Using TFS 1.3+
My Script:
Problem number 1:
The Problem: getPlayerGUIDByName(name) does not function properly, it is always returning RET_EXISTS, maybe the issue is getPlayerGUIDByName is pulling ID for the current players name instead of searching for the "new" name?
For example:
NPC: What new name do you want?
Sorcy: Sorcynewname
--Script: Is there already an Id for player with name Sorcy?--
--Script: Yes there is, RET_EXISTS--
NPC: That name is already taken!
My Compat.lua has:
Problem number 2: Even if I comment those lines out for RET_EXISTS, so the script "thinks" that name doesn't exist, then executeQuery returns nil.
This is the line specifically that returns nil
I believe it is an issue with either name[cid] or curName, because when I push the sqlQuery manually, it works.
Image 1 shows my players column, showing id and name are being used.
Image 2 shows my sqlQuery just like in the db.executeQuery line
Image 3 shows the sqlQuery functions properly if the names are correct.
Sorry for such a long post, I tried to make it as detailed as possible, when the final script is working properly, I will of course post it for the community. This is a name changer NPC script, you pay him money or an item, give him new name, and he will perform name change for you.
My Script:
Lua:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talk = {}
local name = {}
function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end
function onThink() npcHandler:onThink() end
function onPlayerEndTrade(cid) npcHandler:onPlayerEndTrade(cid) end
function onPlayerCloseChannel(cid) npcHandler:onPlayerCloseChannel(cid) end
function creatureGreetCallback(cid)
talk[cid] = 0
name[cid] = ''
return true
end
local chars = {' ', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z'}
local forbiddenWords = {'gm', 'tutor', 'god', 'cm', 'admin', 'owner'}
local maxWords = 3
local maxLength = 20
local minChars = 4
RET_VALID = 1
RET_EXISTS = 2
RET_INVALID = 3
local function wordCount(str)
local count = 0
for word in string.gmatch(str, "%a+") do
count = count + 1
end
return count
end
local function validLen(s)
for i in string.gmatch(s, "%a+") do
if i:len() < minChars then
return false
end
end
return true
end
local function validName(name)
if getPlayerGUIDByName(name) ~= nil then
return RET_EXISTS
end
for i = 1, name:len() do
if not(isInArray(chars, name:sub(i,i))) or isInArray(forbiddenWords, name:sub(i, i)) or wordCount(name) > maxWords or name:len() > maxLength or string.find(name, " ") or not validLen(name) then
return RET_INVALID
end
end
return RET_VALID
end
local function getValid(name, opt)
local function tchelper(first, rest)
return first:upper()..rest:lower()
end
return opt and name:gsub("(%a)([%w_']*)", tchelper) or name:gsub("^%l", string.upper)
end
local config = {
type = 'item', -- or 'item'
money = 0, -- = 1cc
item = {6527, 1}, --item id, count
everyFirstLetterCapital = true
}
function messageDefaultCallback(cid, type, msg)
if not(npcHandler:isFocused(cid)) then
return false
end
if msgcontains(msg, "change") and talk[cid] == 0 then
selfSay("Whats your new name?", cid)
talk[cid] = 1
elseif talk[cid] == 1 then
local v = getValid(msg:lower(), config.everyFirstLetterCapital)
local ret = validName(v)
if ret == RET_VALID then
selfSay("New name:'" .. v .. "' for " .. (config.type == "money" and (config.money .. " gold") or (config.item[2] .. ' ' .. (config.item[2] > 1 and getItemPluralNameById(config.item[1]) or getItemNameById(config.item[1])))) .. "?", cid)
talk[cid], name[cid] = 2, v
else
if ret == RET_INVALID then
selfSay(msg .. " Its a invalid name. Whats your new name?", cid)
elseif ret == RET_EXISTS then
selfSay(msg .. " this name already exists. Whats your new name?", cid)
end
end
elseif talk[cid] == 2 then
if msgcontains(msg, "yes") then
if (config.type == 'money' and doPlayerRemoveMoney(cid, config.money)) or (config.type ~= 'money' and doPlayerRemoveItem(cid, config.item[1], config.item[2])) then
local curName = getPlayerName(cid)
doRemoveCreature(cid)
db.executeQuery("UPDATE players SET name = '"..name[cid].."' WHERE name = '"..curName.."';")
else
selfSay("You dont have " .. (config.type == "money" and (config.money .. " gold") or (config.item[2] .. ' ' .. (config.item[2] > 1 and getItemPluralNameById(config.item[1]) or getItemNameById(config.item[1])))) .. "!", cid)
talk[cid] = 0
end
else
selfSay("Im not available right now, maybe later.", cid)
talk[cid] = 0
end
end
return true
end
npcHandler:setMessage(MESSAGE_FAREWELL, "Bye!")
npcHandler:setMessage(MESSAGE_WALKAWAY, "Go away!")
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, messageDefaultCallback)
npcHandler:setCallback(CALLBACK_FAREWELL, creatureFarewell)
npcHandler:setCallback(CALLBACK_CREATURE_DISAPPEAR, creatureFarewell)
npcHandler:setCallback(CALLBACK_GREET, creatureGreetCallback)
npcHandler:addModule(FocusModule:new())
Problem number 1:
Lua:
local function validName(name)
if getPlayerGUIDByName(name) ~= nil then
return RET_EXISTS
end
For example:
NPC: What new name do you want?
Sorcy: Sorcynewname
--Script: Is there already an Id for player with name Sorcy?--
--Script: Yes there is, RET_EXISTS--
NPC: That name is already taken!
My Compat.lua has:
Lua:
function getPlayerGUIDByName(name)
local player = Player(name)
if player ~= nil then
return player:getGuid()
end
local resultId = db.storeQuery("SELECT `id` FROM `players` WHERE `name` = " .. db.escapeString(name))
if resultId ~= false then
local guid = result.getDataInt(resultId, "id")
result.free(resultId)
return guid
end
return 0
end
Problem number 2: Even if I comment those lines out for RET_EXISTS, so the script "thinks" that name doesn't exist, then executeQuery returns nil.
Lua:
attempt to call field 'executeQuery' (a nil value)
This is the line specifically that returns nil
Lua:
db.executeQuery("UPDATE players SET name = '"..name[cid].."' WHERE name = '"..curName.."';")
Image 1 shows my players column, showing id and name are being used.
Image 2 shows my sqlQuery just like in the db.executeQuery line
Image 3 shows the sqlQuery functions properly if the names are correct.
Sorry for such a long post, I tried to make it as detailed as possible, when the final script is working properly, I will of course post it for the community. This is a name changer NPC script, you pay him money or an item, give him new name, and he will perform name change for you.