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lua related problem matching tables


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How i should match 2 table and if the key  match insert them in a third table the key from second table and the value from first table

basically what im trying to do is this

 

i have a table with all monsters data

 

names {
      101 = "Fairy",
      10111 = "Elucia",
      10112 = "Iselia",
      10113 = "Aeilene",
      10114 = "Neal",
      10115 = "Sorin",
      10131 = "Elucia",
      10132 = "Iselia",
      10133 = "Aeilene",
      10134 = "Neal",
      10135 = "Sorin",

      102 = "Imp",
      10211 = "Fynn",
      10212 = "Cogma",
      10213 = "Ralph",
      10214 = "Taru",
      10215 = "Garok",

      103 = "Pixie",
      10311 = "Kacey",
      10312 = "Tatu",
      10313 = "Shannon",
      10314 = "Cheryl",
      10315 = "Camaryn",
      10331 = "Kacey",
      10332 = "Tatu",
      10333 = "Shannon",
      10334 = "Cheryl",
      10335 = "Camaryn",

      104 = "Yeti",
      10411 = "Kunda",
      10412 = "Tantra",
      10413 = "Rakaja",
      10414 = "Arkajan",
      10415 = "Kumae",
   }

then i retive the monsters that the player Account posses using 

 

offset = offset

function rst(new_tre, new_ire, original_tre, original_ire, offset)
	new_tre[new_ire].address= original_tre[original_ire].address + offset
	new_tre[new_ire].flags = gg.TYPE_DWORD
end

gg.searchNumber(AccID..";6;1065353216::", gg.TYPE_DWORD, false, gg.SIGN_EQUAL, 0, -1, -1)
    	 rF = gg.getResults(gg.getResultsCount())

p={}

			for i=2, #rF, 3 do
				p[i]={}
				rst(p, i, rF, i, offset)
			end
			p_mnst = gg.getValues(p)

so at this point i hate the database with all monster that exist on game on names {} and the monsters ID number that the account have on p_mnst {} now what i want to do is get the names of the IDs on p_mnst {} and insert on new table IDandNames {} so i could ad the monster with the names on a submenu where the people could change data on that particular monster

 

so the p_mnst {} will look like this

p_mnst {
  10115,
  10213,
  10315
}

the  IDandNames {} should look like this

 

 IDandNames {
  10115 = "monster name", -- so the ID number retrived from p_mnst{} and the monster name retrived from Names{}
  10213 = "monster name",
  10315 = "monster name",
}

the  submenu should look something like this  

monsterPoss = gg.choice({
          IDandNames[1], --here should be the name of the monster and not the ID number
          IDandNames[2],
          IDandNames[3],  
		}, nil, " Select the monster you want to edit")
		if monsterPoss == 1 then 
    	   gg.searchNumber(AccID..";"..IDandNames["monster name"]..";1065353216::", gg.TYPE_DWORD, false, gg.SIGN_EQUAL, 0, -1, -1)
    	 rK = gg.getResults(gg.getResultsCount())
				do stuff 
			

where ..IDandNames["monster name"] should be the ID number of the monster you selected to change

i dont know how to do all of this on lua since lua dosnt have table.match or somethink like this

Can someone help me build a code for this

Edited by hsusudhbsjwhdhdgsj
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6 hours ago, hsusudhbsjwhdhdgsj said:

How i should match 2 table and if the key  match insert them in a third table the key from second table and the value from first table

basically what im trying to do is this

 

i have a table with all monsters data

 

names {
[101]="Fairy",
[10111]="Elucia",
[10112]="Iselia",
[10113]="Aeilene",
[10114]="Neal",
[10115]="Sorin",
[10131]="Elucia",
[10132]="Iselia",
[10133]="Aeilene",
[10134]="Neal",
[10135]="Sorin",

[102]="Imp",
[10211]="Fynn",
[10212]="Cogma",
[10213]="Ralph",
[10214]="Taru",
[10215]="Garok",

