# 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: 345tom TS discord: 345tom # Used to describe your yaml. Useful if you have multiple files. description: Default Toy Story 2 Template game: Toy Story 2 requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: Toy Story 2: 2.3.3 # Version of the world required for this yaml to work as expected. Toy Story 2: ################ # 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 ######## # Game # ######## game_mode: # How would you like to experience Toy Story 2? # Open Mode has all of the levels at your disposal at the very start. # Find the level unlocks to gain access to them! # Linear Mode has you playing the game in order. Each area is fully # unlocked after defeating a boss to allow you more options and to keep # you from getting stuck. In this mode you have to fight every boss. open: 50 linear: 0 skips: # Determines the logic for certain checks. # Easy is incredibly easy skips that anyone can do. They may require trial and error, # but you won't have to try for too long. # Hard is for the glitch hunters and rule breakers out there. # Insane is for the most demanding tricks, on top of all Easy and Hard skips. 'off': 50 easy: 0 hard: 0 insane: 0 missing_toy_bundle_size: # How the missing toys are RECEIVED. 1 = each toy arrives individually (five # separate "Sheep" / "Soldier" / etc. items per level, the original behaviour). # 5 = each level's toys arrive together as a single item (e.g. one "5 Sheep") # that grants all five at once. The in-level toy CHECK locations are identical # either way; only the received items change. '1': 50 '5': 0 missing_toy_reward_hint: # The character who wants the missing toys tells you what you will get. # # Every seed already replaces the "pizza planet token" in their dialog with # who the reward is for and what KIND of thing it is -- "progressive item", # "useful item", "filler item" -- so it is always worth knowing whether the # five toys are worth chasing yet. # # Turn this on and they name the item outright instead of its class, and # talking to them hints it for the whole multiworld, exactly as Hamm does with # his shop under Shopsanity. Off, the reward stays a surprise and nothing is # hinted. # # As in the shop, a trap always claims to be a "progressive item". 'false': 0 'true': 50 ####################### # Pizza Planet Tokens # ####################### pizza_planet_token_pool: # Determines how many Pizza Planet Tokens are in the item pool. # Highly recommend adding more sanities the more tokens you add. # # You can define additional values between the minimum and maximum values. # Minimum value is 30 # Maximum value is 99 99: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-30-99: 0 # random value between 30 and 99 ############# # Open Mode # ############# starting_levels: # NOTE: This does nothing if you didn't select Open Mode. # How many levels would you like to start your game with? # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 5 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-5: 0 # random value between 1 and 5 omit_airport_infiltration: # NOTE: This does nothing if you didn't select Open Mode. # Airport Infiltration has nothing going for it if you don't have Stomp. # This makes it so you won't get it as a starting level. 'false': 50 'true': 0 omit_elevator_hop: # NOTE: This does nothing if you didn't select Open Mode. # Elevator Hop has nothing going for it if you don't have Visor. # This makes it so you won't get it as a starting level. 'false': 50 'true': 0 goal_conditions: # NOTE: This does nothing if you didn't select Open Mode. # Determines what you need to save Woody. Options: # Pizza Planet Tokens; Defeated Bosses; Level Unlock; # Pizza Planet Tokens & Defeated Bosses; # Pizza Planet Tokens & Level Unlock; # Defeated Bosses & Level Unlock; # Pizza Planet Tokens, Defeated Bosses, & Level Unlock. pizza_planet_tokens: 0 defeated_bosses: 0 level_unlock: 0 pizza_planet_tokens_and_defeated_bosses: 0 pizza_planet_tokens_and_level_unlock: 0 defeated_bosses_and_level_unlock: 0 pizza_planet_tokens_and_defeated_bosses_and_level_unlock: 50 final_showdown_token_gate: # NOTE: This does nothing if you didn't select it as your game mode # or goal condition. # Determines how many Pizza Planet Tokens are needed for your goal. # Selecting a higher number than your total pool will force the pool to a # higher number. # Note: a gate can never require more tokens than there are check # locations to hold them. If it would, the gate is automatically lowered # to fit so the seed still generates and stays winnable. The number of # available locations depends on which sanities you enable, so turn on # more sanities (Coinsanity, Lifesanity, Batterysanity, etc.) if you want # higher gates to stick. # # You can define additional values between the minimum and maximum values. # Minimum value is 10 # Maximum value is 99 90: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-10-99: 0 # random value between 10 and 99 defeated_bosses_required: # NOTE: This does nothing if you didn't select it as your game mode # or goal condition. # Determines how many bosses you have to defeat to reach your goal. