# Q. What is this file? # A. This file contains options which allow you to configure your multiworld experience while allowing # others to play how they want as well. # # Q. How do I use it? # A. The options in this file are weighted. This means the higher number you assign to a value, the # more chances you have for that option to be chosen. For example, an option like this: # # map_shuffle: # on: 5 # off: 15 # # Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned # off. # # Q. I've never seen a file like this before. What characters am I allowed to use? # A. This is a .yaml file. You are allowed to use most characters. # To test if your yaml is valid or not, you can use this website: # http://www.yamllint.com/ # You can also verify that your Archipelago options are valid at this site: # https://archipelago.gg/check # Your name in-game, limited to 16 characters. # {player} will be replaced with the player's slot number. # {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1. # {number} will be replaced with the counter value of the name. # {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1. name: sitheninboi discord: sithenin # Used to describe your yaml. Useful if you have multiple files. description: Default The Binding of Isaac Repentance Template game: The Binding of Isaac Repentance requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: The Binding of Isaac Repentance: 0.4.3 # Version of the world required for this yaml to work as expected. The Binding of Isaac Repentance: ################ # Game Options # ################ progression_balancing: # 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. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 99 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-99: 0 # random value between 0 and 99 disabled: 0 # equivalent to 0 normal: 50 # equivalent to 50 extreme: 0 # equivalent to 99 accessibility: # 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. full: 50 minimal: 0 goals: # Set of all bosses you'll have to beat to successfully win the game. # Valid bosses are: ["Mom", "Mom's Heart", "Isaac", "Satan", "Blue Baby", "The Lamb", "Mega Satan", "Boss Rush", "Hush", "Beast", "Mother", "Delirium"] # Can also be set to "All" to include all bosses, or "Random-#", where # determines the number of random bosses. For example ["Isaac", "Random-3"] will select Isaac and 3 random other Bosses ['Blue Baby', 'The Lamb', 'Beast', 'Mother'] goal_amount: # How many of the Goals defined above you need to win the game. (0 == All) # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 12 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-12: 0 # random value between 0 and 12 all: 50 # equivalent to 0 single: 0 # equivalent to 1 character_goals: # Should Goals be tied to specific characters? # any: Any character can beat any goal # single: Each goal can only be beaten by a single character, which is randomly assigned when generating the game. # grouped: Each goal can only be beaten by a group of characters, which is randomly assigned when generating the game. The group size is determined by the Goal Amount. any: 50 single: 0 grouped: 0 exclude_characters: # If character_goals is set to single or grouped, you can exclude certain characters from being assigned to goals here. # Valid characters are: ["Isaac", "Magdalene", "Cain", "Judas", "???", "Eve", "Samson", "Azazel", "Lazarus", "Eden", "The Lost", # "Lilith", "Keeper", "Apollyon", "The Forgotten", "Bethany", "Jacob & Esau", "Tainted Isaac", # "Tainted Magdalene", "Tainted Cain", "Tainted Judas", "Tainted ???", "Tainted Eve", "Tainted Samson", # "Tainted Azazel", "Tainted Lazarus", "Tainted Eden", "Tainted Lost", "Tainted Lilith", "Tainted Keeper", # "Tainted Apollyon", "Tainted Forgotten", "Tainted Bethany", "Tainted Jacob"] # You can also use "Tainted" or "Non-Tainted" to exclude all tainted or non-tainted characters respectively. [] excluded_areas: # Entire areas to exclude from the game. By excluding an area, none of the entrance methods to the area will be able to spawn and no location checks will be placed in those areas. # Valid areas are: ["The Void", "Ascend", "Alt Path", "Timed Areas"] [] bad_rng_protection: # By enabling this, successfully winning a run unlocks all the room location checks per stage which didn't spawn on all the stages you went through during that run. # That means, even if a Mini Boss room didn't spawn in the Flooded Caves, you'll still get the unlock if you have been to the Flooded Caves during that run upon finishing the run successfully. # (Room Types that can be checked this way: Miniboss, Arcade, Challenge Room, Curse Room and Sacrifice Room) 'false': 0 'true': 50 rng_rooms: # Define how RNG heavy rooms should be handled. These include: Libraries, Bedrooms, Vaults and Dice Rooms. # none: These rooms have no items # no_progression: These rooms can contain anything except progression items # any: These rooms can containy any sort of item none: 0 no_progression: 50 any: 0 