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UZDoom (Overboard) konfigurieren

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UZDoom (Overboard) · World 0.0.0 · Paket uzap-0.9.0 · 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 · 4 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

unknown_size_items
Hilfe · Gewichtung möglich

The logic for this wad contains items of unknown size. Report this to the logic developer as a bug. This wad contains 0 unknown_size items: .

World-Standard: 100

unknown_kind_items
Hilfe · Gewichtung möglich

The logic for this wad contains items of unknown kind. Report this to the logic developer as a bug. This wad contains 0 unknown_kind items: .

World-Standard: true

Starting Conditions · 6 Optionen
spawn_filter
Hilfe · Gewichtung möglich

Tell the generator which spawn filter (information about what items and enemies spawn in each map) the game will use. You need to pick a setting here that matches the difficulty you will be playing on. In unmodified games filters 1 through 5 correspond to the five difficulty levels, ITYTD through Nightmare -- although in most WADs 1/2 and 4/5 use the same spawns. Some mods implement custom difficulty levels that use different spawn filters than the original game, so make sure you choose a filter that matches the difficulty you are actually playing. If you get it wrong, you will get a warning on entering the game.

World-Standard: 3

starting_levels
Hilfe

Levels you can access at the start of the game. You will spawn with access codes for these levels; if start_with_keys is enabled, you will also spawn with all keys for them. The default setting tries to include enough levels to generate reliably even in singleplayer with fairly restrictive settings. If you are playing a multiworld game and want to start with nothing at all (i.e. Doom is not playable until another world unlocks it), set this to []. This option supports globbing expressions.

World-Standard: ["MAP01"]

start_with_keys
Hilfe · Gewichtung möglich

If enabled, you will start with all the keys for your starting_levels.

World-Standard: false

included_levels
Hilfe

Levels to randomize. By default this is all levels in the wad.

World-Standard: ["MAP01", "MAP02", "MAP03", "MAP04", "MAP05", "MAP06", "MAP08", "MAP09", "MAP10", "MAP11", "MAP12", "MAP13"]

start_with_all_maps
Hilfe · Gewichtung möglich

Whether to start with automaps for all included levels. If off they will be added to the pool instead.

World-Standard: true

start_inventory
Hilfe

Start with the specified amount of these items. You can list any valid inventory item that the game engine understands, even if the randomizer doesn't know about it, e.g. "BFG9000: 1" will work even if none of the randomized maps contain BFGs.

World-Standard: {}

Win Conditions · 2 Optionen
win_map_count
Hilfe · Gewichtung möglich

How many maps you need to clear to win the game. By default this is all maps in the wad.

World-Standard: 12

win_map_names
Hilfe

Which specific maps you need to clear to win the game (assuming you have changed win_map_count so as not to require all maps). The default is Archipelago's best guess at which maps are end-of-episode or end-of-game levels.

World-Standard: ["MAP13"]

Combat Logic · 3 Optionen
per_map_weapons
Hilfe · Gewichtung möglich

Make weapon unlocks per-map instead of global. For example, a shotgun that works on MAP01 and a shotgun that works on MAP02 will now be distinct items in the pool. The `max_weapon_copies` setting is ignored when this is enabled. There will always be one copy of each weapon per map. In this wad, with default settings, this will add 60 progression items to the pool. If turning it on, you may need to add additional locations by enabling small or medium items, unless you are playing in a multiworld with other games that can absorb extra progression items.

World-Standard: false

combat_logic_mode
Hilfe · Gewichtung möglich

How the combat logic system works. - off: no combat logic. Logic may still require certain weapons for certain checks (e.g. rocket launcher for icon of sin). - auto_per_level: this will consider weapons logically required for a level if they are available anywhere in that level. - auto_per_episode: as above, but considers weapons required if they are available in a level or any of the preceding levels.

World-Standard: 2

combat_logic_secrets
Hilfe · Gewichtung möglich

Whether to consider secrets in auto combat logic. If this is off, weapons will not be considered logically required unless there is a non-secret way to get them.

World-Standard: false

Gameplay Settings · 2 Optionen
allow_respawn
Hilfe · Gewichtung möglich

If enabled, the player will respawn at the start of the level on death. If disabled they must restore from an earlier save. NOTE: restoring from a save will restore the state of the world, but NOT the state of the randomizer -- checks already collected will remain collected and items used from the randomizer inventory will remain used.

World-Standard: true

full_persistence
Hilfe · Gewichtung möglich

If enabled, all levels will be fully persistent, in the same manner as Hexen hubclusters. Levels can be reset from the level select menu, but this is all or nothing: there is no way to reset individual levels. This is generally reliable, but a minority of wads or gameplay mods may break with it.

World-Standard: true

Randomization Settings · 13 Optionen
secrets
Hilfe · Gewichtung möglich

Whether secret locations are eligible for randomization. If off, neither secrets themselves nor the items in them will be randomized. If set to `items_only`, items located in secrets will be randomized, but the secrets themselves will not be checks. If set to `items_and_secrets`, items located in secrets will be randomized, and finding the secret itself will also count as a check. This wad contains 24 secrets and 20 secret items.