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 4 4: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-4: 0 # random value between 1 and 4 ############### # Linear Mode # ############### bombs_away_token_gate: # NOTE: This does nothing if you didn't select Linear Mode. # Determines how many Pizza Planet Tokens are needed to fight Bombs Away! # Selecting a higher number than your total pool will force the pool to a # higher number. # Note: a gate can never require more tokens than there are check # locations to hold them. If it would, the gate is automatically lowered # to fit so the seed still generates and stays winnable. The number of # available locations depends on which sanities you enable, so turn on # more sanities (Coinsanity, Lifesanity, Batterysanity, etc.) if you want # higher gates to stick. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 20 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-20: 0 # random value between 1 and 20 slime_time_token_gate: # NOTE: This does nothing if you didn't select Linear Mode. # Determines how many Pizza Planet Tokens are needed to fight Slime Time. # Selecting a higher number than your total pool will force the pool to a # higher number. # Note: a gate can never require more tokens than there are check # locations to hold them. If it would, the gate is automatically lowered # to fit so the seed still generates and stays winnable. The number of # available locations depends on which sanities you enable, so turn on # more sanities (Coinsanity, Lifesanity, Batterysanity, etc.) if you want # higher gates to stick. # # You can define additional values between the minimum and maximum values. # Minimum value is 5 # Maximum value is 40 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-5-40: 0 # random value between 5 and 40 toy_barn_encounter_token_gate: # NOTE: This does nothing if you didn't select Linear Mode. # Determines how many Pizza Planet Tokens are needed to fight Toy Barn # Encounter. # Selecting a higher number than your total pool will force the pool to a # higher number. # Note: a gate can never require more tokens than there are check # locations to hold them. If it would, the gate is automatically lowered # to fit so the seed still generates and stays winnable. The number of # available locations depends on which sanities you enable, so turn on # more sanities (Coinsanity, Lifesanity, Batterysanity, etc.) if you want # higher gates to stick. # # You can define additional values between the minimum and maximum values. # Minimum value is 10 # Maximum value is 60 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-10-60: 0 # random value between 10 and 60 evil_emperor_zurg_token_gate: # NOTE: This does nothing if you didn't select Linear Mode. # Determines how many Pizza Planet Tokens are needed to fight The Evil # Emperor Zurg. # Selecting a higher number than your total pool will force the pool to a # higher number. # Note: a gate can never require more tokens than there are check # locations to hold them. If it would, the gate is automatically lowered # to fit so the seed still generates and stays winnable. The number of # available locations depends on which sanities you enable, so turn on # more sanities (Coinsanity, Lifesanity, Batterysanity, etc.) if you want # higher gates to stick. # # You can define additional values between the minimum and maximum values. # Minimum value is 15 # Maximum value is 80 15: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-15-80: 0 # random value between 15 and 80 linear_final_showdown_token_gate: # NOTE: This does nothing if you didn't select Linear Mode. # Determines how many Pizza Planet Tokens are needed for your goal. # Selecting a higher number than your total pool will force the pool to a # higher number. # Note: a gate can never require more tokens than there are check # locations to hold them. If it would, the gate is automatically lowered # to fit so the seed still generates and stays winnable. The number of # available locations depends on which sanities you enable, so turn on # more sanities (Coinsanity, Lifesanity, Batterysanity, etc.) if you want # higher gates to stick. # # You can define additional values between the minimum and maximum values. # Minimum value is 20 # Maximum value is 99 20: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-20-99: 