# Last Data Conversation Was Skipped
Grammar — Last data conversation was skipped
Flags —Native
|Function
Returns true if the last run data conversation was skipped by the user.
Returns — bool
native bool ConversationDataWasSkipped();
# Related
Category: Conversation / Data Conversation Tools
- Mark Data Conversation Choice As Read/Unread —
void
— ConversationDataChoiceSetState - Mark Data Conversation Choice As Picked/Unpicked —
void
— ConversationDataChoiceSetPicked - Set Data Conversation Choice Picked Count —
void
— ConversationDataChoiceSetPickedCount - Set Data Conversation Line Picked Count —
void
— ConversationDataLineSetPickedCount - Set Data Conversation Line Players —
void
— ConversationDataLineSetPlayers - Reset Data Conversation Line Players —
void
— ConversationDataLineResetPlayers - Show/Hide Data Conversation Line For Observers —
void
— ConversationDataLineHideForObservers - Set Data Conversation Listener Gender —
void
— ConversationDataSetListenerGender - Save Data Conversation State Value —
void
— ConversationDataSaveStateValue - Load Data Conversation State Value —
void
— ConversationDataLoadStateValue - Save Data Conversation State Values —
void
— ConversationDataSaveStateValues - Load Data Conversation State Values —
void
— ConversationDataLoadStateValues - Reset Data Conversation State Values —
void
— ConversationDataResetStateValues - Save Data Conversation Lines And Choices —
void
— ConversationDataSaveNodeState - Load Data Conversation Lines And Choices —
void
— ConversationDataLoadNodeState - Reset Data Conversation Lines And Choices —
void
— ConversationDataResetNodeState - Preload Data Conversation Lines —
void
— ConversationDataPreloadLines - Preload Data Conversation Lines For Next Map —
void
— ConversationDataPreloadLinesQueue - Simulate Data Conversation —
void
— ConversationDataSimulateRun - Data Conversation State —
int
— ConversationDataStateGetValue - Data Conversation State Count —
int
— ConversationDataStateIndexCount - Data Conversation State Name —
text
— ConversationDataStateName - Data Conversation State Custom Value —
fixed
— ConversationDataStateFixedValue - Data Conversation State Image —
string
<filepath> — ConversationDataStateImagePath - Data Conversation State Movie —
string
<filepath> — ConversationDataStateMoviePath - Data Conversation State Model —
string
<gamelink::Model> — ConversationDataStateModel - Data Conversation State Text —
text
— ConversationDataStateText - Data Conversation State Text Tag Edge —
int
<preset::TextTagEdge> — ConversationDataStateImageEdge - Data Conversation State Upgrade —
string
<gamelink::Upgrade> — ConversationDataStateUpgrade - Data Conversation State Ability Command —
abilcmd
— ConversationDataStateAbilCmd - Data Conversation State Attachment Point —
string
<preset::AttachPoints> — ConversationDataStateAttachPoint - Data Conversation Can Be Run —
bool
— ConversationDataCanRun - Data Conversation Choice Count —
int
— ConversationDataChoiceCount - Data Conversation Choice Name —
string
— ConversationDataChoiceId - Data Conversation Choice Picked —
bool
<preset::PickedState> — ConversationDataChoiceGetPicked - Data Conversation Choice Picked Count —
int
— ConversationDataChoiceGetPickedCount - Data Conversation Choice State —
int
<preset::ReplyState> — ConversationDataChoiceGetState - Data Conversation Line Count —
int
— ConversationDataLineCount - Data Conversation Line Name —
string
— ConversationDataLineId - Data Conversation Line Picked Count —
int
— ConversationDataLineGetPickedCount - Data Conversation Lines With Tag
- Data Conversation Sound —
string
<gamelink::Sound> — ConversationDataGetSound - Data Conversation Speaker —
string
<gamelink::Character> — ConversationDataGetSpeaker - Active Data Conversation Camera —
string
<convstateindex> — ConversationDataActiveCamera - Active Data Conversation Line —
string
<convline> — ConversationDataActiveLine - Active Data Conversation Sound —
string
<gamelink::Sound> — ConversationDataActiveSound - Last Data Conversation Was Skipped —
bool
— ConversationDataWasSkipped
# Examples
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3733
lib281DEC45_gf_StoryCinematicMode(true);