[103]="Pixie",
[10311]="Kacey",
[10312]="Tatu",
[10313]="Shannon",
[10314]="Cheryl",
[10315]="Camaryn",
[10331]="Kacey",
[10332]="Tatu",
[10333]="Shannon",
[10334]="Cheryl",
[10335]="Camaryn",
   }

then i retive the monsters that the player Account posses using 

 

offset = offset

function rst(new_tre, new_ire, original_tre, original_ire, offset)
	new_tre[new_ire].address= original_tre[original_ire].address + offset
	new_tre[new_ire].flags = gg.TYPE_DWORD
end

gg.searchNumber(AccID..";6;1065353216::", gg.TYPE_DWORD, false, gg.SIGN_EQUAL, 0, -1, -1)
    	 rF = gg.getResults(gg.getResultsCount())

p={}

			for i=2, #rF, 3 do
				p[i]={}
				rst(p, i, rF, i, offset)
			end
			p_mnst = gg.getValues(p)

so at this point i hate the database with all monster that exist on game on names {} and the monsters ID number that the account have on p_mnst {} now what i want to do is get the names of the IDs on p_mnst {} and insert on new table IDandNames {} so i could ad the monster with the names on a submenu where the people could change data on that particular monster

 

so the p_mnst {} will look like this

p_mnst {
  10115,
  10213,
  10315
}

the  IDandNames {} should look like this

 

 IDandNames {
  10115 = "monster name", -- so the ID number retrived from p_mnst{} and the monster name retrived from Names{}
  10213 = "monster name",
  10315 = "monster name",
}

the  submenu should look something like this  

monsterPoss = gg.choice({
          IDandNames[1], --here should be the name of the monster and not the ID number
          IDandNames[2],
          IDandNames[3],  
		}, nil, " Select the monster you want to edit")
		if monsterPoss == 1 then 
    	   gg.searchNumber(AccID..";"..IDandNames["monster name"]..";1065353216::", gg.TYPE_DWORD, false, gg.SIGN_EQUAL, 0, -1, -1)
    	 rK = gg.getResults(gg.getResultsCount())
				do stuff 
			

where ..IDandNames["monster name"] should be the ID number of the monster you selected to change

i dont know how to do all of this on lua since lua dosnt have table.match or somethink like this

Can someone help me build a code for this

so is even harder cause the values of p_mnst {}  are tables

here the print of p_mnst {}

 

Script ended:
{ -- table(84f1af3)
 [101] = { -- table(5ad736)
  ['address'] = 0x72fd2eb420,
  ['flags'] = 4, -- gg.TYPE_DWORD
  ['value'] = 23513,
 },
 [104] = { -- table(ac0d7a4)
  ['address'] = 0x72fd302e40,
  ['flags'] = 4, -- gg.TYPE_DWORD
  ['value'] = 19615,
 },
 [107] = { -- table(c7530c2)
  ['address'] = 0x72fd303f70,
  ['flags'] = 4, -- gg.TYPE_DWORD
  ['value'] = 13231,
 },
 [110] = { -- table(e05ca10)
  ['address'] = 0x72fd308430,
  ['flags'] = 4, -- gg.TYPE_DWORD
  ['value'] = 25111,
 },
 [113] = { -- table(de9970e)
  ['address'] = 0x72fd31b990,
  ['flags'] = 4, -- gg.TYPE_DWORD
  ['value'] = 21512,
 },
 [116] = { -- table(65773c)
  ['address'] = 0x72fd33bd30,
  ['flags'] = 4, -- gg.TYPE_DWORD
  ['value'] = 24713,
 }

 

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Posted (edited)

ive tried this 

local IDandNames = {} 
for _, v in ipairs(p_mnst) do
      for keys, val in ipairs(v) do
  local name = names[v] 
  table.insert(IDandNames, v, name) end
end

 
print(IDandNames)

but the table is empty

 

edit tried with pair still empty

Edited by hsusudhbsjwhdhdgsj
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Firstly, your table of correspondence of monster ids to their names have multiple occurrences of same names, so a proper reverse table to get id by name can't be constructed because of ambiguity. But it's not a problem, because constructing such table is not required for a solution to your task.

