Mod the Ark
A tool for Chronoark mods
模組介紹 作者原文
ModtheArk
A tool for Chronoark mods
For Player
Put the ModtheArk.dll in Chrono Ark\x64\Master\BepInEx\plugins folder.
How to check a simple Mod Character Skill Encyclopedia: press Tab in the Field and click the name of the character after expanding his/her full image
For Modder
This is a tool to:
1.Load Unity AssetBundle files
2.Load.png pictures
3.Load.dll assemblies( and new Types)
4.Play AudioClips loaded from AssetBundles(at game volume)
5.Fix the bug about List that if you don't have strings in.csv files,you will load nothing from gdata.json
6.Check a simple Mod Character Skill Encyclopedia(press Tab in the Field and click the name of the character after expanding his/her full image)
7.Load Moded gdata.json including
① Buff icons
② Skill images(3 image for 1 Skill)
③ Charator face and battle GameObject images
④ Charator Passive icon,collection cover images
⑤ Enemy battle GameObject images and collection cover images
⑥ Item icons (except for Scrolls)
⑦ Event Images
⑧ SkillExtended Icon
Before you start modding
1.Create a folder with arklib_config.json
{
"Modname": "Yourmodname",
"UseModtheArk": true
}
Put ModtheArk.dll and ArklibAPI.dll in plugins folder Then start the game once.
2.You can find your folder contains:
- Yourmodname-ModtheArk
- arklib_config.json
You can put your.asset,.png or.dll files(see LoadAsset,LoadPNG,LoadType) in Yourmodname-ModtheArk folder, and ModtheArk will read them all.
- When you start to make your mod, you may need to LoadAsset,LoadPNG,LoadType through a filepath
The filepath is the path of your file that begins with Yourmodname-ModtheArk\...
eg: the filepath of Chrono Ark\x64\Master\BepInEx\plugins\mydir\Yourmodname-ModtheArk\mydir2\myassetbundle.asset is
"Yourmodname-ModtheArk\\mydir2\\myassetbundle.asset"
- When the mod needs to be released, it should be that:
- Yourmodname-ModtheArk
- arklib_config.json
- icon.png
- manifest.json
- README.md
LoadAsset
1.You can put Unity AssetBundle under Yourmodname-ModtheArk folder
2.There must be.asset at the end of your AssetBundle filename.
3.You can use LoadAsset.LoadAsset.moded_asset to get the Dictionary. ModtheArk Will read AssetBundle into this Dictionary when game starts.
The Keys are filepath of.asset(See:Before you start modding)
4.You can use the Method static public T LoadFromAsset(string key) where T: UnityEngine.Object in LoadAsset.LoadAsset class to get your Object.
the key is AssetObjectKey, which is in a format of AssetBundle+filepath:ObjectPath
4.Please Use Unity of version 2018.4.32f1 to make AssetBundles. You Can download it from
5.if the filepath of your.asset file is Yourmodname-ModtheArk\\yourmodname-modtheark.asset, it will be read as the Default AssetBundle.
If one Object in your Default AssetBundle have a path of the format "Assets\\Yourmodname-ModtheArk\\somepath", it's AssetObjectKey will have a simple form of Yourmodname-ModtheArk\\somepath.
LoadPNG
You can put.png files under Yourmodname-ModtheArk folder
the ImagePath in the following texts means
1.the filepath of.png files (See:Before you start modding)
2.a string in the format of "GameResource+A+B+C" to read the ChronoArk picture in GDEDataManager.GDEResourcesData.Schemas["A"]["B"]["C"]
3.AssetObjectKey
You can directly load.png file through gdata.json (see About gdata.json). The following is for modders who want to LoadPNG manually in their mods.
All functions below have a namespace LoadPNG and a classname LoadPNG.
Everything you do to the returned pictures of these functions will change them forever.(until you restart the game)
1.public static Texture2D ModTexture2D(string ImagePath)
2.public static Sprite ModSprite(string ImagePath)
LoadType
1.You can put your.dll file under Yourmodname-ModtheArk folder, the Assembly name (not.dll filename) should not contain characters except for alphanumeric characters and the underscore _.
2.There must be NewType.dl
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
- 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
- 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。
不同模組的安裝位置差異較大,包內說明是最可靠的依據。
下面這些內容需要先安裝,否則該模組不會生效: