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  • ...be useful as a way to store a reference to your own account system, though it's persistence is equivalent to that of using [[setElementData]] on the play bool setAccountData ( account theAccount, string key, var value )
    3 KB (413 words) - 10:41, 30 January 2022
  • ...able]] containing all accounts with specified dataName and value (set with setAccountData). Useless example to show how it works.
    1 KB (128 words) - 17:10, 12 April 2021
  • ...be useful as a way to store a reference to your own account system, though it's persistence is equivalent to that of using [[setElementData]] on the play bool setAccountData ( account theAccount, string key, string value )
    3 KB (238 words) - 15:46, 12 April 2021
  • 此函数用于检索使用[[setAccountData]]存储的字符串. Data stored as account data is persistent across user' {{OOP_ZH-CN||[[account]]:getData||setAccountData}}
    2 KB (254 words) - 20:05, 11 April 2021
  • ...e la información que fue guardada en una cuenta usando [[ES/setAccountData|setAccountData]]. La información guardada en una cuenta no se borra cuando el jugador dej ...g gametype, the amount of money a player has is made persistent by storing it in his account. Note the code uses "piraterpg.money" as key instead of just
    2 KB (323 words) - 08:38, 7 September 2019
  • This function retrieves a string that has been stored using [[setAccountData]]. Data stored as account data is persistent across user's sessions and map {{OOP||[[account]]:getData||setAccountData}}
    2 KB (327 words) - 15:12, 8 June 2022
  • This event is triggered when an accounts data changes through [[setAccountData]]. *'''theValue''': the value it is changing to.
    1 KB (151 words) - 02:50, 27 September 2018
  • This function retrieves a string that has been stored using [[setAccountData]]. Data stored as account data is persistent across user's sessions and map ...g gametype, the amount of money a player has is made persistent by storing it in his account. Note the code uses "piraterpg.money" as key instead of just
    3 KB (265 words) - 20:04, 11 April 2021
  • ...the e-mail address is valid, ''false'' if a string was not provided or if it is not an e-mail address. ...xt example adds a /registerme command which registers the player who types it, providing that the resource this example is executed in has sufficient ACL
    3 KB (284 words) - 23:01, 23 September 2016
  • {{Warning|It is strongly recommended to use the async version of the function (i.e. prov *** '''deprecated''': if a string is provided, it will be used as a salt ('''do not do this!''')
    5 KB (620 words) - 20:31, 21 May 2022