# Create Bank Section
Grammar — Create section section in bank bank
Flags —Native|Action
Creates a specific Section in the chosen Bank. Existing keys are preserved if the section already exists.
# Arguments
bank— Bankstring— Section
Returns — void
native void BankSectionCreate(bank b, string section);
# Related
Category: Bank / Utility
- Remove Bank Backup —
void— BankBackupRemove - Get Bank Backup Id —
int— BankBackupGetId - Get Bank Backup Latest Id —
int— BankBackupGetLatestId - Restore Bank Backup —
void— BankRestore - Backup Bank —
void— BankBackup - Bank Exists —
bool— BankExists - Bank Size As Text —
text— BankSizeAsText - Bank Name —
string— BankName - Bank Key Exists —
bool— BankKeyExists - Bank Key Size As Text —
text— BankKeySizeAsText - Bank Key Name —
string— BankKeyName - Bank Key Count —
int— BankKeyCount - Bank Option —
bool— BankOptionGet - Bank Player —
int— BankPlayer - Bank Section Exists —
bool— BankSectionExists - Bank Section Size As Text —
text— BankSectionSizeAsText - Bank Section Name —
string— BankSectionName - Bank Section Count —
int— BankSectionCount - Bank Value Is Type —
bool— BankValueIsType - Delete Saved Campaign Banks —
void— BankDeleteCampaignBanks - Evaluate Bank Condition —
bool— BankConditionEvaluate - Set Bank Option —
void— BankOptionSet - Create Bank Section —
void— BankSectionCreate - Remove Bank —
void— BankRemove - Remove Bank Key —
void— BankKeyRemove - Remove Bank Section —
void— BankSectionRemove - Verify Bank —
bool— BankVerify
# Examples
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:13082
libSwaC_gf_ZS_SaveTransitionVarInteger(lp_targetBank, lv__SectionName, ("MissionCompletedCountNext"), (libSwaC_gf_NumberOfMissions(libSwaC_ge_MissionCountOptions_Completed)+1), 0);
lv__SectionName = libSwaC_gf_ZS_BankSectionName(lp_map, "ArmyCategory");
BankSectionCreate(lp_targetBank, lv__SectionName);
libSwaC_gf_ZS_SaveArmyCategoryToBank(lp_targetBank, lv__SectionName);
}
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:13098
if (((lp_map != null) || ((lp_resultFromSimulation == false) && (lp_resultFromVictoryAgain == false)))) {
lv__SectionName = libSwaC_gf_ZS_BankSectionName(lp_map, "ArmyUpgrade");
BankSectionCreate(lp_targetBank, lv__SectionName);
libSwaC_gf_ZS_SaveArmyUpgradeToBank(lp_targetBank, lv__SectionName);
lv__SectionName = libSwaC_gf_ZS_BankSectionName(lp_map, "ArmyUnit");
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:13101
libSwaC_gf_ZS_SaveArmyUpgradeToBank(lp_targetBank, lv__SectionName);
lv__SectionName = libSwaC_gf_ZS_BankSectionName(lp_map, "ArmyUnit");
BankSectionCreate(lp_targetBank, lv__SectionName);
libSwaC_gf_ZS_SaveArmyUnitToBank(lp_targetBank, lv__SectionName);
}
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:13106
libSwaC_gf_ZS_SaveMapToBank(lp_map, lp_targetBank, (lp_resultFromSimulation || lp_resultFromVictoryAgain));
BankSectionCreate(lp_targetBank, libSwaC_gf_ZS_BankSectionName(lp_map, "KerriganTech"));
libSwaC_gf_ZS_SaveKerriganTechToBank(lp_targetBank, libSwaC_gf_ZS_BankSectionName(lp_map, "KerriganTech"));
if (((lp_resultFromSimulation == true) || (lp_resultFromVictoryAgain == true))) {
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignLib.galaxy:7055
libVoiC_gf_PC_SaveTransitionVarInteger(lp_targetBank, lv__SectionName, ("MissionCompletedCountNext"), (libVoiC_gf_NumberOfMissions(libVoiC_ge_MissionCountOptions_Completed)+1), 0);
lv__SectionName = libVoiC_gf_PC_BankSectionName(lp_map, "ArmyCategory");
BankSectionCreate(lp_targetBank, lv__SectionName);
libVoiC_gf_PC_SaveArmyCategoryToBank(lp_targetBank, lv__SectionName);
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignLib.galaxy:7071
if (((lp_map != null) || ((lp_resultFromSimulation == false) && (lp_resultFromVictoryAgain == false)))) {
lv__SectionName = libVoiC_gf_PC_BankSectionName(lp_map, "ArmyUnit");