ConversationDataRun(lib281DEC45_gf_ZSS_CharacterConversation(lp_character), PlayerGroupAll(), c_conversationSkipFull, true);
lib281DEC45_gv_zSS_LastConversationSkipped = ConversationDataWasSkipped();
lib281DEC45_gv_zSS_CurrentConvoChar = null;
lib281DEC45_gv_zSS_ConvoActive = false;
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3736
lib281DEC45_gv_zSS_CurrentConvoChar = null;
lib281DEC45_gv_zSS_ConvoActive = false;
if ((ConversationDataWasSkipped() == true)) {
ConversationDataLoadNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lp_character), lib281DEC45_gf_ZSS_TempConversationBank(), ("StoryConversations"));
}
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3758
}
lib281DEC45_gf_StoryCinematicMode(false);
if ((ConversationDataWasSkipped() == true)) {
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false);
}
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3821
}
TriggerStop(lp_lineCallback);
if ((ConversationDataWasSkipped() == true)) {
lib281DEC45_gv_zSS_LastConversationSkipped = true;
lib281DEC45_gv_zSS_LastScenePlayedFull = false;
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3140
ConversationDataRun(libVCST_gf_PS_ClickableConversation(lp_clickable), PlayerGroupAll(), c_conversationSkipFull, true);
libVCST_gv_pS_ConvoActive = false;
libVCST_gv_pS_LastConversationSkipped = ConversationDataWasSkipped();
libVCST_gv_pS_CurrentConvoChar = null;
libVCST_gf_PS_ConversationSnapshotEnd(libVCST_gf_PS_ClickableConversation(lp_clickable));
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3143
libVCST_gv_pS_CurrentConvoChar = null;
libVCST_gf_PS_ConversationSnapshotEnd(libVCST_gf_PS_ClickableConversation(lp_clickable));
if ((ConversationDataWasSkipped() == false)) {
libVCST_gf_ClickableSetNew(lp_clickable, false);
libVCST_gf_PS_ClickableSetCalloutName(lp_clickable);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3163
TriggerExecute(libVCST_gv_pS_Clickable[libVCST_gf_PS_ClickableIndex(lp_clickable)].lv_postCallback, true, true);
libVCST_gf_StoryCinematicMode(false);
if ((ConversationDataWasSkipped() == true)) {
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false);
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3184
// Automatic Variable Declarations
// Implementation
if ((ConversationDataWasSkipped() == true)) {
ConversationDataLoadNodeState(lp_conversation, libVCST_gf_PS_TempConversationBank(), ("StoryConversations"));
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3249
TriggerStop(lp_lineCallback);
if ((ConversationDataWasSkipped() == true)) {
libVCST_gv_pS_LastConversationSkipped = true;
libVCST_gv_pS_LastScenePlayedFull = false;
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2716
ConversationDataRun(libNCST_gf_NS_ClickableConversation(lp_clickable), PlayerGroupAll(), c_conversationSkipFull, true);
libNCST_gv_nS_ConvoActive = false;
libNCST_gv_nS_LastConversationSkipped = ConversationDataWasSkipped();
libNCST_gv_nS_CurrentConvoChar = null;
libNCST_gf_NS_ConversationSnapshotEnd(libNCST_gf_NS_ClickableConversation(lp_clickable));
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2719
libNCST_gv_nS_CurrentConvoChar = null;
libNCST_gf_NS_ConversationSnapshotEnd(libNCST_gf_NS_ClickableConversation(lp_clickable));
if ((ConversationDataWasSkipped() == false)) {
libNCST_gf_ClickableSetNew(lp_clickable, false);
libNCST_gf_NS_ClickableSetCalloutName(lp_clickable);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2739
TriggerExecute(libNCST_gv_nS_Clickable[libNCST_gf_NS_ClickableIndex(lp_clickable)].lv_postCallback, true, true);
libNCST_gf_StoryCinematicMode(false);
if ((ConversationDataWasSkipped() == true)) {
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false);
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2758
void libNCST_gf_NS_ConversationSnapshotEnd (string lp_conversation) {
// Implementation
if ((ConversationDataWasSkipped() == true)) {
ConversationDataLoadNodeState(lp_conversation, libNCST_gf_NS_TempConversationBank(), ("StoryConversations"));
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2822
TriggerStop(lp_lineCallback);
if ((ConversationDataWasSkipped() == true)) {
libNCST_gv_nS_LastConversationSkipped = true;
libNCST_gv_nS_LastScenePlayedFull = false;