# Load Text Value

Grammar — Load key key of section section from bank bank as Text
FlagsNative | Function

Returns a Text value contained in the chosen Bank at the specified Key of the specified Section.

# Arguments

  • bank — Bank
  • string — Section
  • string — Key

Returns — text

native text BankValueGetAsText(
	bank b,
	string section,
	string key,
);

Category: [Bank / Store & Load](/galaxy/reference#bank-store &-load)

# Examples

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:8991

    lv_index = 1;
    for ( ; ( (auto4D414022_ai >= 0 && lv_index <= auto4D414022_ae) || (auto4D414022_ai < 0 && lv_index >= auto4D414022_ae) ) ; lv_index += auto4D414022_ai ) {
        lv_title = BankValueGetAsText(lp_sourceBank, lv__SectionName, (IntToString(lv_index) + "_1"));
        lv_description = BankValueGetAsText(lp_sourceBank, lv__SectionName, (IntToString(lv_index) + "_2"));
        lv_icon = libCamp_gf_TS_Tutorial_ConvertStringToImage(BankValueGetAsString(lp_sourceBank, lv__SectionName, (IntToString(lv_index) + "_3")));

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:8992

    for ( ; ( (auto4D414022_ai >= 0 && lv_index <= auto4D414022_ae) || (auto4D414022_ai < 0 && lv_index >= auto4D414022_ae) ) ; lv_index += auto4D414022_ai ) {
        lv_title = BankValueGetAsText(lp_sourceBank, lv__SectionName, (IntToString(lv_index) + "_1"));
        lv_description = BankValueGetAsText(lp_sourceBank, lv__SectionName, (IntToString(lv_index) + "_2"));
        lv_icon = libCamp_gf_TS_Tutorial_ConvertStringToImage(BankValueGetAsString(lp_sourceBank, lv__SectionName, (IntToString(lv_index) + "_3")));
        lv_movie = libCamp_gf_TS_Tutorial_ConvertStringToMovie(BankValueGetAsString(lp_sourceBank, lv__SectionName, (IntToString(lv_index) + "_4")));