BankSectionCreate(lp_targetBank, lv__SectionName);
libVoiC_gf_PC_SaveArmyUnitsToBank(lp_targetBank, lv__SectionName);
lv__SectionName = libVoiC_gf_PC_BankSectionName(lp_map, "Perks");
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignLib.galaxy:7074
libVoiC_gf_PC_SaveArmyUnitsToBank(lp_targetBank, lv__SectionName);
lv__SectionName = libVoiC_gf_PC_BankSectionName(lp_map, "Perks");
BankSectionCreate(lp_targetBank, lv__SectionName);
libVoiC_gf_PC_SavePerksToBank(lp_targetBank, lv__SectionName);
lv__SectionName = libVoiC_gf_PC_BankSectionName(lp_map, "SpearofAdun");
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignLib.galaxy:7077
libVoiC_gf_PC_SavePerksToBank(lp_targetBank, lv__SectionName);
lv__SectionName = libVoiC_gf_PC_BankSectionName(lp_map, "SpearofAdun");
BankSectionCreate(lp_targetBank, lv__SectionName);
libVoiC_gf_PC_SaveSoAToBank(lp_targetBank, lv__SectionName);
}
mods/missionpacks/campaigncommon.sc2mod — base.sc2data/LibComC.galaxy:3212
libComC_gf_CC_SaveTransitionVarInteger(lp_targetBank, lv__SectionName, ("MissionCompletedCountNext"), (libComC_gf_NumberOfMissions(libComC_ge_MissionCountOptions_Completed)+1), 0);
lv__SectionName = libComC_gf_CC_BankSectionName(lp_map, "ArmyCategory");
BankSectionCreate(lp_targetBank, lv__SectionName);
libComC_gf_NC_SaveArmyCategoryToBank(lp_targetBank, lv__SectionName);
}
mods/missionpacks/campaigncommon.sc2mod — base.sc2data/LibComC.galaxy:3229
if (((lp_map != null) || ((lp_resultFromSimulation == false) && (lp_resultFromVictoryAgain == false)))) {
lv__SectionName = libComC_gf_CC_BankSectionName(lp_map, "ArmyUnit");
BankSectionCreate(lp_targetBank, lv__SectionName);
libComC_gf_NC_SaveArmyUnitsToBank(lp_targetBank, lv__SectionName);
lv__SectionName = libComC_gf_CC_BankSectionName(lp_map, "Perks");
mods/missionpacks/campaigncommon.sc2mod — base.sc2data/LibComC.galaxy:3232
libComC_gf_NC_SaveArmyUnitsToBank(lp_targetBank, lv__SectionName);
lv__SectionName = libComC_gf_CC_BankSectionName(lp_map, "Perks");
BankSectionCreate(lp_targetBank, lv__SectionName);
libComC_gf_CC_SavePerksToBank(lp_targetBank, lv__SectionName);
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNovC.galaxy:3887
if ((libComC_gf_CC_TransitionSaveBankVarsResultFromSimulation() == false) && (libComC_gf_CC_TransitionSaveBankVarsResultFromVictoryAgain() == false)) {
lv__SectionName = libComC_gf_CC_BankSectionName(lv_bankMap, "CampaignSetting");
BankSectionCreate(lv_targetBank, lv__SectionName);
libComC_gf_CC_SaveTransitionVarBoolean(lv_targetBank, lv__SectionName, ("UpgradesTaught"), libNovC_gv_nCX_UpgradesTaught, false);
lv__SectionName = libComC_gf_CC_BankSectionName(lv_bankMap, "CharacterStatus");
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNovC.galaxy:3890
libComC_gf_CC_SaveTransitionVarBoolean(lv_targetBank, lv__SectionName, ("UpgradesTaught"), libNovC_gv_nCX_UpgradesTaught, false);
lv__SectionName = libComC_gf_CC_BankSectionName(lv_bankMap, "CharacterStatus");
BankSectionCreate(lv_targetBank, lv__SectionName);
UserDataSaveType("CharacterStatus", lv_targetBank, lv__SectionName);
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNovC.galaxy:3902
if (((lv_bankMap != null) || ((libComC_gf_CC_TransitionSaveBankVarsResultFromSimulation() == false) && (libComC_gf_CC_TransitionSaveBankVarsResultFromVictoryAgain() == false)))) {
lv__SectionName = libComC_gf_CC_BankSectionName(lv_bankMap, "ArmyTechItem");
BankSectionCreate(lv_targetBank, lv__SectionName);
libNovC_gf_NC_SaveArmyTechItemsToBank(lv_targetBank, lv__SectionName);
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOOC.galaxy:4573
libCOOC_gf_CC_SaveMasteryToBank(lp_player, lp_targetBank, lv__SectionName);
lv__SectionName = libCOOC_gf_CC_BankSectionName("CampaignPerks");
BankSectionCreate(lp_targetBank, lv__SectionName);
libCOOC_gf_CC_SaveChampionToBank2(lp_player, lp_targetBank, lv__SectionName);
}