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Savefile Layout
This page will talk about how the savefile is laid out, and what each tag does.
The savefile starts with an {
and ends with an }
.
Format : tag
(parameters: [] array, {} object, int
integer, str
string, bool
boolean, key
JSON key)
bonus_prerequisites
[str]: An array of strings that tell which hidden missions are unlocked.
Possible values (incomplete, please help out if you can):
- "creepycrypt",
- "soggycave",
- "mooshroomisland",
- "bamboobluff",
- "lowertemple",
- "underhalls",
- "lostsettlement"
clone
bool: Tells if the file is a copy of another.
cosmetics
[{}]: An array of objects {id (str), type (str)} that tell what cosmetics the player has on.
Possible ID and Types (incomplete):
- {ArcticFox, Pet},
- {SinisterCape, Cape}
cosmeticsEverEquipped
[str]: An array of strings that tell what cosmetics the player has equipped at least once (just uses the ID, not the type).
creationDate
str: Presumably the date the file was created. Must have been added after release, since mine is blank.
currency
[{}]: An array of all the currencies, currently 3. {count (int), type (str)}. Currently, the only types are Emerald
, Gold
, and EyeOfEnder
.
customized
bool: Unsure about this one.
difficulties
{key (3)}: There are 3 keys for this object: announced
, selected
, and unlocked
. The announced is referring to the in-game pop-up when you unlock a new difficulty.
endGameContentProgress
{key (1)}: I'm unsure about this one, but the one key announcedUnlockedContent
takes a [str].
Possible values (incomplete?):
-
EndlessStruggle
, -
HyperMission
, EmergentDifficulty
finishedObjectiveTags
[key]: Not sure on this one either, might have been for some scrapped achievements? There are three keys, Objective_RescuedVillager
, LovikaDecorActor
, and cannot-attach-projectiles
. All of these take an int for values.
items
[{}]: An array of objects, this is the player's inventory. The first three are your equipped gear and the next 3 are your artifacts. The format of items is detailed in another article.
itemsFound
[str]: Pretty self-explanatory. An array of item names that tell what items the player has picked up at least once.
legendaryStatus
(int): Not sure about this one, but my value is 0.
lobbychest_progress
{key (9)}: Each key denotes a lobby chest, each key also takes an object as its value. The objects' only key is unlockedTimes
which takes an int for a value.
mapUIState
{}: This object give details about the current state of the level selection map including: the positon of the camera, selected difficulty, last selected mission, selected realm, and the selected threat level.