# Data Conversation Can Be Run
Grammar — conversation conversation can be run, checking unpickedOnly|All/Only Unpicked lines and choices
Flags —Native
|Function
Returns true if the conversation has any active lines or choices to be run using the current state.
# Arguments
string
[ gamelink::Conversation ] — Conversationbool
[ preset::UnpickedOnlyOption ] — Unpicked Only
Returns — bool
native bool ConversationDataCanRun(
string convId,
bool unpickedOnly,
);
# Related
Category: Conversation / Data Conversation Tools
- [F] —
void
— Mark Data Conversation Choice As Read/Unread — ( ConversationDataChoiceSetState ) - [F] —
void
— Mark Data Conversation Choice As Picked/Unpicked — ( ConversationDataChoiceSetPicked ) - [F] —
void
— Set Data Conversation Choice Picked Count — ( ConversationDataChoiceSetPickedCount ) - [F] —
void
— Set Data Conversation Line Picked Count — ( ConversationDataLineSetPickedCount ) - [F] —
void
— Set Data Conversation Line Players — ( ConversationDataLineSetPlayers ) - [F] —
void
— Reset Data Conversation Line Players — ( ConversationDataLineResetPlayers ) - [F] —
void
— Show/Hide Data Conversation Line For Observers — ( ConversationDataLineHideForObservers ) - [F] —
void
— Set Data Conversation Listener Gender — ( ConversationDataSetListenerGender ) - [F] —
void
— Save Data Conversation State Value — ( ConversationDataSaveStateValue ) - [F] —
void
— Load Data Conversation State Value — ( ConversationDataLoadStateValue ) - [F] —
void
— Save Data Conversation State Values — ( ConversationDataSaveStateValues ) - [F] —
void
— Load Data Conversation State Values — ( ConversationDataLoadStateValues ) - [F] —
void
— Reset Data Conversation State Values — ( ConversationDataResetStateValues ) - [F] —
void
— Save Data Conversation Lines And Choices — ( ConversationDataSaveNodeState ) - [F] —
void
— Load Data Conversation Lines And Choices — ( ConversationDataLoadNodeState ) - [F] —
void
— Reset Data Conversation Lines And Choices — ( ConversationDataResetNodeState ) - [F] —
void
— Preload Data Conversation Lines — ( ConversationDataPreloadLines ) - [F] —
void
— Preload Data Conversation Lines For Next Map — ( ConversationDataPreloadLinesQueue ) - [F] —
void
— Simulate Data Conversation — ( ConversationDataSimulateRun ) - [F] —
int
— Data Conversation State — ( ConversationDataStateGetValue ) - [F] —
int
— Data Conversation State Count — ( ConversationDataStateIndexCount ) - [F] —
text
— Data Conversation State Name — ( ConversationDataStateName ) - [F] —
fixed
— Data Conversation State Custom Value — ( ConversationDataStateFixedValue ) - [F] —
string
[ filepath ] — Data Conversation State Image — ( ConversationDataStateImagePath ) - [F] —
string
[ filepath ] — Data Conversation State Movie — ( ConversationDataStateMoviePath ) - [F] —
string
[ gamelink::Model ] — Data Conversation State Model — ( ConversationDataStateModel ) - [F] —
text
— Data Conversation State Text — ( ConversationDataStateText ) - [F] —
int
[ preset::TextTagEdge ] — Data Conversation State Text Tag Edge — ( ConversationDataStateImageEdge ) - [F] —
string
[ gamelink::Upgrade ] — Data Conversation State Upgrade — ( ConversationDataStateUpgrade ) - [F] —
abilcmd
— Data Conversation State Ability Command — ( ConversationDataStateAbilCmd ) - [F] —
string
[ preset::AttachPoints ] — Data Conversation State Attachment Point — ( ConversationDataStateAttachPoint ) - [F] —
bool
— Data Conversation Can Be Run — ( ConversationDataCanRun ) - [F] —
int
— Data Conversation Choice Count — ( ConversationDataChoiceCount ) - [F] —
string
— Data Conversation Choice Name — ( ConversationDataChoiceId ) - [F] —
bool
[ preset::PickedState ] — Data Conversation Choice Picked — ( ConversationDataChoiceGetPicked ) - [F] —
int
— Data Conversation Choice Picked Count — ( ConversationDataChoiceGetPickedCount ) - [F] —
int
[ preset::ReplyState ] — Data Conversation Choice State — ( ConversationDataChoiceGetState ) - [F] —