ultra_secret_room: # Define how the Ultra Secret room should be handled. # none: This room has no items # no_progression: This room can contain anything except progression items # any: This room can containy any sort of item # any_red_key_logic: This room can containy any sort of item but is only put into logic after unlocking Red Key as a starting item # any_soul_of_cain_logic: This room can containy any sort of item but is only put into logic after unlocking Soul of Cain as a reoccuring drop on every floor none: 50 no_progression: 0 any: 0 any_red_key_logic: 0 any_soul_of_cain_logic: 0 any_cracked_key_logic: 0 error_room: # Define how the Error room should be handled. # none: This room has no items # no_progression: This room can contain anything except progression items # any: This room can containy any sort of item # any_undefined_logic: This room can containy any sort of item but is only put into logic after unlocking Undefined as a starting item none: 0 no_progression: 50 any: 0 any_undefined_logic: 0 crawl_space: # Define how the Crawl Space should be handled. # none: This room has no items # no_progression: This room can contain anything except progression items # any: This room can containy any sort of item # any_shovel_logic: This room can containy any sort of item but is only put into logic after unlocking We Need To Go Deeper! as a starting item # any_ehwaz_logic: This room can containy any sort of item but is only put into logic after unlocking Ehwaz as a reoccuring drop on every floor none: 0 no_progression: 0 any: 0 any_shovel_logic: 0 any_ehwaz_logic: 50 planetarium: # Define how the Planetarium should be handled. # none: This room has no items # no_progression: This room can contain anything except progression items # any: This room can containy any sort of item # any_telescope_lense_logic: This room can containy any sort of item but is only put into logic after unlocking Telescope Lens as a starting trinket none: 0 no_progression: 0 any: 0 any_telescope_lense_logic: 50 planetarium_chapter_four: # Should the Planetarium be a check in Chapter 4 (Womb/Utero/Scarred Womb)? 'false': 50 'true': 0 error_room_logic: # Should Womb, Sheol, Cathedral, Chest and Dark Room be in logic after Undefined or Red Key are unlocked? (Those floors can be reached via Error Rooms) 'false': 50 'true': 0 trapdoor_logic: # Should Womb and Sheol be in logic after We need to go deeper! or Ehwaz are unlocked? 'false': 0 'true': 50 sacrifice_room_logic: # Should Dark Room always be in logic as it can be reached via Sacrifice Rooms? 'false': 50 'true': 0 soul_of_cain_logic: # Should Mega Satan, Corpse and Home be in logic after Soul of Cain is unlocked? (These doors can be opened with the rune) 'false': 50 'true': 0 floor_variations: # Whether or not locations and unlocks should exist for each variation of a floor. # If set to true: Floor variations like Womb, Utero and Scarred Womb will be treated as different floors, which all have their own locations and need to be unlocked individually # If set to false: Floor variations like Womb, Utero and Scarred Womb will be treated as a single floor with one set of locations and be unlocked all together with a single unlock 'false': 0 'true': 50 additional_item_locations_per_stage: # Number of available AP Items that occasionally replace regular items. # Picking up an AP Item is a location check. Once all the checks have been completed no more AP Items will spawn. # (Maximum 10 per floor) ???: 2 Ashpit: 3 Basement: 3 Boss Rush: 1 Burning Basement: 3 Catacombs: 3 Cathedral: 0 Caves: 3 Cellar: 3 Chest: 2 Corpse: 1 Dank Depths: 3 Dark Room: 2 Depths: 3 Downpour: 3 Dross: 3 Flooded Caves: 3 Gehenna: 3 Home: 0 Mausoleum: 3 Mines: 3 Necropolis: 3 Scarred Womb: 1 Sheol: 0 The Void: 3 Utero: 1 Womb: 1 item_location_percentage: # Chance for an item to be replaced with an AP item (if there are still AP Item checks available for the current stage) # Story and quest items are not replaced. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 additional_boss_rewards: # If enabled, beating each of the main bosses for the first time gives an additional amount of location checks: # The amount of checks is determined by how deep the boss is in the run: # Mom = 1 # Mom's Heart/Boss Rush = 2 # Isaac/Satan/Hush = 3 # Blue Baby/The Lamb = 4 # Mega Satan/Mother/Beast/Delirium = 5 'false': 0 'true': 50 scatter_previous_items: # When disabled, items you received in previous runs are given to you immediately on the start of a new run # When enabled, items you received in previous runs are spread across the first six floors on a new run 'false': 50 'true': 0 junk_percentage: # Percentage of junk items (Non-Collectable Pickups like Coins, Bombs etc.) # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 75: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 trap_percentage: # Percentage of junk items to be replaced by traps # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 item_weights: # Specify the distribution of items that should be placed into the pool. # # If you don't want a specific type of item, set the weight to zero. Angel Deal Item: 6 Boss Item: 12 Curse Room Item: 4 Devil Deal Item: 6 Golden Chest Item: 8 Library Item: 1 Planetarium Item: 1 Red Chest Item: 4 Secret Room Item: 8 Shop Item: 15 Treasure Room Item: 15 retain_items_percentage: # Fraction of the items you received that are re-given to you on a new run. