Saves your progress at the start of each stage. You can leave run as soon as the stage started. Only 1 save file for each profile for a singleplayer. If you die, the save will be deleted.
Only the host must have this mod for it to work.
A Load
button will be active if you are host and was found suitable save file (if save file has the same set of players as in the current lobby).
Each game mode (Classic
, Eclipse
, Simulacrum
) has it's own save files, so that you can switch between game modes and not losing your progress.
To save data you need to subscribe to ProperSave.SaveFile.OnGatherSaveData
. It will be called every time the game is saved (this happens on RoR2.Stage.onStageStartGlobal
) to gather info from mods that needs to be saved. You can add any value with any key, but remember that other mods can do the same thing, so keep keys unique (maybe add a mod name in front or something).
I would suggest adding only one object per mod because the type of the object is also stored to be able to deserialize objects, and it can take a lot of space in comparison with stored value.
An object that you add in the dictionary will be serialized to JSON. Here is some info about serialization:
- Only public properties/fields will be serialized.
- You can add
[DataMember()]
attribute fromSystem.Runtime.Serialization
to specify custom name for property/field in json file. - You can add
[IgnoreDataMember]
attribute fromSystem.Runtime.Serialization
to specify that this public property/field should be ignored on serialization.
Once save file is loaded you can get data you've previously saved and apply it anytime you want. Here are some things that will help you with that:
ProperSave.Loading.IsLoading
- you can use this to check if theProperSave
is loading.ProperSave.Loading.FirstRunStage
- you can use this to check if run is starting. Is set totrue
onRoR2.Run.Start
, is set tofalse
onRoR2.Stage.onStageStartGlobal
ProperSave.Loading.OnLoadingStarted
- event, fired whenIsLoading
set to true (this happens after save file is loaded into memory, before run started).ProperSave.Loading.OnLoadingEnded
- event, fired whenIsLoading
set to false (this happens afterRoR2.TeamManager.Start
because this is the last step of loading process).ProperSave.Loading.CurrentSave
- current save file, you can access it afterOnLoadingStarted
. Will be overwritten every time game is saved.CurrentSave.GetModdedData<Type>("")
- use this method to get data that you've saved.ProperSave.Data
- under this namespace you can find classes used to save some of vanilla data.
I tried to save all necessary data so that when you load the game would continue as it should have been without saving.
- Minions would respawn at different positions each time you load the same save file. It's not big of an issue, and there is nothing I can do about it.
- I've not tested this mod much with achievements unlocking, but for most, if not all cases, it should be working as intended.
2.8.9
- Fixed an issue where broken save would prevent you from starting
Simulacrum
run (maybeEclipse
too?)
2.8.8
- Fixed an issue where loading a save would load minions inventory too early resulting in adding extra hidden items (e.g.
EquipmentDrone
was givenBoostEquipmentRecharge
)
2.8.7
- Fixed an issue where having
ProperSave
,EphemeralCoins
,BiggerBazaar
,Risky_Artifacts
andEnforcer
would result in a cyclic dependency, which meant that no mods were loaded at all.
2.8.6
- Fixed an issue where the mod wouldn't work correctly for
EpicGames
users.
2.8.5
- Added Simplified Chinese localization, thanks
mchobbylong
for providing translation.
2.8.4
- Added check for loaded content. Now you will see a message in save description if the game content is different from what it has been during save. You can still load that save, it's more like a warning that something might go wrong but not necessarily will.
- Fixed an issue where
Benthic Bloom
would transform items differently when you load a run vs when you got to the stage if you were playing on any difficulty other thanRainstorm
.
2.8.3
- Added French localization, thanks
ClEeVEeRYT
for providing translation.
2.8.2
- Fixed an issue where
Benthic Bloom
would be activated twice when you load the game. - Storing
Benthic Bloom
rng, so that the same items would be converted when you load a save. - Fixed a type in
ProperSave.SaveFile.OnGatherSaveData
event name. - Added more checks so the old broken saves wouldn't cause issues in lobby.
2.8.1
- Fixed an issue where loading a run right after launching the game would result in incorrect prices for chest, terminals, etc.
- Fixed an issue where info about disconnected players wouldn't be saved resulting in, essentially, lost runs for multiplayer with friends
2.8.0
- Fixes for
Survivors of the Void
update. Simulacrum
support
2.7.0
- Remove r2api dependency
2.6.1
- Fixed time display in lobby save info.
2.6.0
- Added tooltip with short save info when hower over
Load
button or hold load button on a gamepad.
2.5.3
- Added text to a quit confirmation dialog which informs you when the game was saved last time.
- Updated chat message, now it includes a stage name at which the game was saved.
2.5.2
- Fixed an issue where the mod was trying to save while being a client in a multiplayer game.
2.5.1
- Fixed an issue where after loading Monsoon run you sometimes didn't get mastery skin.
2.5.0
- Added mods support. Now any other dev can add data they want to be saved from their mods.
- A lot of refactoring.
2.4.5
- Fixed
StartingItemsGUI
support. Hopefully, this is the last time. ThanksPhedg1
for making changes toStartingItemsGUI
that will make my mod support last longer.
2.4.4
- Fixed
StartingItemsGUI
support.
2.4.3
- Fixed an issue where the game would be saved in the ending cutscene and you could load in it if you restart the game.
2.4.2
- Changed artifacts saving. Now they are saved at the start of the stage (previously they were saved at the start of the run).
2.4.1
- Fixed
StartingItemsGUI
support.
2.4.0
- Updated for
1.0.1.1
version. Old saves are not compatible with new version!
2.3.2
- Fixed
StartingItemsGUI
support. (This time for real)
2.3.1
- Fixed
TemporaryLunarCoins
support. - Fixed
StartingItemsGUI
support.
2.3.0
- Added
ShareSuite
support. (No longer reseting gold to 0 when loading run). - Added
BiggerBazaar
support.
2.2.2
- Fixed
Load
button being active when returned to lobby after death.
2.2.1
- Updated langauge stuff
2.2.0
- Updated for
RoR2
release. - Removed
Continue
button from the main menu (for game modes support). - Game modes support.
2.1.1
- Fixed a bug: when entering the lobby when using a gamepad is causing the lobby glitches.
2.1.0
- Added
StartingItemsGUI
support. (Items adding disabled while loading the game). Requested byThunderer1101
on GitHub.
2.0.0
- Changed save files structure, because of that, old version saves would be ignored, so consider end saved runs before updating.
- Added multiplayer support.
- Fixed an issue with
lockbox
fromRusted key
not spawned when loading game. - Saving some artifacts info for consistent gameplay.
- Fixed an issue for characters added by mods, when their loadouts weren't saved.
- Some minor fixes
1.1.0
- Added
TemporaryLunarCoins
mod support. When loading game lunar coins will be restored.
1.0.1
- Fixed crash when the mod was installed using mod managers.
- Saving lunar coins drop chance.
1.0.0
- Mod release.