setAccountData
Pair: getAccountData
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. Even if logged into a guest account, account data can 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 player's element.
You cannot store tables as values, but you can use toJSON strings.
OOP Syntax Help! I don't understand this!
- Method: account:setData(...)
Syntax
bool setAccountData ( account theAccount, string key, var 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. Set to false to remove the data.
Returns
- bool: result
Returns a true if the account data was set, false if an invalid argument was specified.
Code Examples
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 and not isGuestAccount ( playeraccount ) ) then -- if the player is logged in local playermoney = getPlayerMoney ( source ) -- get the player money setAccountData ( playeraccount, "piraterpg.money", playermoney ) -- save it in his account endend
function onPlayerLogin (_, playeraccount ) -- when a player logins, retrieve his money amount from his account data and set it 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 endend
addEventHandler ( "onPlayerQuit", root, onPlayerQuit )addEventHandler ( "onPlayerLogin", root, onPlayerLogin )
See Also
Account Functions
- addAccount
- copyAccountData
- getAccount
- getAccountByID
- getAccountData
- getAccountID
- getAccountName
- getAccountIP
- getAccountPlayer
- getAccountSerial
- getAccountType
- getAccounts
- getAccountsByData
- getAccountsByIP
- getAccountsBySerial
- getAllAccountData
- getPlayerAccount
- isGuestAccount
- logIn
- logOut
- removeAccount
- setAccountData
- setAccountName
- setAccountPassword
- setAccountSerial