To be able to both get monster name by id and monster id by name (by having groups of id/name pairs) a table of tables with data about player's monsters can be constructed like this: 

local playerMonsters = {}
for k, v in pairs(p_mnst) do
  local id = v.value
  table.insert(playerMonsters, {id = id, name = names[id]})
end

This table can then be used to construct "IDandNames" table with names of the monsters to be passed to "gg.choice" function: 

local IDandNames = {}
for i, v in ipairs(playerMonsters) do
  IDandNames[i] = v.name
end

-- ...

monsterPoss = gg.choice(IDandNames, nil, " Select the monster you want to edit")

Id of a monster corresponding to any selected choice item can then be retrieved like this: 

local selectedMonsterId
if monsterPoss ~= nil then
  selectedMonsterId = playerMonsters[monsterPoss].id
end

Finally, the id can be used to perform the search: 

gg.searchNumber(AccID..";"..selectedMonsterId..";1065353216::", gg.TYPE_DWORD)
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1 hour ago, CmP said:

Firstly, your table of correspondence of monster ids to their names have multiple occurrences of same names, so a proper reverse table to get id by name can't be constructed because of ambiguity. But it's not a problem, because constructing such table is not required for a solution to your task.

To be able to both get monster name by id and monster id by name (by having groups of id/name pairs) a table of tables with data about player's monsters can be constructed like this: 

local playerMonsters = {}
for k, v in pairs(p_mnst) do
  local id = v.value
  table.insert(playerMonsters, {id = id, name = names[id]})
end

This table can then be used to construct "IDandNames" table with names of the monsters to be passed to "gg.choice" function: 

local IDandNames = {}
for i, v in ipairs(playerMonsters) do
  IDandNames[i] = v.name
end

-- ...

monsterPoss = gg.choice(IDandNames, nil, " Select the monster you want to edit")

Id of a monster corresponding to any selected choice item can then be retrieved like this: 

local selectedMonsterId
if monsterPoss ~= nil then
  selectedMonsterId = playerMonsters[monsterPoss].id
end

Finally, the id can be used to perform the search: 

gg.searchNumber(AccID..";"..selectedMonsterId..";1065353216::", gg.TYPE_DWORD)

smooth as butter

 

give me ur paypal i will make sure you will drink a tasty coffee tomorrow 

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Posted (edited)

 

[added 0 minutes later]
On 6/15/2021 at 1:32 AM, CmP said:

Firstly, your table of correspondence of monster ids to their names have multiple occurrences of same names, so a proper reverse table to get id by name can't be constructed because of ambiguity. But it's not a problem, because constructing such table is not required for a solution to your task.

To be able to both get monster name by id and monster id by name (by having groups of id/name pairs) a table of tables with data about player's monsters can be constructed like this: 

local playerMonsters = {}
for k, v in pairs(p_mnst) do
  local id = v.value
  table.insert(playerMonsters, {id = id, name = names[id]})
end

This table can then be used to construct "IDandNames" table with names of the monsters to be passed to "gg.choice" function: 

local IDandNames = {}
for i, v in ipairs(playerMonsters) do
  IDandNames[i] = v.name
end

-- ...

monsterPoss = gg.choice(IDandNames, nil, " Select the monster you want to edit")

Id of a monster corresponding to any selected choice item can then be retrieved like this: 

local selectedMonsterId
if monsterPoss ~= nil then
  selectedMonsterId = playerMonsters[monsterPoss].id
end

Finally, the id can be used to perform the search: 

gg.searchNumber(AccID..";"..selectedMonsterId..";1065353216::", gg.TYPE_DWORD)

everything is great now but i wanted to sort the table alphabeticaly and tried table.sort(IDandNames) but if selectedMonsterId = playerMonsters[monsterPoss].id when clicked the id dosnt match with the name from IDandNames

should i make a new array like table and sort cause i dont think lua tables can be sort

Edited by hsusudhbsjwhdhdgsj
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You can just sort "playerMonsters" table before using it so that "IDandNames" table elements will be in desired order right after it is constructed: 

table.sort(playerMonsters, function (a, b) return a.name:upper() < b.name:upper() end)
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