HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Dialog

12-09-2006, 07:59 PM#1
Feroc1ty
here is dialog I'm currently making,
First Trigger:
Trigger:
Dialog
Collapse Events
Player - Player 1 (Red) skips a cinematic sequence
Player - Player 2 (Blue) skips a cinematic sequence
Player - Player 3 (Teal) skips a cinematic sequence
Player - Player 4 (Purple) skips a cinematic sequence
Player - Player 5 (Yellow) skips a cinematic sequence
Player - Player 6 (Orange) skips a cinematic sequence
Player - Player 7 (Green) skips a cinematic sequence
Player - Player 8 (Pink) skips a cinematic sequence
Conditions
Collapse Actions
Dialog - Clear Dialog[(Player number of (Triggering player))]
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled Cancel
Set Dialog_Cancel[(Player number of (Triggering player))] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled Virtual Bank
Set Dialog_VirtualBank[(Player number of (Triggering player))] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled Get BackPack
Set Dialog_BackPack[(Player number of (Triggering player))] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled Spend Stats
Set Dialog_Stats[(Player number of (Triggering player))] = (Last created dialog Button)
Dialog - Show Dialog[(Player number of (Triggering player))] for (Triggering player)

Second Trigger:
Trigger:
Clicked
Collapse Events
Dialog - A dialog button is clicked for Dialog[1]
Dialog - A dialog button is clicked for Dialog[2]
Dialog - A dialog button is clicked for Dialog[3]
Dialog - A dialog button is clicked for Dialog[4]
Dialog - A dialog button is clicked for Dialog[5]
Dialog - A dialog button is clicked for Dialog[6]
Dialog - A dialog button is clicked for Dialog[7]
Dialog - A dialog button is clicked for Dialog[8]
Conditions
Collapse Actions
-------- Main Buttons --------
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Clicked dialog button) Equal to Dialog_Cancel[(Player number of (Triggering player))]
Collapse Then - Actions
Dialog - Hide Dialog[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Clicked dialog button) Equal to Dialog_BackPack[(Player number of (Triggering player))]
Collapse Then - Actions
Set Point_Destroyed_1 = (Position of Hero[(Player number of (Triggering player))])
Unit - Move BackPack[(Player number of (Triggering player))] instantly to Point_Destroyed_1
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Clicked dialog button) Equal to Dialog_Stats[(Player number of (Triggering player))]
Collapse Then - Actions
Dialog - Clear Dialog[(Player number of (Triggering player))]
Dialog - Hide Dialog[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Clicked dialog button) Equal to Dialog_VirtualBank[(Player number of (Triggering player))]
Collapse Then - Actions
Dialog - Clear Dialog[(Player number of (Triggering player))]
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled Cancel
Set Dialog_Cancel[(Player number of (Triggering player))] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled Deposit
Set Dialog_VirtualDeposit[(Player number of (Triggering player))] = (Last created dialog Button)
Dialog - Show Dialog[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
-------- Stat Buttons --------
-------- Virtual Bank Buttons --------
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Clicked dialog button) Equal to Dialog_VirtualDeposit[(Player number of (Triggering player))]
Collapse Then - Actions
Dialog - Clear Dialog[(Player number of (Triggering player))]
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled Cancel
Set Dialog_Cancel[(Player number of (Triggering player))] = (Last created dialog Button)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Item carried by Hero[(Player number of (Triggering player))] in slot 1) is owned) Equal to True
Collapse Then - Actions
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled (Name of (Item carried by Hero[(Player number of (Triggering player))] in slot 1))
Set Dialog_Virtual1[(Player number of (Triggering player))] = (Last created dialog Button)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Item carried by Hero[(Player number of (Triggering player))] in slot 2) is owned) Equal to True
Collapse Then - Actions
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled (Name of (Item carried by Hero[(Player number of (Triggering player))] in slot 2))
Set Dialog_Virtual2[(Player number of (Triggering player))] = (Last created dialog Button)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Item carried by Hero[(Player number of (Triggering player))] in slot 3) is owned) Equal to True
Collapse Then - Actions
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled (Name of (Item carried by Hero[(Player number of (Triggering player))] in slot 3))
Set Dialog_Virtual3[(Player number of (Triggering player))] = (Last created dialog Button)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Item carried by Hero[(Player number of (Triggering player))] in slot 4) is owned) Equal to True
Collapse Then - Actions
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled (Name of (Item carried by Hero[(Player number of (Triggering player))] in slot 4))
Set Dialog_Virtual4[(Player number of (Triggering player))] = (Last created dialog Button)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Item carried by Hero[(Player number of (Triggering player))] in slot 5) is owned) Equal to True
Collapse Then - Actions
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled (Name of (Item carried by Hero[(Player number of (Triggering player))] in slot 5))
Set Dialog_Virtual5[(Player number of (Triggering player))] = (Last created dialog Button)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Item carried by Hero[(Player number of (Triggering player))] in slot 6) is owned) Equal to True
Collapse Then - Actions
Dialog - Create a dialog button for Dialog[(Player number of (Triggering player))] labelled (Name of (Item carried by Hero[(Player number of (Triggering player))] in slot 6))
Set Dialog_Virtual6[(Player number of (Triggering player))] = (Last created dialog Button)
Else - Actions
Dialog - Show Dialog[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Clicked dialog button) Equal to Dialog_Virtual1[(Player number of (Triggering player))]
Collapse Then - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering player) Equal to Player 1 (Red)
Collapse Then - Actions
Set Point_Destroyed_2 = (Random point in Virtual Bank P1 <gen>)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Collapse Then - Actions
Set Point_Destroyed_2 = (Random point in Virtual Bank P2 <gen>)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Collapse Then - Actions
Set Point_Destroyed_2 = (Random point in Virtual Bank P3 <gen>)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering player) Equal to Player 4 (Purple)
Collapse Then - Actions
Set Point_Destroyed_2 = (Random point in Virtual Bank P4 <gen>)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering player) Equal to Player 5 (Yellow)
Collapse Then - Actions
Set Point_Destroyed_2 = (Random point in Virtual Bank P5 <gen>)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering player) Equal to Player 6 (Orange)
Collapse Then - Actions
Set Point_Destroyed_2 = (Random point in Virtual Bank P6 <gen>)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering player) Equal to Player 7 (Green)
Collapse Then - Actions
Set Point_Destroyed_2 = (Random point in Virtual Bank P7 <gen>)
Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering player) Equal to Player 8 (Pink)
Collapse Then - Actions
Set Point_Destroyed_2 = (Random point in Virtual Bank P8 <gen>)
Else - Actions
Item - Create (Item-type of (Item carried by Hero[(Player number of (Triggering player))] in slot 1)) at Point_Destroyed_2
Item - Remove (Item carried by Hero[(Player number of (Triggering player))] in slot 1)
Else - Actions


There is one problem, once i press ESC, and press virtual bank, it goes straight into virtual1, and deposits my first item. I've only started making the dialog, once its going to be finished it will have virtual 1-6 to deposits.

I dont know whats wrong with it, here is a better explanation.
I press ESC button, the dialog pops up with the following:
cancel, virtual bank, backpack, and stats.
I press virtual bank, it deposits my first item and puts it in the first players virtual bank. I HAVE NO IDEA WHY DOES IT JUMP 3 STEPS AHEAD, i think all my variables are right... dauble checked a few times. can anyone help :(
12-10-2006, 02:33 AM#2
divine_peon
Maybe because triggering player is not detected on dialog clicks...?
12-10-2006, 06:46 AM#3
Feroc1ty
It is...