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Save · Changes

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Update Save authored Jan 08, 2019 by Kaoru Aoi's avatar Kaoru Aoi
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Save.md
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You can save long-term data to a player's profile through the save action in the effect builder. It is great for creating game modes where the player's progress carries on through multiple matches. Example modes: singleplayer Rogue-like modes, multiplayer arena or battle royale modes.
You can save long-term data to a player's library through the save action in the effect builder. It is great for creating game modes where the player's progress carries on through multiple matches. Example modes: singleplayer Rogue-like modes, multiplayer arena or battle royale modes.
Select player properties when saving data to profile. Use the dot syntax to select deep into the player. For this action, the context is automatically the player.
To save arbitrary data to the player's library, first set the player's `save` property to the data that you want to save. Running the save action will then save it to the library.
![Screen_Shot_2019-01-07_at_12.51.29_AM](uploads/b3e56118c8b5ae813e2fd631a8e1bad5/Screen_Shot_2019-01-07_at_12.51.29_AM.png)
Here we're saving 2 properties of the player, SPBRDeck (Single Player Battle Royale Deck) and SPBRHealth (Single Player Battle Royale Health). The properties need to be set before hand onto the player. Simply grab the relevant data and set it onto the player. Use the [set data to player](https://dulst.com/animalkingdom/cards/9059501/set-data-to-player) action that comes with most templates, it makes the process trivial.
To easily set the data into the save property, use the [set data to player](https://dulst.com/animalkingdom/cards/9059501/set-data-to-player) action that comes with most templates, it makes the process trivial.
## Accessing save data
The saved data is accessible on every subsequent match by selecting the player through the effect builder. It is in the `data` property of the player. You can access it by using the dot syntax.
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The saved data is accessible on every subsequent match by selecting the player through the effect builder. It is in the `data` property of the player. You can access it by using the dot syntax. Check it out in console with `dulst.view('player')`
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