SetAccountData: Difference between revisions
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{{Note_box|It is strongly recommended that you use the standard ''module.key'' naming for your keys, as shown in the example below. This prevents collisions between different scripts.}} | {{Note_box|It is strongly recommended that you use the standard ''module.key'' naming for your keys, as shown in the example below. This prevents collisions between different scripts.}} | ||
This function sets a string to be stored in an account. This can then be retrieved using [[getAccountData]]. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account. | This function sets a string to be stored in an account. This can then be retrieved using [[getAccountData]]. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account. | ||
NOTE: Editing account data while the server is running currently deletes the account. | |||
==Syntax== | ==Syntax== |
Revision as of 16:30, 6 January 2008
This template is no longer in use as it results in poor readability. This function sets a string to be stored in an account. This can then be retrieved using getAccountData. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account.
NOTE: Editing account data while the server is running currently deletes the account.
Syntax
bool setAccountData ( account theAccount, string key, string value )
Required Arguments
- theAccount: The account you wish to retrieve the data from.
- key: The key under which you wish to store the data
- value: The value you wish to store
Returns
Returns a true if the account data was set, false if an invalid argument was specified.
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 = getClientAccount ( 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 = getClientAccount ( 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