World-Standard: 0

big_items
Hilfe · Gewichtung möglich

What percentage of big items will be randomized. This wad contains 70 big items (6 in secrets): Backpack, BlueArmor, InvulnerabilitySphere, Megasphere, Soulsphere. This option, and the ones below, supports some special values: 'shuffle' will randomize these items among themselves within your game, without adding them to the pool. Unlike using plando to force these items local, this will also not generate client messages when collecting them. (Tuning data, however, will still be recorded.) 'vanilla' is similar to 'shuffle', except that each item will be placed at its original vanilla location. It is primarily useful to logic developers.

World-Standard: 100

medium_items
Hilfe · Gewichtung möglich

What percentage of medium items will be randomized. This wad contains 377 medium items (0 in secrets): Berserk, Bullet Box, Cell Pack, GreenArmor, Medikit, Rocket Box, Shell Box.

World-Standard: -1

small_items
Hilfe · Gewichtung möglich

What percentage of small items will be randomized. This wad contains 299 small items (0 in secrets): ArmorBonus, BlurSphere, Bullets, Energy Cells, Health, HealthBonus, Rockets, Shotgun Shells, Stimpack.

World-Standard: -1

health_items
Hilfe · Gewichtung möglich

Whether to include health items in the pool. If off, items of this kind will not be randomized. If on, they will be, subject to the size settings above. This wad contains 231 health items (11 in secrets): big (38): Megasphere, Soulsphere. medium (123): Berserk, Medikit. small (70): Health, HealthBonus, Stimpack.

World-Standard: true

armor_items
Hilfe · Gewichtung möglich

Whether to include armor items in the pool. If off, items of this kind will not be randomized. If on, they will be, subject to the size settings above. This wad contains 52 armor items (3 in secrets): big (32): BlueArmor, Megasphere. medium (18): GreenArmor. small (2): ArmorBonus.

World-Standard: true

ammo_items
Hilfe · Gewichtung möglich

Whether to include ammo items in the pool. If off, items of this kind will not be randomized. If on, they will be, subject to the size settings above. This wad contains 470 ammo items (2 in secrets): big (10): Backpack. medium (236): Bullet Box, Cell Pack, Rocket Box, Shell Box. small (224): Bullets, Energy Cells, Rockets, Shotgun Shells.

World-Standard: true

attack_items
Hilfe · Gewichtung möglich

Whether to include attack items in the pool. If off, items of this kind will not be randomized. If on, they will be, subject to the size settings above. This wad contains 7 attack items (0 in secrets): medium (7): Berserk.

World-Standard: true

defence_items
Hilfe · Gewichtung möglich

Whether to include defence items in the pool. If off, items of this kind will not be randomized. If on, they will be, subject to the size settings above. This wad contains 13 defence items (2 in secrets): big (10): InvulnerabilitySphere. small (3): BlurSphere.

World-Standard: true

tool_items
Hilfe · Gewichtung möglich

Whether to include tool items in the pool. If off, items of this kind will not be randomized. If on, they will be, subject to the size settings above. This wad contains 0 tool items (0 in secrets):

World-Standard: true

max_weapon_copies
Hilfe · Gewichtung möglich

Applies a limit to the number of copies of each weapon in the item pool. Lower values mean you may have to wait longer before finding a given weapon, but also means more checks will contain health, powerups, etc. rather than duplicates of weapons you already have. A setting of 0 removes this limit entirely. This is an upper bound; it will not add more weapons to the pool than exist in the WAD already. By default it is set to 1 per 8 levels.

World-Standard: 2

included_item_categories
Hilfe

This is a setting that offers low-level control over what locations get randomized, for situations where the above settings do not suffice. Each entry is a category (like 'health' or 'secret-big-armor'), followed by ':' and a percentage, e.g. 'health:50' to randomize 50% of all health items. See doc/categories.md for a detailed explanation of officially supported categories. Using an item name, e.g. 'ArmorBonus:none', is also permitted, and will match that exact item. To avoid ambiguity, you have to use Doom's internal name, e.g. 'ClipBox' instead of 'Bullets' and 'ArtiHealth' instead of 'Quartz Flask'. Instead of a percentage, you can also use 'all', 'none', 'shuffle', or 'vanilla', with the same meanings as above; or 'start' to place the matching items directly into the player's starting inventory, although start_inventory_from_pool is preferred for that. Entries are checked left to right, with earlier ones taking precedence over later ones; locations that match multiple entries are only affected by the first one. So, for example, this setting: ['health:none', 'small:all', 'ammo:50'] Would randomize no health of any size, all small items (that aren't health), and 50% of whatever (non-health, non-small) ammo is left. On a technical level, this setting is checked before anything else, including UZArchipelago's built in baseline settings and the toggles above, so it offers significant control over how the item and location pools are populated, but also makes it easy to write settings that cannot generate.

World-Standard: []

pretuning_mode
Hilfe · Gewichtung möglich

This setting is for logic developers. If enabled, all other options are overridden. All checks contain their original items (i.e. there is no randomization) and you start with access to all levels, all automaps, and no keys. Checks for all difficulties are spawned regardless of what difficulty you play on. The intent of this mode is to let you play through the game, or specific levels, "normally", to generate a tuning file, even in cases where the initial scan is so conservative as to cause generation failures. Pretuning mode also disables persistent mode and disables automatic MAPINFO generation, so the game will retain its original episode divisions, intermission text, etc.

World-Standard: false

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_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.