# Load Data Conversation State Values

Grammar — Load the state values of conversation state from bank bank section section
FlagsNative | Action

Loads all state values of the given conversation state from a bank section.

# Arguments

  • string<gamelink::ConversationState> — State
  • bank — Bank
  • string — Section

Returns — void

native void ConversationDataLoadStateValues(
	string stateId,
	bank b,
	string section,
);

Category: Conversation / Data Conversation Tools

# Examples

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:8905

    }
    lv__SectionName = libCamp_gf_TS_BankSectionName("ObjectiveProgress");
    ConversationDataLoadStateValues("MissionObjective", lp_sourceBank, lv__SectionName);
    if ((libCamp_gf_MapTypeCheck(libCamp_gv_tS_CurrentMap, libCamp_ge_MapType_StoryMode) == true)) {
        lv__SectionName = libCamp_gf_TS_BankSectionName("ObjectiveCreditsEarnedLastMission");

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:8998

    }
    lv__SectionName = libCamp_gf_TS_BankSectionName("StoryState");
    ConversationDataLoadStateValues("StoryState", lp_sourceBank, lv__SectionName);
    lv__SectionName = libCamp_gf_TS_BankSectionName("ScenePlayed");
    auto90FBB9B2_i = libCamp_gv_TSC_SCENE_FIRST;

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:9007

    }
    lv__SectionName = libCamp_gf_TS_BankSectionName("SceneExtraObjects");
    ConversationDataLoadStateValues("SceneExtraObjects", lp_sourceBank, lv__SectionName);
    lv__SectionName = libCamp_gf_TS_BankSectionName("NewsPlayed");
    ConversationDataLoadStateValues("StoryNews", lp_sourceBank, lv__SectionName);

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:9009

    ConversationDataLoadStateValues("SceneExtraObjects", lp_sourceBank, lv__SectionName);
    lv__SectionName = libCamp_gf_TS_BankSectionName("NewsPlayed");
    ConversationDataLoadStateValues("StoryNews", lp_sourceBank, lv__SectionName);
    libCamp_gf_TS_UpdateNewMissionOpened();
    lv__SectionName = libCamp_gf_TS_BankSectionName("Tips");

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:9012

    libCamp_gf_TS_UpdateNewMissionOpened();
    lv__SectionName = libCamp_gf_TS_BankSectionName("Tips");
    ConversationDataLoadStateValues("StoryTips", lp_sourceBank, lv__SectionName);
    lv__SectionName = libCamp_gf_TS_BankSectionName("StoryMisc");
    libCamp_gv_tSX_CampaignDifficulty = libCamp_gf_TS_LoadTransitionVarInteger(lp_sourceBank, lv__SectionName, IntToString((libCamp_ge_TS_BankStoryMiscKey_TStoryBankMiscKeyCampaignDifficulty)), 0);

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:9029

    }
    lv__SectionName = libCamp_gf_TS_BankSectionName("Hotspots");
    ConversationDataLoadStateValues("Hotspots", lp_sourceBank, lv__SectionName);
    lv__SectionName = libCamp_gf_TS_BankSectionName("ArcadeGame");
    ConversationDataLoadStateValues("ArcadeGameVariables", lp_sourceBank, lv__SectionName);

campaigns/libertystory.sc2campaignbase.sc2data/TriggerLibs/CampaignLib.galaxy:9031

    ConversationDataLoadStateValues("Hotspots", lp_sourceBank, lv__SectionName);
    lv__SectionName = libCamp_gf_TS_BankSectionName("ArcadeGame");
    ConversationDataLoadStateValues("ArcadeGameVariables", lp_sourceBank, lv__SectionName);
    lv__SectionName = libCamp_gf_TS_BankSectionName("DebugTechCheatOption");
    libCamp_gv_tSX_DebugTechCheatOption = libCamp_gf_TS_DebugConvertIntegerToTechCheatOption(libCamp_gf_TS_LoadTransitionVarInteger(lp_sourceBank, lv__SectionName, "0", 0));