ArkLib
A dependency that make others mod can modify gdata.json
About this mod Author’s original text
ArkLib
As a dependency that make others mod can modify gdata.json
How to use?
If you are a player, put the ArkLib.dll in plugins folder (should be Chrono Ark\x64\Master\BepInEx\plugins), other mods using this mod will contain an ArkLib folder, put it in plugins folder and replace it.
If you are a modder:
- Create a folder like this:
- YourMod.dll
- arklib_config.json
the json like this:
{
"Modname": "Yourmodname",
"UseArkLib": true
}
Put ArkLib.dll and ArklibAPI.dll in plugins folder
Then start the game once
- You can find the folder like that:
- Yourmodname-ArkLib
- YourMod.dll
- arklib_config.json
and the Yourmodname-ArkLib like that:
- Additions
- Replacements
- Statchange
- If you want to add new json to gdata.json, create a new json file in "Additions" folder, the format of the json file should be like that:
{ //start
"B_Sample": {
"_gdeType_Debuff": "Bool",
"Debuff": false,
"_gdeType_Name": "String",......
//depends on what you want to add, refer to game original gdata.json
//the path of the gdata.json is
//Chrono Ark\ChronoArk_Data\StreamingAssets\gdata.json......
},
"S_Sample2": {......
//depends on what you want to add, refer to game original gdata.json......
},......
} //end
The file name of this json file can be any, but internal json must be correct.
- If you want to replace a json which in gdata.json, put new json file in "Replacements" folder
This function is not recommended unless there are special requirements.
- If your mod have "StatChange.txt", put it in Statchange folder
About StatChange.txt, check Chrono Ark\ChronoArk_Data\StreamingAssets\Mod
- When edit is completed, open arklib_config.json, change "UseArkLib" to true to enable modify gdata function
- When the mod needs to be released, it should be that:
- Yourmodname-ArkLib
- Additions
- Replacements
- Statchange
- YourMod.dll
- arklib_config.json (correct format)
- icon.png
- manifest.json
- README.md
Make sure run the game once before upload.
- To ensure the correct dependency of mod, you can add [BepInDependency("com.DRainw.ChArkMod.ArkLib")] in your mod.dll, it is not necessary to reference ArkLib.dll in project reference.
changelog
2.2.0: Support 1.9999 version
2.1.3: bugs fixes
2.1.2: fix a bug that ArkLib could not detect changes in the mod list
2.0.0: Rewrite the folder structs
1.1.2: Bugs fixed
Manual install instructions
Manual install is the only option for 32-bit version
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: