# Save Data Conversation State Values
Grammar — Save the state values of conversation state to bank bank within the section section
Flags —Native|Action
Saves all state values within the given conversation state to a bank section.
# Arguments
string<gamelink::ConversationState> — Statebank— Bankstring— Section
Returns — void
native void ConversationDataSaveStateValues(
string stateId,
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:9147
autoD7277012_i = autoD7277012_i + 1;
}
ConversationDataSaveStateValues("MissionObjective", lp_targetBank, lv__SectionName);
auto4289BA5C_i = libCamp_gv_TSC_OBJECTIVE_FIRST;
while (auto4289BA5C_i <= libCamp_gv_TSC_OBJECTIVE_LAST) {
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9267
}
lv__SectionName = libCamp_gf_TS_BankSectionName("ObjectiveProgress");
ConversationDataSaveStateValues("MissionObjective", lp_targetBank, lv__SectionName);
lv__SectionName = libCamp_gf_TS_BankSectionName("ObjectiveCreditsEarnedLastMission");
libCamp_gf_TS_SaveTransitionVarInteger(lp_targetBank, lv__SectionName, IntToString(0), libCamp_gv_tSX_MissionObjRewardsEarnedCurrent, 0);
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9333
}
lv__SectionName = libCamp_gf_TS_BankSectionName("StoryState");
ConversationDataSaveStateValues("StoryState", lp_targetBank, lv__SectionName);
if ((lp_saveType == libCamp_ge_TS_BankSavingType_Normal)) {
lv__SectionName = libCamp_gf_TS_BankSectionName("ScenePlayed");
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9343
}
lv__SectionName = libCamp_gf_TS_BankSectionName("SceneExtraObjects");
ConversationDataSaveStateValues("SceneExtraObjects", lp_targetBank, lv__SectionName);
lv__SectionName = libCamp_gf_TS_BankSectionName("NewsPlayed");
ConversationDataSaveStateValues("StoryNews", lp_targetBank, lv__SectionName);
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9345
ConversationDataSaveStateValues("SceneExtraObjects", lp_targetBank, lv__SectionName);
lv__SectionName = libCamp_gf_TS_BankSectionName("NewsPlayed");
ConversationDataSaveStateValues("StoryNews", lp_targetBank, lv__SectionName);
lv__SectionName = libCamp_gf_TS_BankSectionName("StoryMisc");
libCamp_gf_TS_SaveTransitionVarString(lp_targetBank, lv__SectionName, IntToString((libCamp_ge_TS_BankStoryMiscKey_TStoryBankMiscKeyRoomStates)), libCamp_gv_tSX_RoomStates, "");
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9355
libCamp_gf_TS_SaveTransitionVarInteger(lp_targetBank, lv__SectionName, IntToString((libCamp_ge_TS_BankStoryMiscKey_TStoryBankMiscKeyLoadingImageChar)), libCamp_gv_tSX_LoadingImageCurrentChar, 0);
lv__SectionName = libCamp_gf_TS_BankSectionName("Tips");
ConversationDataSaveStateValues("StoryTips", lp_targetBank, lv__SectionName);
lv__SectionName = libCamp_gf_TS_BankSectionName("Conversation");
autoDB4CFAF2_ae = libCamp_gv_tS_ConvoCount;
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9363
}
lv__SectionName = libCamp_gf_TS_BankSectionName("Hotspots");
ConversationDataSaveStateValues("Hotspots", lp_targetBank, lv__SectionName);
lv__SectionName = libCamp_gf_TS_BankSectionName("ArcadeGame");
ConversationDataSaveStateValues("ArcadeGameVariables", lp_targetBank, lv__SectionName);
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9365
ConversationDataSaveStateValues("Hotspots", lp_targetBank, lv__SectionName);
lv__SectionName = libCamp_gf_TS_BankSectionName("ArcadeGame");
ConversationDataSaveStateValues("ArcadeGameVariables", lp_targetBank, lv__SectionName);
}
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:9512
libCamp_gf_TS_OpenCampaignBank();
lv_sectionName = libCamp_gf_TS_BankSectionName("ArcadeGame");
ConversationDataSaveStateValues("ArcadeGameVariables", BankLastCreated(), lv_sectionName);
BankSave(BankLastCreated());
}