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OakSave.proto
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syntax = "proto3";
package OakSave;
import "OakShared.proto";
message PlayerClassSaveGameData {
string player_class_path = 1;
uint32 dlc_package_id = 2;
}
message ResourcePoolSavegameData {
float amount = 1;
string resource_path = 2;
}
message RegionSaveGameData {
int32 game_stage = 1;
int32 play_through_idx = 2;
string region_path = 3;
uint32 dlc_package_id = 4;
}
message InventoryBalanceStateInitializationData {
int32 game_stage = 1;
string inventory_data = 2;
string inventory_balance_data = 3;
string manufacturer_data = 4;
repeated string part_list = 5;
repeated string generic_part_list = 6;
bytes additional_data = 7;
repeated string customization_part_list = 8;
}
message OakInventoryItemSaveGameData {
bytes item_serial_number = 1;
int32 pickup_order_index = 2;
int32 flags = 3;
string weapon_skin_path = 4;
InventoryBalanceStateInitializationData development_save_data = 5;
}
message EquippedInventorySaveGameData {
int32 inventory_list_index = 1;
bool enabled = 2;
string slot_data_path = 3;
string trinket_data_path = 4;
}
message OakAbilityTreeItemSaveGameData {
string item_asset_path = 1;
int32 points = 2;
int32 max_points = 3;
int32 tree_identifier = 4;
}
message OakAbilitySlotSaveGameData {
string ability_class_path = 1;
string slot_asset_path = 2;
}
message OakActionAbilityAugmentSaveGameData {
string action_ability_class_path = 1;
string slot_asset_path = 2;
string augment_asset_path = 3;
}
message OakActionAbilityAugmentConfigurationSaveGameData {
string ability_class_path = 1;
string augment_asset_path = 2;
string mod_slot_asset_path = 3;
string mod_asset_path = 4;
}
message OakPlayerAbilitySaveGameData {
int32 ability_points = 1;
repeated OakAbilityTreeItemSaveGameData tree_item_list = 2;
repeated OakAbilitySlotSaveGameData ability_slot_list = 3;
repeated OakActionAbilityAugmentSaveGameData augment_slot_list = 4;
repeated OakActionAbilityAugmentConfigurationSaveGameData augment_configuration_list = 5;
int32 tree_grade = 6;
}
message MissionStatusPlayerSaveGameData {
enum MissionState {
MS_NotStarted = 0;
MS_Active = 1;
MS_Complete = 2;
MS_Failed = 3;
MS_Unknown = 4;
}
MissionState status = 1;
bool has_been_viewed_in_log = 2;
repeated int32 objectives_progress = 3;
string mission_class_path = 4;
string active_objective_set_path = 5;
uint32 dlc_package_id = 6;
bool kickoff_played = 7;
uint32 league_instance = 8;
}
message MissionPlaythroughSaveGameData {
repeated MissionStatusPlayerSaveGameData mission_list = 1;
string tracked_mission_class_path = 2;
}
message ActiveFastTravelSaveData {
string active_travel_station_name = 1;
bool blacklisted = 2;
}
message PlaythroughActiveFastTravelSaveData {
repeated ActiveFastTravelSaveData active_travel_stations = 1;
}
message DiscoveredAreaInfo {
string discovered_area_name = 1;
uint32 discovered_playthroughs = 2;
}
message DiscoveredLevelInfo {
string discovered_level_name = 1;
uint32 discovered_playthroughs = 3;
repeated DiscoveredAreaInfo discovered_area_info = 4;
}
message DiscoveredPlanetInfo {
string discovered_planet = 1;
bool is_new_planet = 2;
}
message DiscoverySaveData {
repeated DiscoveredLevelInfo discovered_level_info = 1;
}
message VehicleUnlockedSaveGameData {
string asset_path = 1;
bool just_unlocked = 2;
}
message OakCARMenuVehicleConfigSaveData {
string loadout_save_name = 1;
string body_asset_path = 2;
string wheel_asset_path = 3;
string armor_asset_path = 4;
string core_mod_asset_path = 5;
string gunner_weapon_asset_path = 6;
string driver_weapon_asset_path = 7;
string ornament_asset_path = 8;
string material_decal_asset_path = 9;
string material_asset_path = 10;
