# Save Data Conversation Lines And Choices
Grammar — Save the line and choice state of conversation conversation to bank bank within the section section
Flags —Native|Action
Saves the picked states of all choices and lines within the given conversation to a bank section.
# Arguments
string<gamelink::Conversation> — Conversationbank— Bankstring— Section
Returns — void
native void ConversationDataSaveNodeState(
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:9360
lv_index = 1;
for ( ; ( (autoDB4CFAF2_ai >= 0 && lv_index <= autoDB4CFAF2_ae) || (autoDB4CFAF2_ai < 0 && lv_index >= autoDB4CFAF2_ae) ) ; lv_index += autoDB4CFAF2_ai ) {
ConversationDataSaveNodeState(libCamp_gv_tS_Convos[lv_index], lp_targetBank, lv__SectionName);
}
lv__SectionName = libCamp_gf_TS_BankSectionName("Hotspots");
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:557
while (auto3171AB38_ai < auto3171AB38_ae) {
lv_indexCharacter = UserDataInstance("Character", auto3171AB38_ai);
ConversationDataSaveNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter), lp_bank, lp_section);
ConversationDataSaveNodeState(lib281DEC45_gf_ZSS_CharacterAmbientConversation(lv_indexCharacter), lp_bank, lp_section);
auto3171AB38_ai = auto3171AB38_ai+1;
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:558
lv_indexCharacter = UserDataInstance("Character", auto3171AB38_ai);
ConversationDataSaveNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter), lp_bank, lp_section);
ConversationDataSaveNodeState(lib281DEC45_gf_ZSS_CharacterAmbientConversation(lv_indexCharacter), lp_bank, lp_section);
auto3171AB38_ai = auto3171AB38_ai+1;
}
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3707
ConversationDataPreloadLines(lib281DEC45_gf_ZSS_CharacterConversation(lp_character));
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"));
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:7554
while (auto9E31730B_ai < auto9E31730B_ae) {
lv_indexCharacter = UserDataInstance("Character", auto9E31730B_ai);
ConversationDataSaveNodeState(lib281DEC45_gf_ZSS_CharacterConversation(lv_indexCharacter), BankLastCreated(), "Conversations");
auto9E31730B_ai = auto9E31730B_ai+1;
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:769
while (auto67314A6A_ai < auto67314A6A_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto67314A6A_ai);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:770
lv_indexClickable = UserDataInstance("Clickable", auto67314A6A_ai);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
auto67314A6A_ai = auto67314A6A_ai+1;
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:771
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
auto67314A6A_ai = auto67314A6A_ai+1;
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3174
// Automatic Variable Declarations
// Implementation
ConversationDataSaveNodeState(lp_conversation, libVCST_gf_PS_TempConversationBank(), ("StoryConversations"));
ConversationDataResetNodeState(lp_conversation);
ConversationDataLoadNodeState(lp_conversation, libVoiC_gf_StoryBank(), ("ConversationSnapshot"));
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:4586
while (auto79D6B584_ai < auto79D6B584_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto79D6B584_ai);
ConversationDataSaveNodeState(libVCST_gf_PS_ClickableConversation(lv_indexClickable), BankLastCreated(), "Conversations");
auto79D6B584_ai = auto79D6B584_ai+1;
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:681
while (auto67314A6A_ai < auto67314A6A_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto67314A6A_ai);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:682
lv_indexClickable = UserDataInstance("Clickable", auto67314A6A_ai);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
auto67314A6A_ai = auto67314A6A_ai+1;
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:683
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableAmbientConversation(lv_indexClickable), lp_bank, lp_section);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableGreetingConversation(lv_indexClickable), lp_bank, lp_section);
auto67314A6A_ai = auto67314A6A_ai+1;
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:2749
void libNCST_gf_NS_ConversationSnapshotStart (string lp_conversation) {
// Implementation
ConversationDataSaveNodeState(lp_conversation, libNCST_gf_NS_TempConversationBank(), ("StoryConversations"));
ConversationDataResetNodeState(lp_conversation);
ConversationDataLoadNodeState(lp_conversation, libComC_gf_CC_StoryBank(), ("ConversationSnapshot"));
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:3932
while (auto79D6B584_ai < auto79D6B584_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto79D6B584_ai);
ConversationDataSaveNodeState(libNCST_gf_NS_ClickableConversation(lv_indexClickable), BankLastCreated(), "Conversations");
auto79D6B584_ai = auto79D6B584_ai+1;
}