TeamHam-Mod_the_Ark icon

Mod the Ark

A tool for Chronoark mods

Last updated a year ago
Total downloads 1769
Total rating 1 
Categories Tools
Dependency string TeamHam-Mod_the_Ark-10.1.2
Dependants 5 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_Chrono_Ark-5.4.21 icon
BepInEx-BepInExPack_Chrono_Ark

BepInEx pack for Chrono Ark (64 bit). Preconfigured and ready to use.

Preferred version: 5.4.21
TeamCrop-DBPatch-1.2.1 icon
TeamCrop-DBPatch

Rewrite LanguageDB file to support localization of mod.

Preferred version: 1.2.1

README

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<string> 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.

  1. 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"

  1. 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<string, AssetBundle>. 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<T>(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 https://unity3d.com/get-unity/download/archive

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.dll at the end of your assembly filename. &in your filename will be ignored.

3.You can write strings in the format above in gdata.json,to induce ChronoArk to read your class

eg:

{		
    "SomeSkill": {
            ......
           "SkillExtended": [
           \\& in filename will be ignored
          "Moded+Yourmodname-ModtheArk\\mydir2\\mydll&NewType.dll+SHAPHON.S_MyChar_0"
          ],
       	    ......

                }
}		

This .json means a Skill called "SomeSkill" will have a SkillExtended of class SHAPHON.S_MyChar_0 written in Chrono Ark\x64\Master\BepInEx\plugins\NoMatterWhatItNames\Yourmodname-ModtheArk\mydir2\mydllNewType.dll

Buff,Passive,Potions,... Other classes mentioned in gata.json can also be written in this way.

ModtheAudio

1.You first need to load AudioClips through AssetBundles

2.You can use MasterAudio.PlaySound(string AudioName) to play audios (and other MasterAudio functions is the similar)

3.AudioName is in the format of "key of AssetBundle"+":"+"path of AudioClip in AssetBundle"

4.You can use functions under SHAPHON.ModtheAudio to do some easy works

public static void ChangeLoop(string AudioName,bool loop) to make the audio loop(or not)

public static void ChangeGroupBus(string AudioName,string NewBusName)to change audio into different Buses like "BattleBGM" and FieldBGM.

5.Some of the MasterAudio functions cannot be used directly because of the bug on System.Action, please rewrite it if you really need it.

6.This mod may be related to the .Net FrameWork versions. If you use other version, please check whether this mod can be used.

About gdata.json

This mod may become more useful if you use ArkLib at the same time.

If you don't know what ImagePath is, see LoadPNG. "Here is ImagePath" should be all replaced by ImagePath.Some of the Image has a default value in ChronoArk.

Every .json means what you should add to gdata.json. Do not delete the useless part of the original gdata format.

eg: "Icon":"" is nessary although you have "_Icon_Moded_Path": "Here is ImagePath"

Is "_gdeType_..." actually used in ChronoArk? I am not sure.

new for ModtheArk 10.0.0: you can directly write your ImagePath at where the developer write!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

GameObject

when "_gdeType_xxxxxx": "GameObject" appears in the original gdata.json, the game will call the Method Resources.Load<GameObject>(...) to get the GameObject from game resources. Now, the game can get GameObjects from your AssetBundle if you write AssetObjectKey in the same place.

Buff

{		
    "SomeSkill": {
            ......
          "Moded": true,
  
       	    ......

                }
}	

Enemy

{		
    "SomeEnemy": {
            ......
          "Moded": true,
          "_gdeType_Moded": "Bool",
  
       	    ......

                }
}	

Skill

{		
    "SomeSkill": {
            .....
        "Moded": true,
        "_gdeType_Moded": "Bool",
        //The .png must have the same size and shape with ChronoArk Skills.
        //Please use AssetStudio to check it.
            ......


  }
}	

Charactor

{		
    "SomeCharactor": {
            .....
        "Moded": true,

        //if you use ModtheArk to create BattleChar or FaceOriginChar, the original one will be covered, even if the original one is a GameObject you create yourself using Unity;

        //BattleChar means the image you see when you choose your team at the begining of game or when you press Tab during the game.
        //Here are 3 parameters to change the position and size of image
        //Maybe in some place of the game, only `Max-Min` will be actually used
        "_Image_BattleChar_Path": "Here is ImagePath",
        "_gdeType_Image_BattleChar_Path": "String",
        "_gdeType_Image_BattleChar_offsetMax": "Vector2",
        "_Image_BattleChar_offsetMax": {
          "x": 461,
          "y": 84
        },
        "_gdeType_Image_BattleChar_offsetMin": "Vector2",
        "_Image_BattleChar_offsetMin": {
          "x": -520,
          "y": -1394
        },
        "_gdeType_Image_BattleChar_pivot": "Vector2",
        "_Image_BattleChar_pivot": {
          "x": 0.4,
          "y": 0.9
        },
        //FaceOriginChar means the image you see in the left of the Skill button, in the Collection ,at the bottom of your screen during the game and not in the battle ,in the little rectangle when you choose new team members.
        "_Image_FaceOriginChar_Path": "Here is ImagePath",
        "_gdeType_Image_FaceOriginChar_Path": "String",
        "_gdeType_Image_FaceOriginChar_offsetMax": "Vector2",
        "_Image_FaceOriginChar_offsetMax": {
          "x": 375,
          "y": 241
        },
        "_gdeType_Image_FaceOriginChar_offsetMin": "Vector2",
        "_Image_FaceOriginChar_offsetMin": {
          "x": -375,
          "y": -1179
        },
        "_gdeType_Image_FaceOriginChar_pivot": "Vector2",
        "_Image_FaceOriginChar_pivot": {
          "x": 0.5,
          "y": 0.85
        },
            ......
        //Something irrelevant to ModtheArk
        //In order to make sure the game won't be destroyed when your charactor is controlled by the 
boss PharosLeader. Please ensure you have "Text_PharosLeader" like this(A 3 string list. The string can be either empty or not):
        "Text_PharosLeader": [
          "",
          "",
          ""
        ]
  }
}	

Event

{		
    "SomeRandomEvent": {
            .....
        "Moded": "true",
            ......

  }
}	

Item

{		
    "SomeItem": {
            .....
        "Moded": true,
            ......

  }
}	

SkillExtended

{		
    "SomeSkillExtended": {
            .....
        "Moded": true,
            ......

  }
}	

SpecialRule

{		
    "The AssemblyQualifiedName of your Type": {
            .....
        "Moded": true,
            ......

  }
}	

CurseList(EquipCurse)

{		
    "your CurseList": {
            .....
        "Moded": true,
        "ModedClassName": "Moded+dllfilepath+namespace.classname",
            ......

  }
}	

Change String List in gdata.json(Example)

{
  "Image_Scrolls_Add_test2": {
    "TargetMainKey": "Image_Scrolls",
    "TargetKey": "Sprites",
    "MyList": [ "123123111", "456456111", "789789111" ],
    "AutoAdd": false,
    "_gdeSchema": "ModGdataListHelper"
  },
  "Image_Scrolls_Remove_test2": {
    "TargetMainKey": "Image_Scrolls",
    "TargetKey": "Sprites",
    "MyList": [
      "Image/Scrolls/item_scroll_03",
      "Image/Scrolls/item_scroll_06",
      "Image/Scrolls/item_scroll_09"
    ],
    "AutoRemove": false,
    "_gdeSchema": "ModGdataListHelper"
  }

}