int32 color_index_1 = 11;
int32 color_index_2 = 12;
int32 color_index_3 = 13;
}
message CustomPlayerColorSaveGameData {
string color_parameter = 1;
Vec3 applied_color = 2;
Vec3 split_color = 3;
bool use_default_color = 4;
bool use_default_split_color = 5;
}
message GuardianRankSaveGameData {
int32 guardian_rank = 1;
int32 guardian_experience = 2;
}
message GuardianRankRewardCharacterSaveGameData {
int32 num_tokens = 1;
bool is_enabled = 2;
string reward_data_path = 3;
}
message GuardianRankPerkCharacterSaveGameData {
bool is_enabled = 1;
string perk_data_path = 2;
}
message GuardianRankCharacterSaveGameData {
int32 guardian_available_tokens = 1;
int32 guardian_rank = 2;
int32 guardian_experience = 3;
repeated GuardianRankRewardCharacterSaveGameData rank_rewards = 4;
repeated GuardianRankPerkCharacterSaveGameData rank_perks = 5;
int32 guardian_reward_random_seed = 6;
int64 new_guardian_experience = 7;
bool is_rank_system_enabled = 8;
}
message CrewQuartersDecorationSaveData {
int32 decoration_index = 1;
string decoration_data_path = 2;
}
message CrewQuartersSaveData {
int32 preferred_room_assignment = 1;
repeated CrewQuartersDecorationSaveData decorations = 2;
string room_data_path = 3;
}
message CrewQuartersGunRackItemSaveData {
bytes encrypted_serial_number = 1;
string slot_asset_path = 2;
InventoryBalanceStateInitializationData development_save_data = 3;
}
message CrewQuartersGunRackSaveData {
repeated CrewQuartersGunRackItemSaveData rack_save_data = 1;
}
message EchoLogSaveGameData {
bool has_been_seen_in_log = 1;
string echo_log_path = 2;
}
message MapIDData {
uint32 zone_name_id = 1;
uint32 map_name_id = 2;
}
message GameStateSaveData {
MapIDData last_traveled_map_id = 1;
int32 mayhem_level = 2;
int32 mayhem_random_seed = 3;
}
message ChallengeCategoryProgressSaveData {
bytes category_progress = 1;
}
message OakPlayerCharacterAugmentSaveGameData {
string slot_asset_path = 1;
string augment_asset_path = 2;
}
message OakPlayerCharacterSlotSaveGameData {
repeated OakPlayerCharacterAugmentSaveGameData augment_slot_list = 1;
}
message UITrackingSaveGameData {
bool has_seen_skill_menu_unlock = 1;
bool has_seen_guardian_rank_menu_unlock = 2;
bool has_seen_echo_boot_ammo_bar = 3;
bool has_seen_echo_boot_shield_bar = 4;
bool has_seen_echo_boot_grenades = 5;
int32 highest_thvm_breadcrumb_seen = 6;
repeated string inventory_slot_unlocks_seen = 7;
int32 saved_spin_offset = 8;
}
message PlanetCycleInfo {
string planet_name = 1;
float cycle_length = 2;
float last_cached_time = 3;
}
message TimeOfDaySaveGameData {
repeated PlanetCycleInfo planet_cycle_info = 1;
string planet_cycle = 2;
}
message LevelPersistence_Actor_SaveGameData {
string actor_name = 1;
int32 timer_remaining = 2;
}
message LevelPersistence_Level_SaveGameData {
string level_name = 1;
repeated LevelPersistence_Actor_SaveGameData saved_actors = 2;
}
message GbxZoneMapFODSavedLevelData {
string level_name = 1;
uint32 fod_texture_size = 2;
uint32 num_chunks = 3;
float discovery_percentage = 4;
uint32 data_state = 5;
uint32 data_revision = 6;
bytes fod_data = 7;
}
message GbxZoneMapFODSaveGameData {
repeated GbxZoneMapFODSavedLevelData level_data = 1;
}
message OakProfileCloudData {
repeated GameStatSaveGameData profile_stats_data = 1;
repeated bytes bank_inventory_list = 2;
repeated bytes lost_loot_inventory_list = 3;
repeated OakMailItem npc_mail_items = 4;
repeated OakSDUSaveGameData profile_sdu_list = 5;
repeated OakCustomizationSaveGameData unlocked_customizations = 6;
repeated OakInventoryCustomizationPartInfo unlocked_inventory_customization_parts = 7;
int64 guardian_experience = 8;
repeated CrewQuartersDecorationItemSaveGameData unlocked_crew_quarters_decorations = 9;