0 # random value between 20 and 99 ########## # Sanity # ########## movesanity: # Movesanity shuffles every single thing Buzz can do into the item pool, # which means you START WITH NO MOVES and must find them as checks -- including # Double Jump, Ledge Grab, and Pole Climb. # Because almost every location needs those basic moves, you MUST pair this with # other sanities (lifesanity, batterysanity, green_laser_sanity, rexsanity, # hint_block_sanity, coinsanity) and/or more starting_levels so there are enough # no-move locations at the start to place your first moves. If your settings are # too sparse (e.g. Movesanity with no other sanities and a single starting level), # generation will stop and tell you to enable more sanities or pick a LITE option. # Movesanity LITE (Weapons) only shuffles Buzz's attack abilities: # Laser, Spin, Stomp, and Visor. You still start with all movement moves. # Movesanity LITE (Traversal) only shuffles Buzz's movement abilities: # Double Jump, Pole Climb, Ledge Grab, Pole Vault, Push, and Rope Sliding. # You still start with all attack abilities. 'off': 0 'on': 50 lite_weapons: 0 lite_traversal: 0 lifesanity: # All lives are checks now! That means lives will no longer grant you a # life, but a check instead! They also don't respawn so play carefully! 'false': 0 'true': 50 batterysanity: # All batteries are checks now! Batteries will still give health, but # they won't respawn. 'false': 0 'true': 50 green_laser_sanity: # Green Lasers are checks now! But just like the other sanities, these # won't respawn. Use them wisely! 'false': 50 'true': 0 rexsanity: # Hey Buzz! Need a hint? Talking to Rex now gives checks! 'false': 0 'true': 50 hint_block_sanity: # Hints? Who needs them? I'd rather get a useful item! This turns all hint blocks into checks! 'false': 0 'true': 50 ############## # Coinsanity # ############## coinsanity: # Coins send checks! They aren't individually id'd, it's based on the # amount you gather in one go through a level. Keep that in mind when # selecting your bundle amounts. You'll be gathering the same coins a lot. # Your coins are also items that are sent to you based on your Coinsanity # Received Bundle Size as well. Make Hamm proud and get him some coins! # # Note: enemies automatically drop coins, and those coins are automatically # collected for you - you don't need to pick them up yourself. 'false': 0 'true': 50 coinsanity_checks_bundle_size: # If Coinsanity is not turned on, this does nothing. # # Choose the amount coins needed per level to send checks. '1': 50 '5': 0 '10': 0 '15': 0 '20': 0 '25': 0 all: 0 coinsanity_received_bundle_size: # If Coinsanity is not turned on, this does nothing. # # Choose the amount coins received. # # This is the setting that decides how many Coin Bundle ITEMS exist: a level # worth 99 coins sends 99 of them at size 1, but only 20 at size 5. Those items # have to fit in your check locations alongside everything else, so a small # size here is the most common reason a coin-heavy yaml fails to generate. # # With Hamm Checks set to Shopsanity, size 1 has a second cost: a shop slot # priced at 40 coins needs 40 bundles in hand, so nearly every Coin Bundle # becomes progression and generation slows to a crawl. 5 or higher is strongly # recommended with a shop. '1': 0 '5': 50 '10': 0 '15': 0 '20': 0 '25': 0 '50': 0 coin_total_per_level: # If Coinsanity is not turned on, this does nothing. # # How many coins each level is worth as far as Archipelago is concerned. # # Vanilla - each level is worth what it actually holds: 63 in Elevator Hop, # 99 in Andy's Neighborhood, and everything in between. Levels are uneven, # which is faithful but means a small level's shop is a cheap shop. # (Alleys and Gullies physically holds 103, but the coin counter is two # digits, so it counts as 99 like everything else at the top.) # # Uniform 99 - every level is worth 99, whatever it physically contains. That # evens out how much money each level is worth and puts every shop on the same # footing. # # Uniform 99 ADDS items to the pool, because a level that holds 63 coins still # has to be sent 99 coins' worth of bundles. How many depends on your received # bundle size: at size 5 it is 200 Coin Bundle items instead of 168, which is # nothing - but at size 1 it is 990 instead of 818, and those 172 extra items # have to displace something. If generation complains it has nowhere to put # them, raise the received bundle size first; that is far and away the biggest # lever. # # Only the coins SENT to you change. The coins lying around in the level are # the ones the game shipped with, so the "collect N coins" checks are still # counted against what is really there - which is also why this does