# Create Bank Section

Grammar — Create section section in bank bank
FlagsNative | Action

Creates a specific Section in the chosen Bank. Existing keys are preserved if the section already exists.

# Arguments

  • bank — Bank
  • string — Section

Returns — void

native void BankSectionCreate(bank b, string section);

Category: Bank / Utility

# Examples

campaigns/swarmstory.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2modbase.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.sc2modbase.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.sc2modbase.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.sc2modbase.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.sc2modbase.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.sc2modbase.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.sc2modbase.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);
}