int
— Data Conversation Line Count — ( ConversationDataLineCount ) - [F] —
string
— Data Conversation Line Name — ( ConversationDataLineId ) - [F] —
int
— Data Conversation Line Picked Count — ( ConversationDataLineGetPickedCount ) - [F] —
string
— Data Conversation Lines With Tag — ( ) - [F] —
string
[ gamelink::Sound ] — Data Conversation Sound — ( ConversationDataGetSound ) - [F] —
string
[ gamelink::Character ] — Data Conversation Speaker — ( ConversationDataGetSpeaker ) - [F] —
string
[ convstateindex ] — Active Data Conversation Camera — ( ConversationDataActiveCamera ) - [F] —
string
[ convline ] — Active Data Conversation Line — ( ConversationDataActiveLine ) - [F] —
string
[ gamelink::Sound ] — Active Data Conversation Sound — ( ConversationDataActiveSound ) - [F] —
bool
— Last Data Conversation Was Skipped — ( ConversationDataWasSkipped )
# Examples
# campaigns/liberty.sc2campaign
// L5360
ConversationDataCanRun(lv_convo, false)
// L9538
ConversationDataCanRun(lv_convo, true)
// L15643
ConversationDataCanRun("Valerian", true)
// L16359
ConversationDataCanRun("LabFidgetsArtifact", true)
// L5360
ConversationDataCanRun(lv_convo, false)
// L9538
ConversationDataCanRun(lv_convo, true)
// L15643
ConversationDataCanRun("Valerian", true)
// L16359
ConversationDataCanRun("LabFidgetsArtifact", true)
# campaigns/swarmstoryutil.sc2mod
// L489
ConversationDataCanRun(lib281DEC45_gf_ZSS_CharacterConversation(lv_character), false)
// L490
ConversationDataCanRun(lib281DEC45_gf_ZSS_CharacterConversation(lv_character), true)
// L2243
ConversationDataCanRun(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter), false)
// L2342
ConversationDataCanRun(lib281DEC45_gf_ZSS_CharacterConversation(lib281DEC45_gv_zSS_DebugStoryInteractiveInstance[lv_index]), false)
// L5636
ConversationDataCanRun("zScripted_EvolutionMaster_First", true)
# campaigns/void.sc2campaign
// L274
ConversationDataCanRun("pAmbientGreeting_DTLeader", false)
// L274
ConversationDataCanRun("pAmbientGreeting_TaldarimHero", false)
// L314
ConversationDataCanRun("pAmbientGreeting_Preserver", false)
// L314
ConversationDataCanRun("pAmbientGreeting_DTLeader", false)
// L315
ConversationDataCanRun("pAmbientGreeting_Preserver", false)
// L318
ConversationDataCanRun("pAmbientGreeting_DTLeader", false)
// L351
ConversationDataCanRun("pAmbientGreeting_Smith", false)
// L351
ConversationDataCanRun("pAmbientGreeting_ProtossAI", false)
// L352
ConversationDataCanRun("pAmbientGreeting_Smith", false)
// L355
ConversationDataCanRun("pAmbientGreeting_ProtossAI", false)
// L274
ConversationDataCanRun("pAmbientGreeting_DTLeader", false)
// L274
ConversationDataCanRun("pAmbientGreeting_TaldarimHero", false)
// L314
ConversationDataCanRun("pAmbientGreeting_Preserver", false)
// L314
ConversationDataCanRun("pAmbientGreeting_DTLeader", false)
// L315
ConversationDataCanRun("pAmbientGreeting_Preserver", false)
// L318
ConversationDataCanRun("pAmbientGreeting_DTLeader", false)
// L351
ConversationDataCanRun("pAmbientGreeting_Smith", false)
// L351
ConversationDataCanRun("pAmbientGreeting_ProtossAI", false)
// L352
ConversationDataCanRun("pAmbientGreeting_Smith", false)
// L355
ConversationDataCanRun("pAmbientGreeting_ProtossAI", false)
# campaigns/voidstory.sc2campaign
// L930
ConversationDataCanRun(libVCST_gf_PS_ClickableConversation(lv_indexClickable), true)
// L5914
ConversationDataCanRun(UserDataGetGameLink("Clickable", lv_indexClickable, "Ambient Conversation", 1), false)
# mods/missionpacks/novacampaign.sc2mod
// L839
ConversationDataCanRun(libNCST_gf_NS_ClickableConversation(lv_indexClickable), true)
// L4916
ConversationDataCanRun(UserDataGetGameLink("Clickable", lv_indexClickable, "Ambient Conversation", 1), false)
# mods/voidprologue.sc2mod
// L6880
ConversationDataCanRun(libA3DDD02B_gf_MissionPitch(libA3DDD02B_gv_pP_NextMission), false)