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Version 0.5.6a
- added persistent chests / stashes - refactoring of entities - updated docs
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Data/Scripts/Util/arc_constants.lua

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--- This file contains constants related to the modification.
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---
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architect_version = '0.5.5a_test'
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architect_version = '0.5.6a_test'
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docs/guide.md

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There is a documentation for all of them in <editor>/tools/luadoc.
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## Entities
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An entity is an object within the scene (the player, a single plant, the horse - everything is an entity).
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The built-in entities are stored at:
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- KingdomComeDeliverance\Data\Scripts.pak\Entities\
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- KingdomComeDeliverance\Data\Scripts.pak\Scripts\Entities\
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### Create a new entity
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Two define an entity two things are needed:
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- a *.ent file, which maps the entity name with a lua script
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- a *.lua file, which contains the executing logic of that entity
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Create *.ent file in Entities/TestEntity.lua
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Create *.ent file in KingdomComeDeliverance\Mods\<yourModFolder>\Entities\
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```
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<Entity
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Name="TestEntity"
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## Misc.
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-- Use inbuilt methods
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-- Convert vector with n components to human readable string / pretty print
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-- Convert vector with 3 components to human readable string / pretty print \
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System.LogAlways("Located at: " .. Vec2Str(player:GetPos()}))
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-- Make the player fall
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-- Make the player fall \
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player.actor:Fall({1,1,1})
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-- Makes the actor grab on a ladder
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-- Makes the actor grab on a ladder \
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Human.GrabOnLadder(ScriptHandle ladderId);
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-- Get current amount of money by player
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-- Get current amount of money by player \
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player.inventory:GetMoney()
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-- Add or remove money to the players inventory, works with negative value and includes and ui
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-- Add or remove money to the players inventory, works with negative value and includes and ui \
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AddMoneyToInventory(player,amount)
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-- Save the game
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-- Save the game \
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Game.SaveGameViaResting()
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-- Activate frost overlay
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-- Activate frost overlay \
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System.SetScreenFx("ScreenFrost_Amount", 1);
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-- Show information about the player
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#dump(player)
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#dump(player.actor)
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#dump(player.soul)
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#dump(player == System.GetEntityByName("dude") => entity?)
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look into this for player manipulation:
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file:///C:/dev/Steam/steamapps/common/KingdomComeDeliverance/Tools/luadoc/luadoc/C_ScriptBindSoul.html
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-- Show information about the player \
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dump(player) \
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dump(player.actor) \
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dump(player.soul) \
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dump(player == System.GetEntityByName("dude") => entity?) \
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Take a look into the following files for player manipulation:
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- KingdomComeDeliverance/Tools/luadoc/luadoc/C_ScriptBindSoul.html
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- KingdomComeDeliverance/Tools/luadoc/luadoc/C_ScriptBindGameRules__AddMinimapEntity@IFunctionHandler__@ScriptHandle@int@float.html
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- KingdomComeDeliverance/Tools/luadoc/luadoc/C_ScriptBindGameRules__AddObjective@IFunctionHandler__@int@char__@int@ScriptHandle.html
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file:///C:/dev/Steam/steamapps/common/KingdomComeDeliverance/Tools/luadoc/luadoc/C_ScriptBindGameRules__AddMinimapEntity@IFunctionHandler__@ScriptHandle@int@float.html
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file:///C:/dev/Steam/steamapps/common/KingdomComeDeliverance/Tools/luadoc/luadoc/C_ScriptBindGameRules__AddObjective@IFunctionHandler__@int@char__@int@ScriptHandle.html
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-- Enables the black bars used for movie sequences
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Enables the black bars used for movie sequences \
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wh_ui_ShowRatioStrips = 0 / 1
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Enables / disables the hud \
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wh_ui_ShowHud = 0 / 1
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Toggles fullscreen-mode \
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r_Fullscreen = 0 / 1
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### Key-Handling
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See the crytek documentation for [Setting up controls and action maps](https://docs.cryengine.com/display/CEPROG/Setting+Up+Controls+and+Action+Maps)
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1.) Create a function
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function testEcho()
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System.LogAlways("Hello World!")
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end
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1.) Create a function \
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function testEcho() System.LogAlways("Hello World!") end
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2.) Add a command to the console
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2.) Add a command to the console \
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System.AddCCommand('testEcho', 'testEcho()', "testEcho!")
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3.) Bind the key (page down) to method testEcho
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3.) Bind the key (page down) to method testEcho \
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System.ExecuteCommand("bind 'pgdn' testEcho")

