# Data Conversation State Count
Grammar — Number of states in conversation state
Flags —Native|Function
Returns the number of individual state values within a state definition.
# Arguments
string<gamelink::ConversationState> — State
Returns — int
native int ConversationDataStateIndexCount(
string inStateId,
);
# 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/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:3792
while (auto83C0223C_ai < auto83C0223C_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto83C0223C_ai);
auto6F10283C_ae = ConversationDataStateIndexCount("Cameras");
lv_index = 1;
for ( ; ( (auto6F10283C_ai >= 0 && lv_index <= auto6F10283C_ae) || (auto6F10283C_ai < 0 && lv_index >= auto6F10283C_ae) ) ; lv_index += auto6F10283C_ai ) {
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:3287
if ((libVCST_gf_NextAvailableMission(libVoiC_gf_CurrentLocation()) != "PAiur02") && (libVCST_gf_NextAvailableMission(libVoiC_gf_CurrentLocation()) != "SC2Epilogue02") && (libVCST_gf_NextAvailableMission(libVoiC_gf_CurrentLocation()) != "SC2Epilogue03")) {
libVCUI_gv_pU_ArtanisAnimScene = lp_animCutscene;
auto68A62B65_ae = ConversationDataStateIndexCount("Cameras");
lv_index = 1;
for ( ; ( (auto68A62B65_ai >= 0 && lv_index <= auto68A62B65_ae) || (auto68A62B65_ai < 0 && lv_index >= auto68A62B65_ae) ) ; lv_index += auto68A62B65_ai ) {
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:3260
while (auto83C0223C_ai < auto83C0223C_ae) {
lv_indexClickable = UserDataInstance("Clickable", auto83C0223C_ai);
auto6F10283C_ae = ConversationDataStateIndexCount("Cameras");
auto6F10283C_ai = 1;
lv_index = 1;