Spiel konfigurieren · YAML-Editor

Wargroove 2 konfigurieren

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Wargroove 2 · World 1.1.11 · Paket 1.1.11 · 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

General Options · 7 Optionen
victory_locations
Hilfe · Gewichtung möglich

How many checks are sent per level completed.

World-Standard: 2

objective_locations
Hilfe · Gewichtung möglich

How many checks are sent per side objective completed.

World-Standard: 1

level_shuffle_seed
Hilfe · Gewichtung möglich

What seed to use for level shuffling. 0 uses the world seed.

World-Standard: 0

commander_choice
Hilfe · Gewichtung möglich

How the player's commander is selected for missions. - Locked Random: The player's commander is randomly predetermined for each level. - Unlockable Factions: The player starts with Mercival and can unlock playable factions. - Random Starting Faction: The player starts with a random starting faction and can unlock the rest. When playing with unlockable factions, faction items are added to the pool.

World-Standard: 0

enabled_commanders
Hilfe

The commanders available to the player and the AI. If no commanders are enabled, Mercival will be the only available commander. Format as a comma-separated list of commander names: ["Mercia", "Valder"]

World-Standard: ["Caesar", "Dark Mercia", "Elodie", "Emeric", "Greenfinger", "Koji", "Lytra", "Mercia", "Mercival", "Nadia", "Nuru", "Pistil", "Ragna", "Rhomb", "Ryota", "Sabah", "Sedge", "Sigrid", "Tenri", "Twins", "Valder", "Vesper", "Wulfar"]

final_levels
Hilfe · Gewichtung möglich

How many final levels to beat before victory is achieved.

World-Standard: 2

death_link
Hilfe · Gewichtung möglich

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

World-Standard: 0

Filler Options · 3 Optionen
income_boost
Hilfe · Gewichtung möglich

How much extra income the player gets per turn per boost received.

World-Standard: 25

commander_defense_boost
Hilfe · Gewichtung möglich

How much extra defense the player's commander gets per boost received.

World-Standard: 2

groove_boost
Hilfe · Gewichtung möglich

How much extra groove the player's commander gets per boost received.

World-Standard: 3

Sacrifice and Summon Options · 4 Optionen
player_sacrifice_limit
Hilfe · Gewichtung möglich

How many times the player can sacrifice a unit at the Stronghold per level attempt. Sacrificed units are stored in the multiworld for other players to summon.

World-Standard: 0

player_summon_limit
Hilfe · Gewichtung möglich

How many times the player can summon a unit at the Stronghold per level attempt. Summoned units are from the multiworld which were sacrificed by other players.

World-Standard: 0

ai_sacrifice_limit
Hilfe · Gewichtung möglich

How many times the AI can sacrifice a unit at the Stronghold per level attempt. Sacrificed units are stored in the multiworld for other AIs to summon.

World-Standard: 0

ai_summon_limit
Hilfe · Gewichtung möglich

How many times the AI can summon a unit at the Stronghold per level attempt. Summoned units are from the multiworld which were sacrificed by other AIs. If a level becomes impossible, use /sacrifice_summon in the client to toggle sacrifices and summons on and off.

World-Standard: 0

Dynamic Unit Cost Options · 48 Optionen
player_barracks_early_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's barracks in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_barracks_late_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's barracks in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_barracks_early_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's barracks closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_barracks_late_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's barracks farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_barracks_random_low_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's barracks determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_barracks_random_high_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's barracks determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_tower_early_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's tower in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_tower_late_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's tower in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_tower_early_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's tower closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_tower_late_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's tower farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_tower_random_low_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's tower determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_tower_random_high_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's tower determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_hideout_early_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's hideout in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_hideout_late_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's hideout in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_hideout_early_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's hideout closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_hideout_late_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's hideout farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_hideout_random_low_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's hideout determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_hideout_random_high_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's hideout determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_port_early_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's port in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_port_late_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's port in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_port_early_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's port closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_port_late_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's port farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_port_random_low_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's port determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

player_port_random_high_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the player's port determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_barracks_early_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's barracks in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_barracks_late_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's barracks in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_barracks_early_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's barracks closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_barracks_late_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's barracks farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_barracks_random_low_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's barracks determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_barracks_random_high_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's barracks determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_tower_early_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's tower in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_tower_late_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's tower in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_tower_early_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's tower closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_tower_late_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's tower farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_tower_random_low_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's tower determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_tower_random_high_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's tower determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_hideout_early_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's hideout in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_hideout_late_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's hideout in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_hideout_early_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's hideout closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_hideout_late_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's hideout farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_hideout_random_low_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's hideout determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_hideout_random_high_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's hideout determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_port_early_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's port in earlier spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_port_late_sphere
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's port in later spheres. The map's victory item determines the sphere number. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_port_early_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's port closer to the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_port_late_distance
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's port farther from the center. North levels will have a closer distance, then East levels, then South levels and West levels will have the farthest. North 2A will have a further distance than West 1. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_port_random_low_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's port determined at random. This multiplier will be the lowest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

ai_port_random_high_cost
Hilfe · Gewichtung möglich

The cost multiplier of units purchased from the AI's port determined at random. This multiplier will be the highest random multiplier. If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.

World-Standard: 100

Level Playlists · 3 Optionen
custom_early_level_playlist
Hilfe

A list of levels available after the first level. Removing levels from this list prevents them from showing up in the game. If the number of levels removed is less than the available levels, then filler levels will be in their place. Filler levels do not contain items and automatically provide a victory. Format as a comma-separated list of early level names: ["Swimming at the Docks", "Floran Trap"]

World-Standard: ["Ancient Discoveries", "Floran Trap", "Majestic Mountain", "Observation Isle", "Swimming at the Docks", "Wargroove Warriors"]

custom_main_level_playlist
Hilfe

A list of levels available after the early levels. Removing levels from this list prevents them from showing up in the game. If the number of levels removed is less than the available levels, then filler levels will be in their place. Filler levels do not contain items and automatically provide a victory. Format as a comma-separated list of main level names: ["Wagon Freeway", "Operation Seagull"]

World-Standard: ["A Ribbitting Time", "Air Support", "Beached", "Bridge Brigade", "Cherrystone Landing", "Den-Two-Away", "Enmity Cliffs", "Finishing Blow", "Fortification", "Frantic Inlet", "Giant Issue", "Gnarled Mountaintop", "Gold Rush", "Grand Theft Village", "Kraken Strait", "Nuru\u0027s Vengeance", "Operation Seagull", "Portal Peril", "Precarious Cliffs", "Riflemen Blockade", "Skydiving", "Slippery Bridge", "Spire Fire", "Split Valley", "Sunken Forest", "Tenri\u0027s Mistake", "Terrible Tributaries", "Towers of the Abyss", "Wagon Freeway"]

custom_final_level_playlist
Hilfe

A list of final levels available. Removing levels from this list prevents them from showing up in the game. If the number of levels removed is less than the available levels, then filler levels will be in their place. Filler levels will automatically provide a victory. Format as a comma-separated list of final level names: ["Doomed Metropolis", "Dark Mirror"]

World-Standard: ["Dark Mirror", "Dementia Castle", "Disastrous Crossing", "Doomed Metropolis", "Requiem\u0027s Power"]

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.