Jak and Daxter The Precursor Legacy

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


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.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

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.
25
0
0

Enable Move Randomizer

Include movement options as items in the randomizer. Until you find his other moves, Jak is limited to running, swimming, single-jumping, and shooting yellow eco through his goggles. This adds 11 items to the pool.
25
0
0

Require Punch For Klaww

Force the Punch move to come before Klaww. Disabling this setting may require Jak to fight Klaww and Gol and Maia by shooting yellow eco through his goggles. This only applies if "Enable Move Randomizer" is ON.
0
25
0

Completion Condition

Set the goal for completing the game.
0
0
0
0
0
25
0
0
Orbsanity

Enable Orbsanity

Include bundles of Precursor Orbs as checks. Every time you collect the chosen number of orbs, you will trigger another check. "Per Level" means bundles are for each level in the game. "Global" means bundles carry over level to level. This adds a number of Items and Locations to the pool inversely proportional to the size of the bundle. For example, if your bundle size is 20 orbs, you will add 100 items to the pool. If your bundle size is 250 orbs, you will add 8 items to the pool.
25
0
0
0

Global Orbsanity Bundle Size

Set the orb bundle size for Global Orbsanity. This only applies if "Enable Orbsanity" is set to "Global." There are 2000 orbs in the game, so your bundle size must be a factor of 2000. Multiplayer Minimum: 10 Multiplayer Maximum: 200
0
0
0
0
0
0
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0

Per Level Orbsanity Bundle Size

Set the orb bundle size for Per Level Orbsanity. This only applies if "Enable Orbsanity" is set to "Per Level." There are 50, 150, or 200 orbs per level, so your bundle size must be a factor of 50. Multiplayer Minimum: 10
0
0
0
0
25
0
0
Power Cell Counts

Enable Ordered Cell Counts

Reorders the Cell Count requirements for vehicle sections to be in ascending order. For example, if Fire Canyon Cell Count, Mountain Pass Cell Count, and Lava Tube Cell Count are 60, 30, and 40 respectively, they will be reordered to 30, 40, and 60.
0
25
0

Fire Canyon Cell Count

Set the number of power cells you need to cross Fire Canyon. Multiplayer Maximum: 30 Singleplayer Maximum: 34
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Mountain Pass Cell Count

Set the number of power cells you need to reach Klaww and cross Mountain Pass. Multiplayer Maximum: 60 Singleplayer Maximum: 63
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Lava Tube Cell Count

Set the number of power cells you need to cross Lava Tube. Multiplayer Maximum: 90 Singleplayer Maximum: 99
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0
Orb Trade Counts

Citizen Orb Trade Amount

The number of orbs you need to trade to citizens for a power cell (Mayor, Uncle, etc.). Along with Oracle Orb Trade Amount, this setting cannot exceed the total number of orbs in the game (2000). The equation to determine the total number of trade orbs is (9 * Citizen Trades) + (6 * Oracle Trades). Multiplayer Maximum: 120
This is a range option.

Accepted values:
Normal range: 0 - 222
0
25
0
0
0
0
0

Oracle Orb Trade Amount

The number of orbs you need to trade to the Oracles for a power cell. Along with Citizen Orb Trade Amount, this setting cannot exceed the total number of orbs in the game (2000). The equation to determine the total number of trade orbs is (9 * Citizen Trades) + (6 * Oracle Trades). Multiplayer Maximum: 150
This is a range option.

Accepted values:
Normal range: 0 - 333
0
25
0
0
0
0
0
Traps

Filler Power Cells Replaced With Traps

The number of filler power cells that will be replaced with traps. This does not affect the number of progression power cells. If this value is greater than the number of filler power cells, then they will all be replaced with traps.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Filler Orb Bundles Replaced With Traps

The number of filler orb bundles that will be replaced with traps. This does not affect the number of progression orb bundles. This only applies if "Enable Orbsanity" is set to "Per Level" or "Global." If this value is greater than the number of filler orb bundles, then they will all be replaced with traps.
This is a range option.

Accepted values:
Normal range: 0 - 2000
25
0
0
0
0
0

Trap Effect Duration

The length of time, in seconds, that a trap effect lasts.
This is a range option.

Accepted values:
Normal range: 5 - 60
0
25
0
0
0
0
0

Trap Weights

The list of traps and corresponding weights that will be randomly added to the item pool. A trap with weight 10 is twice as likely to appear as a trap with weight 5. Set a weight to 0 to prevent that trap from appearing altogether. If all weights are 0, no traps are created, overriding the values of "Filler * Replaced With Traps."
This option cannot be modified here. Please edit your .yaml file manually.
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 these items.

Start Inventory from Pool

Start with these items and don't place them in the world. 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.
 

Excluded 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.
This option cannot be modified here. Please edit your .yaml file manually.