nothing # without Coinsanity: with it off there is no way to hand you a coin that the # level does not contain. vanilla: 50 uniform_99: 0 hamm_checks: # What Hamm does with your coins. # # Off - Hamm takes no coins and sends no checks. Nothing gates on coins any # more, so every Coin Bundle item becomes pure filler. # # Vanilla - the original behaviour. Handing Hamm 50 coins in a level sends # that level's "Hamm's 50 Coins Token" check. Ten checks in all. # # Shopsanity - Hamm opens a shop instead. Each slot is its own check, so a coin # level is worth up to ten checks, and coins turn from a one-time toll into a # ladder of thresholds. # # A PRICE IS WHAT YOU MUST BE HOLDING, NOT WHAT YOU HAND OVER. Nothing is # bought and nothing is spent. Talk to Hamm and he counts your coins, hands you # everything you already qualify for, and you keep every one of them. So no # slot can ever cost you another, there is no order to get wrong, and once you # can reach a number every slot at or under it is yours. # # Claimed slots leave the page, so what you are reading is always what is left. # # Shopsanity works with or without Coinsanity. With Coinsanity on it counts # the coins AP sends you; with it off it counts the coins you pick up in the # level, which are kept between visits and cannot be farmed again. # # Shopsanity replaces the 50-coin token entirely - you cannot have both. 'off': 0 vanilla: 0 shopsanity: 50 hamm_shop_items: # If Hamm Checks is not set to Shopsanity, this does nothing. # # How many items Hamm stocks per coin level - so ten times this many checks # in total. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 6 6: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-6: 0 # random value between 1 and 6 hamm_shop_price_pressure: # If Hamm Checks is not set to Shopsanity, this does nothing. # # How high the DEAREST slot in a level asks you to climb, as a percentage of # that level's coins. At 70% the most expensive item wants about seven tenths # of everything the level holds and the other slots sit below that; at 100% # one slot asks for every coin in the level. A level's coins means its real # total - 63 in Elevator Hop, 99 in Andy's Neighborhood - so each shop is # priced to the level it sits in. # # Since prices are thresholds you are never asked to hand over, this sets how # much of a level you have to comb rather than how much you have to give up. # No price is ever set above what the level can actually yield. # # You can define additional values between the minimum and maximum values. # Minimum value is 25 # Maximum value is 100 70: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-25-100: 0 # random value between 25 and 100 hamm_shop_price_spread: # If Hamm Checks is not set to Shopsanity, this does nothing. # # How the slots sit underneath the price pressure. # # Escalating - an even staircase up to the ceiling, slot 1 cheapest. Hands you # items steadily as you comb the level and turns the last one into a goal. # Shuffled - thresholds rolled with the seed and dealt out at random. The # dearest slot is still at the ceiling, but you will not know which it is # until you look. # # With a large Coinsanity Received Bundle Size there are only a few bundles # per level to climb with, so several slots open together and the spread # matters less. escalating: 50 shuffled: 0 hamm_shop_hints: # If Hamm Checks is not set to Shopsanity, this does nothing. # # Off (the default) keeps his stock private. The page shows each slot's CLASS # instead of its name - "progressive item", "useful item", "filler item" - # which is still enough to judge whether a slot is worth combing the level for, # without telling you what it is. # # Turn it on and talking to Hamm for the first time in a level hints everything # he is holding there, so the whole multiworld can see it and not just the # player standing in front of him. # # The recipient is shown either way, so you can see whose item a slot is # holding even when you cannot see what it is. 'false': 0 'true': 50 ######### # Traps # ######### filler_replaced_with_traps: # Determines the percentage of filler items that will be replaced # with traps. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 0: 0 random: 50 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 cutscene_trap_weight: # Hope you like Toy Story 2, because you're gonna be watching it a lot! 'off': 0 low: 50 medium: 0 high: 0 narrow_vision_trap_weight: # I can't see! I can't see! 'off': 0 low: 50 medium: 0 high: 0 damage_buzz_trap_weight: # Ouch! 'off': 0 low: 50 medium: 0 high: 0 freeze_buzz_trap_weight: # Buzz must have run out of batteries! 'off': 0 low: 50 medium: 0 high: 0 invincible_enemies_trap_weight: # I swear I hit him! 