Spiel konfigurieren · YAML-Editor

The Binding of Isaac Repentance konfigurieren

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The Binding of Isaac Repentance · World 0.4.3 · Paket 0.4.3 · 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 · 43 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

goals
Hilfe

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

World-Standard: ["Beast", "Delirium", "Mega Satan", "Mother"]

goal_amount
Hilfe · Gewichtung möglich

How many of the Goals defined above you need to win the game. (0 == All)

World-Standard: 0

character_goals
Hilfe · Gewichtung möglich

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.

World-Standard: 0

exclude_characters
Hilfe

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.

World-Standard: []

excluded_areas
Hilfe

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"]

World-Standard: []

bad_rng_protection
Hilfe · Gewichtung möglich

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)

World-Standard: 1

rng_rooms
Hilfe · Gewichtung möglich

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

World-Standard: 1

ultra_secret_room
Hilfe · Gewichtung möglich

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

World-Standard: 5

error_room
Hilfe · Gewichtung möglich

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

World-Standard: 1

crawl_space
Hilfe · Gewichtung möglich

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

World-Standard: 4

planetarium
Hilfe · Gewichtung möglich

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

World-Standard: 3

planetarium_chapter_four
Hilfe · Gewichtung möglich

Should the Planetarium be a check in Chapter 4 (Womb/Utero/Scarred Womb)?

World-Standard: 1

error_room_logic
Hilfe · Gewichtung möglich

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)

World-Standard: 0

trapdoor_logic
Hilfe · Gewichtung möglich

Should Womb and Sheol be in logic after We need to go deeper! or Ehwaz are unlocked?

World-Standard: 1

sacrifice_room_logic
Hilfe · Gewichtung möglich

Should Dark Room always be in logic as it can be reached via Sacrifice Rooms?

World-Standard: 0

soul_of_cain_logic
Hilfe · Gewichtung möglich

Should Mega Satan, Corpse and Home be in logic after Soul of Cain is unlocked? (These doors can be opened with the rune)

World-Standard: 0

floor_variations
Hilfe · Gewichtung möglich

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

World-Standard: 1

additional_item_locations_per_stage
Hilfe

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)

World-Standard: {"???": 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
Hilfe · Gewichtung möglich

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.

World-Standard: 50

additional_boss_rewards
Hilfe · Gewichtung möglich

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

World-Standard: 1

scatter_previous_items
Hilfe · Gewichtung möglich

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

World-Standard: 1

junk_percentage
Hilfe · Gewichtung möglich

Percentage of junk items (Non-Collectable Pickups like Coins, Bombs etc.)

World-Standard: 75

trap_percentage
Hilfe · Gewichtung möglich

Percentage of junk items to be replaced by traps

World-Standard: 10

item_weights
Hilfe

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.

World-Standard: {"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
Hilfe · Gewichtung möglich

Fraction of the items you received that are re-given to you on a new run.

World-Standard: 30

junk_weights
Hilfe

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.

World-Standard: {"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
Hilfe · Gewichtung möglich

Fraction of the pickups you received that are re-given to you on a new run.

World-Standard: 10

trap_weights
Hilfe

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.

World-Standard: {"Curse Trap": 20, "Paralysis Trap": 20, "Retro Vision Trap": 20, "Teleport Trap": 20, "Troll Bomb Trap": 20, "Wavy Cap Trap": 20}

one_ups
Hilfe · Gewichtung möglich

Amount of 1-UPs you can receive during the session. Useful for balancing out the death link.

World-Standard: 3

retain_one_ups_percentage
Hilfe · Gewichtung möglich

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.)

World-Standard: 100

exclude_items_as_rewards
Hilfe

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"]

World-Standard: ["Missing No", "TMTrainer"]

progressive_mapping_upgrades
Hilfe · Gewichtung möglich

Adds three permanent mapping upgrades to the pool of items to be able to receive: Map -> Compass -> Blue Map

World-Standard: 1

progressive_inventory_upgrades
Hilfe · Gewichtung möglich

Adds four permanent inventory upgrades to the pool of items to be able to receive: Polydactyly -> Belly Button -> Deep Pockets -> Schoolbag

World-Standard: 1

permanent_stat_upgrades
Hilfe · Gewichtung möglich

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.

World-Standard: 3

start_out_nerfed
Hilfe · Gewichtung möglich

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.

World-Standard: 0

fortune_machine_hint_percentage
Hilfe · Gewichtung möglich

Chance for a Fortune Telling Machine to give a hint.

World-Standard: 30

crystal_ball_hint_percentage
Hilfe · Gewichtung möglich

Chance for a Crystal Ball to give a hint.

World-Standard: 100

fortune_cookie_hint_percentage
Hilfe · Gewichtung möglich

Chance for a Fortune Cookie to give a hint.

World-Standard: 50

hint_types_from_fortunes
Hilfe

The type of items you are able to get Hints for through fortunes. Valid types are: ["Progression Items", "Useful Items", "Junk Items", "Traps"]

World-Standard: ["Progression Items", "Useful Items"]

death_link
Hilfe · Gewichtung möglich

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

World-Standard: 0

death_link_severity
Hilfe · Gewichtung möglich

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.

World-Standard: 1

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.