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 junk_weights: # Specify the distribution of junk that should be placed into the pool. # # If you don't want a specific type of junk, set the weight to zero. Random Bomb: 5 Random Card: 3 Random Chest: 2 Random Coin: 6 Random Heart: 5 Random Key: 5 Random Pill: 3 Random Trinket: 1 retain_junk_percentage: # Fraction of the pickups you received that are re-given to you on a new run. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 trap_weights: # Specify the distribution of traps that should be placed into the pool. # # If you don't want a specific type of trap, set the weight to zero. Curse Trap: 20 Paralysis Trap: 20 Retro Vision Trap: 20 Teleport Trap: 20 Troll Bomb Trap: 20 Wavy Cap Trap: 20 one_ups: # Amount of 1-UPs you can receive during the session. Useful for balancing out the death link. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 4: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 retain_one_ups_percentage: # Fraction of the 1-UPs you received that are re-given to you on a new run. (Will always be given immediately and not spread across floors.) # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 exclude_items_as_rewards: # Actively harmful items can be excluded here from being given as a reward to the player. # Valid items are: ["A Pound of Flesh", "Blood Oath", "Blood Puppy", "Cursed Eye", "Curse of the Tower", "Isaac's Heart", "Kidney Stone", "Missing No", "Shard of Glass", "TMTrainer", "Ipecac", "Dr. Fetus", "Epic Fetus", "Bob's Brain", "Fire Mind"] ['TMTrainer', 'Missing No'] progressive_mapping_upgrades: # Adds three permanent mapping upgrades to the pool of items to be able to receive: Map -> Compass -> Blue Map 'false': 0 'true': 50 progressive_inventory_upgrades: # Adds four permanent inventory upgrades to the pool of items to be able to receive: Polydactyly -> Belly Button -> Deep Pockets -> Schoolbag 'false': 0 'true': 50 permanent_stat_upgrades: # Adds x amount of upgrades for each stat to the pool of items to be able to receive. Amount of each stat up is equivalent to what a pill would increase. # These upgrades are permanent and will be retained when starting a new run. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 4: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-5: 0 # random value between 0 and 5 start_out_nerfed: # Amount of stat downs to start a run with, setting this to 1 means your base stats are lowerd by what one pill would decrease in each stat. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-5: 0 # random value between 0 and 5 fortune_machine_hint_percentage: # Chance for a Fortune Telling Machine to give a hint. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 30: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 crystal_ball_hint_percentage: # Chance for a Crystal Ball to give a hint. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 fortune_cookie_hint_percentage: # Chance for a Fortune Cookie to give a hint. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 hint_types_from_fortunes: # The type of items you are able to get Hints for through fortunes. # Valid types are: ["Progression Items", "Useful Items", "Junk Items", "Traps"] ['Useful Items', 'Progression Items'] death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 death_link_severity: # If death link is enabled, this defines how punishing the death link is for you. # mild: When death link is triggered, you'll receive 4 hits of damage (= 2 full hearts, or 4 full hearts on Womb+). # normal: When death link is triggered it tries to kill you but invincibility or revives will keep the run alive. # severe: When death link is triggered it kills you and ends your run regardless of invincibility or how many revives you had stocked up. mild: 0 normal: 50 severe: 0 ########################### # Item & Location Options # ########################### local_items: # Forces these items to be in their native world. [] non_local_items: # Forces these items to be outside their native world. [] start_inventory: # Start with the specified amount of these items. Example: "Bomb: 1" {} start_hints: # Start with these item's locations prefilled into the ``!hint`` command. [] start_location_hints: # Start with these locations and their item prefilled into the ``!hint`` command. [] exclude_locations: # Prevent these locations from having an important item. [] priority_locations: # Prevent these locations from having an unimportant item. [] item_links: # Share part of your item pool with other players. [] plando_items: # Generic items plando. []