'off': 0 low: 50 medium: 0 high: 0 dizzy_buzz_trap_weight: # I don't feel so good... 'off': 0 low: 50 medium: 0 high: 0 ########## # Filler # ########## one_life_filler_weight: # How often 1 Life appears among the filler items. 'off': 0 low: 50 medium: 0 high: 0 extra_battery_filler_weight: # How often Extra Battery appears among the filler items. 'off': 0 low: 0 medium: 50 high: 0 invincible_buzz_filler_weight: # How often Invincible Buzz appears among the filler items. # Grants Buzz 15 seconds of invincibility. Can't touch this! 'off': 0 low: 50 medium: 0 high: 0 determination_filler_weight: # How often "Determination to Save Woody" appears among the filler items. # It does absolutely nothing when received — pure flavor filler. Set to 'off' # if you'd rather never see it. Defaults high so seeds heavy on useful filler # get diluted with something that gives no advantage. 'off': 0 low: 0 medium: 50 high: 0 local_filler: # Force THIS slot's own dynamic filler (1 Life, Extra Battery, Invincible # Buzz, Determination to Save Woody) to be placed in your own world instead of # being sent to other players. Handy when this game produces a lot of filler and # you'd rather find more of it yourself, or when sharing a multiworld with games # that have far fewer locations. Traps are unaffected and still travel normally. 'false': 0 'true': 50 ####### # QOL # ####### skip_cutscenes: # Sets all the cutscene flags to 'watched' when starting the game. # This does not bypass the Cutscene Trap. 'false': 0 'true': 50 quick_loads: # Fast-forwards the loading screens into and out of every level, pressing # X for you where the game waits for it. After a boss win it also skips the # victory screen and answers the save screen with "don't save". Sound is # muted while it fast-forwards. The final fight's ending and cutscenes always # play at normal speed, and your own emulator speed and sound come back as # soon as the load is done. # # You can turn it on or off at any time while playing by typing /speedup in # the Toy Story 2 Client ("/speedup on" or "/speedup off" also work). The # client says which state it is in each time. 'false': 0 'true': 50 disable_falling_animation: # Makes it so Buzz always lands on his feet! 'false': 50 'true': 0 disc_launcher_fill_pockets: # When you pick up Disc Launchers they will # now go to the maximum you can hold! 'false': 0 'true': 50 start_every_level_with_full_health: # I feel like this should have been in the vanilla game! 'false': 0 'true': 50 never_game_over: # No longer forces the game to reset on game over. Instead if you're one # hit away with no lives, you're booted back to the map with 5 lives. Highly # recommended for Coinsanity! 'false': 0 'true': 50 on_screen_item_feed: # Show Archipelago item activity on-screen (top-left) in BizHawk. # Off shows nothing. Sent shows checks you send out. Received shows items you # get. Both shows everything. Pressing Select will cycle this feature's modes. 'off': 0 sent: 0 received: 0 both: 50 #################### # Music Randomizer # #################### music_randomizer_mode: # Normal: Randomizes the game's music one to one! Note, minigame, # miniboss, title screen, and map aren't randomized. # Chaos: You never know what you're going to get! You could be listening # to the Game Over music on loop for all I know! # Oops All Bangers: What's your favorite song? What if you heard that for # every single level in the game? 'off': 50 normal: 0 chaos: 0 oops_all_bangers: 0 oops_all_bangers_song: # Better choose wisely, you're gonna be hearing this for a while. andys_house: 0 andys_neighborhood: 0 bombs_away: 0 construction_yard: 0 alleys_and_gullies: 0 slime_time: 0 als_toy_barn: 0 als_space_land: 0 toy_barn_encounter: 0 elevator_hop: 0 als_penthouse: 0 the_evil_emperor_zurg: 0 airport_infiltration: 0 tarmac_trouble: 0 prospector_showdown: 0 miniboss_theme: 0 minigame_theme: 0 game_over: 0 credits: 0 youve_got_a_friend_in_me: 50 title_screen: 0 level_complete: 0 skip_song: # Man this song sucks. Wouldn't it be nice if you could skip it? # Well now you can! If you're in a level, you can hold Triangle and press # L2 and R2 to change the song! Unless you're in Oops All Bangers Mode. # You dug your grave and now you have to lay in it. 'false': 0 'true': 50 ############## # Death Link # ############## death_link: # If Buzz dies you kill everyone else that has Death Link on and vice # versa. Highly recommended to turn on Never Game Over if you play with # Death Link. 'false': 0 'true': 50 ########################### # 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_inventory_from_pool: # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" # # The game decides what the replacement items will be. {} 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. []