You will need to have BepInExPack and R2API installed before you can use other mods.
Saves your progress at the start of the stage so you can load later
|Last updated||a month ago|
|Dependants||26 other mods depend on this mod|
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.
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 (for now
Eclipse) 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.OnGatgherSaveData. 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:
System.Runtime.Serializationto specify custom name for property/field in json file.
System.Runtime.Serializationto 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 the
ProperSave.Loading.FirstRunStage- you can use this to check if run is starting. Is set to
RoR2.Run.Start, is set to
ProperSave.Loading.OnLoadingStarted- event, fired when
IsLoadingset to true (this happens after save file is loaded into memory, before run started).
ProperSave.Loading.OnLoadingEnded- event, fired when
IsLoadingset to false (this happens after
RoR2.TeamManager.Startbecause this is the last step of loading process).
ProperSave.Loading.CurrentSave- current save file, you can access it after
OnLoadingStarted. 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.
StartingItemsGUIsupport. Hopefully, this is the last time. Thanks
Phedg1for making changes to
StartingItemsGUIthat will make my mod support last longer.
188.8.131.52version. Old saves are not compatible with new version!
StartingItemsGUIsupport. (This time for real)
ShareSuitesupport. (No longer reseting gold to 0 when loading run).
Loadbutton being active when returned to lobby after death.
Continuebutton from the main menu (for game modes support).
StartingItemsGUIsupport. (Items adding disabled while loading the game). Requested by
Rusted keynot spawned when loading game.
TemporaryLunarCoinsmod support. When loading game lunar coins will be restored.
Please note that the install buttons only work if you have compatible client software installed. Otherwise use the zip download links instead.
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