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getAccountData

Client-side
Server-side
Shared

Pair: setAccountData

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.

OOP Syntax Help! I don't understand this!

Syntax

string|false 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

  • string|false: account data

Returns a string containing the stored data or false if no data was stored under that key.

Code Examples

server

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()
local playerAccount = getPlayerAccount(source) -- get his account
if (playerAccount) then -- if we got the account then
local playerMoney = getPlayerMoney(source) -- get his money amount
setAccountData(playerAccount, "piraterpg.money", playerMoney) -- store his current money amount in his account data
end
end
addEventHandler("onPlayerQuit", root, onPlayerQuit) -- add an event handler
function onPlayerLogin(_,account)
local playerMoney = getAccountData(account, "piraterpg.money") -- get the money amount was store in his account data
-- 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
addEventHandler("onPlayerLogin", root, onPlayerLogin) -- add an event handler