# Reset Data Conversation Lines And Choices
Grammar — Reset the line and choice state of conversation conversation
Flags —Native
|Action
Resets the picked states of all choices and lines for the given conversation back to the default unread state.
# Arguments
string
<gamelink::Conversation> — Conversation
Returns — void
native void ConversationDataResetNodeState(string convId);
# 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:8681
lv_index = 1;
for ( ; ( (auto1D6D0375_ai >= 0 && lv_index <= auto1D6D0375_ae) || (auto1D6D0375_ai < 0 && lv_index >= auto1D6D0375_ae) ) ; lv_index += auto1D6D0375_ai ) {
ConversationDataResetNodeState(libCamp_gv_tS_Convos[lv_index]);
}
ConversationDataResetStateValues("ABChoice");
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3708
SoundLengthQueryWait();
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();
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:5790
while (auto6DF3941C_ai < auto6DF3941C_ae) {
lv_indexCharacter = UserDataInstance("Character", auto6DF3941C_ai);
ConversationDataResetNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter));
ConversationDataResetNodeState(lib281DEC45_gf_ZSS_CharacterAmbientConversation(lv_indexCharacter));
UserDataResetValue("Character", lv_indexCharacter, "Unlocked", 1);
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:5791
lv_indexCharacter = UserDataInstance("Character", auto6DF3941C_ai);
ConversationDataResetNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter));
ConversationDataResetNodeState(lib281DEC45_gf_ZSS_CharacterAmbientConversation(lv_indexCharacter));
UserDataResetValue("Character", lv_indexCharacter, "Unlocked", 1);
auto6DF3941C_ai = auto6DF3941C_ai+1;
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:7588
while (auto3B640459_ai < auto3B640459_ae) {
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/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:8040
if ((EventDialogControl() == lib281DEC45_gv_zSS_DebugStoryInteractiveReset[lv_index])) {
if ((lib281DEC45_gv_zSS_DebugStoryInteractiveType[lv_index] == "Character")) {
ConversationDataResetNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lib281DEC45_gv_zSS_DebugStoryInteractiveInstance[lv_index]));
lib281DEC45_gf_ZSS_CharacterSetAmbient(lib281DEC45_gv_zSS_DebugStoryInteractiveInstance[lv_index], false);
}
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:8234
while (autoC24CAF3A_ai < autoC24CAF3A_ae) {
lv_indexCharacter = UserDataInstance("Character", autoC24CAF3A_ai);
ConversationDataResetNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter));
autoC24CAF3A_ai = autoC24CAF3A_ai+1;
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3175
// Implementation
ConversationDataSaveNodeState(lp_conversation, libVCST_gf_PS_TempConversationBank(), ("StoryConversations"));
ConversationDataResetNodeState(lp_conversation);
ConversationDataLoadNodeState(lp_conversation, libVoiC_gf_StoryBank(), ("ConversationSnapshot"));
libVCST_gf_PS_BackupSnapshotStates();
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:4621
while (auto3A2971A6_ai < auto3A2971A6_ae) {
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;
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:5106
while (auto2E4312ED_ai < auto2E4312ED_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto2E4312ED_ai);
ConversationDataResetNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable));
ConversationDataResetNodeState(libVCST_gf_PS_ClickableAmbientConversation(lv_indexClickable));
UserDataResetValue("Clickable", lv_indexClickable, "Unlocked", 1);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:5107
lv_indexClickable = UserDataInstance("Clickable", auto2E4312ED_ai);
ConversationDataResetNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable));
ConversationDataResetNodeState(libVCST_gf_PS_ClickableAmbientConversation(lv_indexClickable));
UserDataResetValue("Clickable", lv_indexClickable, "Unlocked", 1);
auto2E4312ED_ai = auto2E4312ED_ai+1;
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2750
// Implementation
ConversationDataSaveNodeState(lp_conversation, libNCST_gf_NS_TempConversationBank(), ("StoryConversations"));
ConversationDataResetNodeState(lp_conversation);
ConversationDataLoadNodeState(lp_conversation, libComC_gf_CC_StoryBank(), ("ConversationSnapshot"));
libNCST_gf_NS_BackupSnapshotStates();
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:3966
while (auto3A2971A6_ai < auto3A2971A6_ae) {
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;
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:4465
while (auto2E4312ED_ai < auto2E4312ED_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto2E4312ED_ai);
ConversationDataResetNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable));
ConversationDataResetNodeState(libNCST_gf_NS_ClickableAmbientConversation(lv_indexClickable));
UserDataResetValue("Clickable", lv_indexClickable, "Unlocked", 1);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:4466
lv_indexClickable = UserDataInstance("Clickable", auto2E4312ED_ai);
ConversationDataResetNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable));
ConversationDataResetNodeState(libNCST_gf_NS_ClickableAmbientConversation(lv_indexClickable));
UserDataResetValue("Clickable", lv_indexClickable, "Unlocked", 1);
auto2E4312ED_ai = auto2E4312ED_ai+1;