglich

Determines the weight (not percent) for Charmy Trap. Traps must be enabled for this to have any effect.

World-Standard: 50

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.