GetAccountData: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (→Example) |
||
| Line 21: | Line 21: | ||
function onPlayerQuit ( ) | function onPlayerQuit ( ) | ||
-- when a player leaves, store his current money amount in his account data | -- when a player leaves, store his current money amount in his account data | ||
local playeraccount = | local playeraccount = getPlayerAccount ( source ) | ||
if ( playeraccount ) then | if ( playeraccount ) then | ||
local playermoney = getPlayerMoney ( source ) | local playermoney = getPlayerMoney ( source ) | ||
| Line 30: | Line 30: | ||
function onPlayerJoin ( ) | function onPlayerJoin ( ) | ||
-- when a player joins, retrieve his money amount from his account data and set it | -- when a player joins, retrieve his money amount from his account data and set it | ||
local playeraccount = | local playeraccount = getPlayerAccount ( source ) | ||
if ( playeraccount ) then | if ( playeraccount ) then | ||
local playermoney = getAccountData ( playeraccount, "piraterpg.money" ) | local playermoney = getAccountData ( playeraccount, "piraterpg.money" ) | ||
Revision as of 13:17, 28 August 2009
This template is no longer in use as it results in poor readability. This function retrieves a string that has been stored using setAccountData. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account.
Syntax
string getAccountData ( account theAccount, string key )
Required Arguments
- theAccount: The account you wish to retrieve the data from.
- key: The key under which the data is stored
Returns
Returns a string containing the stored data or false if no data was stored under that key.
Example
For a pirate roleplaying 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 "money", as the player may be participating in other gametypes that also save his money amount to his account. If both gametypes would use "money" as the account key, they'd overwrite each other's data.
function onPlayerQuit ( )
-- when a player leaves, store his current money amount in his account data
local playeraccount = getPlayerAccount ( source )
if ( playeraccount ) then
local playermoney = getPlayerMoney ( source )
setAccountData ( playeraccount, "piraterpg.money", playermoney )
end
end
function onPlayerJoin ( )
-- when a player joins, retrieve his money amount from his account data and set it
local playeraccount = getPlayerAccount ( source )
if ( playeraccount ) then
local playermoney = getAccountData ( playeraccount, "piraterpg.money" )
-- make sure there was actually a value saved under this key (check if playermoney is not false).
-- this will for example not be the case when a player plays the gametype for the first time
if ( playermoney ) then
setPlayerMoney ( source, playermoney )
end
end
end
addEventHandler ( "onPlayerQuit", getRootElement ( ), onPlayerQuit )
addEventHandler ( "onPlayerJoin", getRootElement ( ), onPlayerJoin )
See Also
- addAccount
- copyAccountData
- getAccount
- getAccountData
- getAccountName
- getAccountPlayer
- getAccountSerial
- getAccounts
- getAccountsBySerial
- getAllAccountData
- getPlayerAccount
- isGuestAccount
- logIn
- logOut
- removeAccount
- setAccountData
- setAccountPassword
- getAccountByID
- getAccountID
- getAccountIP
- getAccountsByData
- getAccountsByIP
- setAccountName