

As a dependency that make others mod can modify gdata.json
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:
Put the ArkLib.dll in plugins folder, and then run the game once, then you will see a folder named "Sample" at Chrono Ark\x64\Master\BepInEx\plugins\ArkLib (if the Sample folder already exists, ignore this step)
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 ArkLib\Sample\Additions\statchange
About StatChange.txt, check Chrono Ark\ChronoArk_Data\StreamingAssets\Mod
When edit is completed, open ArkLib\Sample\config.json , change "UseLib" to true to enable modify gdata function, change "Modname" to your mod's name (optional), don't change "Hash" key and its value, then rename the Sample folder to your mod's name.
The ArkLib\_data folder is the cache of the plug-in runtime. Do not modify or delete it. When mod is released, the "_data" folder should not be included.
When the mod needs to be released, it should be that: In plugins folder: Mod.dll, ArkLib folder; In ArkLib folder: Modname folder; In Modname folder: include Additions and Replacements folders, include config.json and its format is correct.
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.