repeated CrewQuartersRoomItemSaveGameData unlocked_crew_quarters_rooms = 10;
repeated ChallengeSaveGameData challenge_data = 11;
repeated string mail_guids = 12;
repeated int32 CitizenScienceLevelProgression = 13;
int32 CitizenScienceCSBucksAmount = 14;
VaultCardSaveGameData vault_card = 15;
bool bCitizenScienceHasSeenIntroVideo = 25;
bool bCitizenScienceTutorialDone = 26;
}
message Character {
message NicknameMappingsEntry {
string key = 1;
string value = 2;
}
message ActiveLeagueInstanceForEventEntry {
uint32 key = 1;
uint32 value = 2;
}
uint32 save_game_id = 1;
int64 last_save_timestamp = 2;
uint32 time_played_seconds = 3;
PlayerClassSaveGameData player_class_data = 4;
repeated ResourcePoolSavegameData resource_pools = 5;
repeated RegionSaveGameData saved_regions = 6;
int32 experience_points = 7;
repeated GameStatSaveGameData game_stats_data = 8;
repeated InventoryCategorySaveData inventory_category_list = 9;
repeated OakInventoryItemSaveGameData inventory_items = 10;
repeated EquippedInventorySaveGameData equipped_inventory_list = 11;
repeated int32 active_weapon_list = 12;
OakPlayerAbilitySaveGameData ability_data = 13;
int32 last_play_through_index = 14;
int32 playthroughs_completed = 15;
bool show_new_playthrough_notification = 16;
repeated MissionPlaythroughSaveGameData mission_playthroughs_data = 17;
repeated string active_travel_stations = 21;
DiscoverySaveData discovery_data = 22;
string last_active_travel_station = 23;
repeated VehicleUnlockedSaveGameData vehicles_unlocked_data = 24;
repeated string vehicle_parts_unlocked = 25;
repeated OakCARMenuVehicleConfigSaveData vehicle_loadouts = 26;
int32 vehicle_last_loadout_index = 27;
repeated ChallengeSaveGameData challenge_data = 28;
repeated OakSDUSaveGameData sdu_list = 29;
repeated string selected_customizations = 30;
repeated int32 equipped_emote_customizations = 31;
repeated CustomPlayerColorSaveGameData selected_color_customizations = 32;
GuardianRankSaveGameData guardian_rank = 33;
CrewQuartersSaveData crew_quarters_room = 34;
CrewQuartersGunRackSaveData crew_quarters_gun_rack = 35;
repeated EchoLogSaveGameData unlocked_echo_logs = 36;
bool has_played_special_echo_log_insert_already = 37;
repeated NicknameMappingsEntry nickname_mappings = 38;
MapIDData last_traveled_map_id = 39;
ChallengeCategoryProgressSaveData challenge_category_completion_pcts = 40;
OakPlayerCharacterSlotSaveGameData character_slot_save_game_data = 41;
UITrackingSaveGameData ui_tracking_save_game_data = 42;
string preferred_character_name = 43;
int32 name_character_limit = 44;
uint32 preferred_group_mode = 45;
TimeOfDaySaveGameData time_of_day_save_game_data = 46;
repeated LevelPersistence_Level_SaveGameData level_persistence_data = 47;
uint32 accumulated_level_persistence_reset_timer_seconds = 48;
uint32 mayhem_level = 49;
GbxZoneMapFODSaveGameData gbx_zone_map_fod_save_game_data = 50;
repeated ActiveFastTravelSaveData active_or_blacklisted_travel_stations = 51;
repeated string last_active_travel_station_for_playthrough = 52;
repeated GameStateSaveData game_state_save_data_for_playthrough = 53;
repeated RegisteredDownloadableEntitlements registered_downloadable_entitlements = 54;
repeated PlaythroughActiveFastTravelSaveData active_travel_stations_for_playthrough = 55;
string save_game_guid = 56;
GuardianRankCharacterSaveGameData guardian_rank_character_data = 57;
bool optional_objective_reward_fixup_applied = 58;
bool vehicle_part_rewards_fixup_applied = 59;
uint32 last_active_league = 60;
uint32 last_active_league_instance = 61;
repeated ActiveLeagueInstanceForEventEntry active_league_instance_for_event = 62;
bool levelled_save_vehicle_part_rewards_fixup_applied = 63;
OakProfileCloudData profile_cloud_data = 64;
}