A Hollow Knight Randomizer add-on for breakable walls.
This is a fork of the original mod by Bentechy66, which randomizes several breakable objects in the game.
Currently randomizes:
- Any wall with FSM breakable_wall_v2 or "FSM". These are labeled as "Wall", and are mostly placed in the map hiding scenes or items.
- Any wall with FSM break_floor. These are labaled as "Plank", and are mostly placed in the map as shortcut openers. They always have a wooden plank in the map.
- Any floor broken by Dive / Descending Dark in the game. These are labeled as "Dive Floor".
- Any collapsing floor, like the trap floors in Deepnest/Beast's Den. These are labeled as "Collapser".
Hitting a wall won't result in it breaking; you'll get an item instead. In order to break the wall, you'll need to find its corresponding item. If you find a wall's item but haven't collected its check yet, it will become translucent and you will be able to walk through it, but still hit it. As for collapsers, if the item's obtained, they will be hittable from below and it will break them.
There are, however, a few exceptions to the rule:
King's Pass displays a particular behaviour. Since having only the plank randomized affects logic for other objects that may not be obtainable, since for some reason logic for the right transition is always defined as available, and it currently just not being interesting enough, the King's Pass check will include both the plank and the collapsing floor, resulting in making items below the collapsing floor inaccessible without some movement or the wall item itself, while not affecting the access to Dirtmouth and thus avoiding logic problems.
This setting will include the two walls in the Hall of Gods (both leading to the Eternal Ordeal) and the infamous wall next to the Weathered Mask. Unless Godhome content is planned for the run, it's a good idea to leave the setting off.
- Enabled --> Boolean to define if the connection should be active or not.
- Each of Walls, Planks, Dive Floors and Collapsers have available:
- A boolean to set them as Enabled/Disabled.
- A Split Group they're placed into.
- A boolean that adds Additional Walls:
- This setting does nothing to Walls, Planks or Dive Floors - though it will on future releases impact Walls & Planks.
- For Collapsers, this setting places the collapsers that are immediately above spike floors in the pool.
- Godhome Walls --> Boolean to define if the 3 available Godhome walls are included or not.
- Group Walls --> Transforms all breakable items in all rooms into a single check. For groups with multiple wall types (mainly Walls + Planks or Walls + Collapsers), the vanilla objects will behave normally, and only the randomized objects will follow the group rules. (Will be refactored into grouping walls by room eventually)
- Enabled --> Boolean to define if the Wall Shop should appear or not.
- Minimum/Maximum Cost --> A range from 0 to 1, where 0 is 0% and 1 is 100% of all available wall objects. Default is 25% to 75%.
- Include In Junk Shop --> Allows the defined costs to appear as currency in More Locations' Junk Shop, regardless of if Myla's Shop is enabled or not.
- Tolerance --> A range from 0 to 1, where 0 is no tolerance and 1 is 100% of the used maximum cost. If maximum cost + tolerance should be over the total existing walls, the tolerance will automatically be capped. For reference, most mods have tolerance be a 10-25% of the maximum costs.
- ItemChanger
- MenuChanger
- Randomizer 4
- RandomizerCore
- Extra Rando: Walls are available as a Victory Condition for Extra Rando. At the moment, only the total wall count, which will include both randomized and vanilla walls, will be used.
- FStats: When enabled, a new page for diverse Wall achievements will be added, and it'll display the achievements regardless of randomization settings for them.
- More Locations: Having the mod enabled will allow for walls to be included as currency for the Junk Shop.
- RandoSettingsManager
This is but the tweaking of an already amazing existing mod. So all acknowledgements go to the original author Bentechy66, but I'd like to make a special mention to glowstonetrees for their Logic Fix injector, which resolved several logic complications the mod originally had and made its reimplementation a lot easier. Also shoutout to Roma 337 who has been collaborating with the Collapser definition, interop with Bench Rando and some other logic issues reporting.