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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 2. {count (int), type (str)}. Currently, the only types are Emerald
and Gold
.
customized
bool: Unsure about this one.
difficulties
{key}: 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}: I'm unsure about this one, but the one key announcedUnlockedContent
takes a [str].
Possible values (incomplete?):
-
EndlessStruggle
, HyperMission
finishedObjectiveTags
[key]: Not sure on this one either, might have been for some scrapped achievements? There are two keys, Objective_RescuedVillager
and cannot-attach-projectiles
. Both of these take an int for values.