Board Thread:Wikia Discussion/@comment-1820055-20150419170046

Since Spring 2014, filenames changed from IDs into some gibberish code like. With this we can't just do a quick guess and directly download a character CG after an update. We'll need to do a bit more dirty work.

It starts with, the first API called when you open the game. We need to get the response body, usually via Browser DevTools on Network tab. My current script downloads this automatically by doing a "synthetic" / "fake" API call to the server using an alt account. Thus, no need to wait for DMM or API links to work. The moment the server goes up, the fake call can get its response.

The response body is JSON-encoded that we can easily parse. Make sure to remove  at the beginning of the text. It is a large object containing.

Inside the api_data, contains most of the in-game data to be used by the flash client, including ship list, equipment list, map list, expedition list, etc etc...

Both of these are arrays of objects
 * The ship info is inside
 * and the SWF filenames are inside

On each element of the array (object), there's a field

both  and   have an ID and corresponds to each other which means
 * (Mutsuki Info)
 * (Mutsuki CG)

Inside the, there is a field. That should be the SWF filename.

So Mutsuki's SWF filename is: which should look like

Then just prepend any server's base URL:

which in the end becomes:
 * http://125.6.184.15/kcs/resources/swf/ships/snohitatusbk.swf?VERSION=1 