docs/index.md

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# Welcome!
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This project introduces new features and mechanics to [kingdom come deliverance](https://www.kingdomcomerpg.com/) like a construction-system,
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a resource-system, a basic crafting-system, town management, etc.
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This project introduces new features and mechanics to [kingdom come deliverance](https://www.kingdomcomerpg.com/) \
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If you enjoy this mod send me your [screenshots / videos](https://www.nexusmods.com/kingdomcomedeliverance/mods/958?tab=images) or maybe [buy me a cup of coffee](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=PMULUFGTQFAJA&source=url) - thanks to all of you! \
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If you are interested in modding KC:D checkout the [guide](https://benjaminfoo.github.io/Architect/guide).
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This means that the player can create and spawn constructions - this ranges from simple props to flora & fauna,
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vegetation, houses, walls, towers, tents, chairs, benches, beds, etc. almost anywhere in the world. Its also possible to build
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custom constructions like wood-, stone-, coal-, ... -generators which produce resources or items over time.
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##### If you enjoy this mod send me your [screenshots / videos](https://www.nexusmods.com/kingdomcomedeliverance/mods/958?tab=images) or maybe [buy me a cup of coffee](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=PMULUFGTQFAJA&source=url) - thanks to all of you!
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<br>
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## Features
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**Note**
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Make a backup of your saved games - there is no new save required.
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There are no DLCs required to use this mod.
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- construction-system - spawn constructions anywhere in the scene - this includes vegetation, structures, furniture, etc.
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- resource-system - some constructions generate resources (generators), some constructions require resources to be build
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- crafting-system - craft arrows, cook all the things
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- base management - manage your base like a boss
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- chests - manage your items
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- ...
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##### Thanks to [Warhorse Studios](https://warhorsestudios.cz) for developing and realizing this beautiful game and the modding sdk!
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<br>
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<br>
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## Credits & Thanks
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Thanks to [Warhorse Studios](https://warhorsestudios.cz) for developing and realizing this beautiful game and the modding sdk!
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Also thanks to [sexybiscuit](https://www.youtube.com/channel/UCvpxkCUky0wN5e0DNf_YZCQ) for creating the great videos on how to use and install the modification!
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Thanks to [Warhorse Studios](https://warhorsestudios.cz) for developing KC:D \
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Thanks to [sexybiscuit](https://www.youtube.com/channel/UCvpxkCUky0wN5e0DNf_YZCQ) for creating the great videos on how to use and install the modification!
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Thanks to the [Cheat Mod](https://www.nexusmods.com/kingdomcomedeliverance/mods/106) and [Sim's Camping Mod](https://www.nexusmods.com/kingdomcomedeliverance/mods/881) for being a great modders resources.
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This page uses [bootstrap 4](https://getbootstrap.com/) and was generated with [jekyll](https://jekyllrb.com/docs/plugins/generators/).

mod.manifest

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<kcd_mod>
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<info>
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<name>architect</name>
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<description>Adds base-building elements to the game.</description>
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<description>A modification which introduces base-building features and other mechanics to Kingdom Come Deliverance.</description>
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<author>Benjamin Foo</author>
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<version>0.5.5a</version>
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<version>0.5.6a</version>
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<created_on></created_on>
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<dependencies>
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</dependencies>

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