# Load Data Conversation Lines And Choices
Grammar — Load the line and choice state of conversation conversation from bank bank section section
Flags —Native|Action
Loads the picked states of all choices and lines for the given conversation from a bank section.
# Arguments
string<gamelink::Conversation> — Conversationbank— Bankstring— Section
Returns — void
native void ConversationDataLoadNodeState(
string convId,
bank b,
string section,
);
# 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/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9026
lv_index = 1;
for ( ; ( (autoCF80CEC2_ai >= 0 && lv_index <= autoCF80CEC2_ae) || (autoCF80CEC2_ai < 0 && lv_index >= autoCF80CEC2_ae) ) ; lv_index += autoCF80CEC2_ai ) {
ConversationDataLoadNodeState(libCamp_gv_tS_Convos[lv_index], lp_sourceBank, lv__SectionName);
}
lv__SectionName = libCamp_gf_TS_BankSectionName("Hotspots");
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:578
while (auto4F1F65F6_ai < auto4F1F65F6_ae) {
lv_indexCharacter = UserDataInstance("Character", auto4F1F65F6_ai);
ConversationDataLoadNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter), lp_bank, lp_section);
ConversationDataLoadNodeState(lib281DEC45_gf_ZSS_CharacterAmbientConversation(lv_indexCharacter), lp_bank, lp_section);
auto4F1F65F6_ai = auto4F1F65F6_ai+1;
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:579
lv_indexCharacter = UserDataInstance("Character", auto4F1F65F6_ai);
ConversationDataLoadNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter), lp_bank, lp_section);
ConversationDataLoadNodeState(lib281DEC45_gf_ZSS_CharacterAmbientConversation(lv_indexCharacter), lp_bank, lp_section);
auto4F1F65F6_ai = auto4F1F65F6_ai+1;
}
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3709
ConversationDataSaveNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lp_character), lib281DEC45_gf_ZSS_TempConversationBank(), ("StoryConversations"));
ConversationDataResetNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lp_character));
ConversationDataLoadNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lp_character), libSwaC_gf_StoryBank(), ("ConversationSnapshot"));
lib281DEC45_gf_ZSS_BackupWriterStates();
lib281DEC45_gf_ZSS_LoadSnapshotWriterStates();
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3737
lib281DEC45_gv_zSS_ConvoActive = false;
if ((ConversationDataWasSkipped() == true)) {
ConversationDataLoadNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lp_character), lib281DEC45_gf_ZSS_TempConversationBank(), ("StoryConversations"));
}
else {
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:7589
lv_indexCharacter = UserDataInstance("Character", auto3B640459_ai);
ConversationDataResetNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter));
ConversationDataLoadNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter), BankLastCreated(), "Conversations");
auto3B640459_ai = auto3B640459_ai+1;
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:791
while (auto2104D7CD_ai < auto2104D7CD_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto2104D7CD_ai);
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:792
lv_indexClickable = UserDataInstance("Clickable", auto2104D7CD_ai);
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
auto2104D7CD_ai = auto2104D7CD_ai+1;
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:793
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
auto2104D7CD_ai = auto2104D7CD_ai+1;
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3176
ConversationDataSaveNodeState(lp_conversation, libVCST_gf_PS_TempConversationBank(), ("StoryConversations"));
ConversationDataResetNodeState(lp_conversation);
ConversationDataLoadNodeState(lp_conversation, libVoiC_gf_StoryBank(), ("ConversationSnapshot"));
libVCST_gf_PS_BackupSnapshotStates();
libVCST_gf_PS_LoadSnapshotStates();
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3185
// Implementation
if ((ConversationDataWasSkipped() == true)) {
ConversationDataLoadNodeState(lp_conversation, libVCST_gf_PS_TempConversationBank(), ("StoryConversations"));
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:4622
lv_indexClickable = UserDataInstance("Clickable", auto3A2971A6_ai);
ConversationDataResetNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable));
ConversationDataLoadNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable), BankLastCreated(), "Conversations");
auto3A2971A6_ai = auto3A2971A6_ai+1;
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:702
while (auto2104D7CD_ai < auto2104D7CD_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto2104D7CD_ai);
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:703
lv_indexClickable = UserDataInstance("Clickable", auto2104D7CD_ai);
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
auto2104D7CD_ai = auto2104D7CD_ai+1;
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:704
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
auto2104D7CD_ai = auto2104D7CD_ai+1;
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2751
ConversationDataSaveNodeState(lp_conversation, libNCST_gf_NS_TempConversationBank(), ("StoryConversations"));
ConversationDataResetNodeState(lp_conversation);
ConversationDataLoadNodeState(lp_conversation, libComC_gf_CC_StoryBank(), ("ConversationSnapshot"));
libNCST_gf_NS_BackupSnapshotStates();
libNCST_gf_NS_LoadSnapshotStates();
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2759
// Implementation
if ((ConversationDataWasSkipped() == true)) {
ConversationDataLoadNodeState(lp_conversation, libNCST_gf_NS_TempConversationBank(), ("StoryConversations"));
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:3967
lv_indexClickable = UserDataInstance("Clickable", auto3A2971A6_ai);
ConversationDataResetNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable));
ConversationDataLoadNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable), BankLastCreated(), "Conversations");
auto3A2971A6_ai = auto3A2971A6_ai+1;
}