Help with simple system

black.sheep

Active Member
Reaction score
24
I've got this system in my map that allows you to read books via dialogs. However it doesn't seem to work for any other player apart from red.

Starting system
Trigger:
  • Book System
    • Events
      • Unit - A unit Uses an item
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Book[(Integer A)]
            • Then - Actions
              • Set BookNumber[(Player number of (Owner of (Triggering unit)))] = (Integer A)
              • Dialog - Hide BookDialog[(Player number of (Triggering player))] for (Owner of (Triggering unit))
              • Dialog - Change the title of BookDialog[(Player number of (Triggering player))] to (Name of (Item being manipulated))
              • Dialog - Create a dialog button for BookDialog[(Player number of (Owner of (Triggering unit)))] labelled Page 1
              • Set BookOption1[(Player number of (Triggering player))] = (Last created dialog Button)
              • Dialog - Create a dialog button for BookDialog[(Player number of (Owner of (Triggering unit)))] labelled Page 2
              • Set BookOption2[(Player number of (Triggering player))] = (Last created dialog Button)
              • Dialog - Create a dialog button for BookDialog[(Player number of (Owner of (Triggering unit)))] labelled Page 3
              • Set BookOption3[(Player number of (Triggering player))] = (Last created dialog Button)
              • Dialog - Create a dialog button for BookDialog[(Player number of (Owner of (Triggering unit)))] labelled Exit
              • Set BookQuit[(Player number of (Triggering player))] = (Last created dialog Button)
              • Dialog - Show BookDialog[(Player number of (Triggering player))] for (Owner of (Triggering unit))
              • Skip remaining actions
            • Else - Actions


Selecting the page
Trigger:
  • Select Page
    • Events
      • Dialog - A dialog button is clicked for BookDialog[1]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption1[(Player number of (Triggering player))]
        • Then - Actions
          • Dialog - Hide BookDialog[(Player number of (Triggering player))] for (Triggering player)
          • Game - Display to (Player group((Triggering player))) the text: BookString1[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption2[(Player number of (Triggering player))]
        • Then - Actions
          • Dialog - Hide BookDialog[(Player number of (Triggering player))] for (Triggering player)
          • Game - Display to (Player group((Triggering player))) the text: BookString2[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption3[(Player number of (Triggering player))]
        • Then - Actions
          • Dialog - Hide BookDialog[(Player number of (Triggering player))] for (Triggering player)
          • Game - Display to (Player group((Triggering player))) the text: BookString3[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookQuit[(Player number of (Triggering player))]
        • Then - Actions
          • Dialog - Hide BookDialog[(Player number of (Triggering player))] for (Triggering player)
        • Else - Actions
      • Dialog - Clear BookDialog[(Player number of (Triggering player))]


There is one final trigger that sets up the books and the strings to be read to the players, but it is not needed.
 

velnias

New Member
Reaction score
13
i think u need change like this:

Code:
Book System
    Events
        Unit - A unit Uses an item
    Conditions
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-type of (Item being manipulated)) Equal to Book[(Integral A)]
                    Then - Actions
                        Set BookNumber[(Player number of (Owner of (Triggering unit)))] = (Integer A) 
                    Else - Actions
<here u need one more IF>
        Dialog - Hide BookDialog for (Owner of (Triggering unit)) 
        Dialog - Change the title of BookDialog to (Name of (Item being manipulated)) 
        Dialog - Create a dialog button for BookDialog labelled Page 1 
        Set BookOption1[(Player number of (Triggering player))] = (Last created dialog Button) 
        Dialog - Create a dialog button for BookDialog labelled Page 2 
        Set BookOption2[(Player number of (Triggering player))] = (Last created dialog Button) 
        Dialog - Create a dialog button for BookDialog labelled Page 3 
        Set BookOption3[(Player number of (Triggering player))] = (Last created dialog Button) 
        Dialog - Create a dialog button for BookDialog labelled Exit 
        Set BookQuit[(Player number of (Triggering player))] = (Last created dialog Button) 
        Dialog - Show BookDialog for (Owner of (Triggering unit))

Code:
Select Page
    Events
        Dialog - A dialog button is clicked for BookDialog
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to BookOption1[(Player number of (Triggering player))]
            Then - Actions
                Dialog - Hide BookDialog for (Triggering player)
                Game - Display to (Player group((Triggering player))) the text: BookString1[BookNumber[(Player number of (Triggering player))]] 
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to BookOption2[(Player number of (Triggering player))]
            Then - Actions
                Dialog - Hide BookDialog for (Triggering player)
                Game - Display to (Player group((Triggering player))) the text: BookString2[BookNumber[(Player number of (Triggering player))]] 
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to BookOption3[(Player number of (Triggering player))]
            Then - Actions
                Dialog - Hide BookDialog for (Triggering player)
                Game - Display to (Player group((Triggering player))) the text: BookString3[BookNumber[(Player number of (Triggering player))]] 
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to BookQuit[(Player number of (Triggering player))]
            Then - Actions
                Dialog - Hide BookDialog for (Triggering player) 
            Else - Actions
       Dialog - Clear BookDialog
 

HydraRancher

Truth begins in lies
Reaction score
197
Doctor said:
Who has the courage to bother turn that into WC3 code so its legible?

Me.

Trigger:
  • Book System
    • Events
      • Unit - A unit Uses an item
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Book[(Integral A)]
            • Then - Actions
              • Set BookNumber[(Player number of (Owner of (Triggering unit)))] = (Integer A)
            • Else - Actions
    • &lt;here u need one more IF&gt;
      • Dialog - Hide BookDialog for (Owner of (Triggering unit))
      • Dialog - Change the title of BookDialog to (Name of (Item being manipulated))
      • Dialog - Create a dialog button for BookDialog labelled Page 1
      • Set BookOption1[(Player number of (Triggering player))] = (Last created dialog Button)
      • Dialog - Create a dialog button for BookDialog labelled Page 2
      • Set BookOption2[(Player number of (Triggering player))] = (Last created dialog Button)
      • Dialog - Create a dialog button for BookDialog labelled Page 3
      • Set BookOption3[(Player number of (Triggering player))] = (Last created dialog Button)
      • Dialog - Create a dialog button for BookDialog labelled Exit
      • Set BookQuit[(Player number of (Triggering player))] = (Last created dialog Button)
      • Dialog - Show BookDialog for (Owner of (Triggering unit))


Trigger:
  • Select Page
    • Events
      • Dialog - A dialog button is clicked for BookDialog
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption1[(Player number of (Triggering player))]
        • Then - Actions
          • Dialog - Hide BookDialog for (Triggering player)
          • Game - Display to (Player group((Triggering player))) the text: BookString1[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption2[(Player number of (Triggering player))]
        • Then - Actions
          • Dialog - Hide BookDialog for (Triggering player)
          • Game - Display to (Player group((Triggering player))) the text: BookString2[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption3[(Player number of (Triggering player))]
        • Then - Actions
          • Dialog - Hide BookDialog for (Triggering player)
          • Game - Display to (Player group((Triggering player))) the text: BookString3[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookQuit[(Player number of (Triggering player))]
        • Then - Actions
          • Dialog - Hide BookDialog for (Triggering player)
        • Else - Actions
      • Dialog - Clear BookDialog


Why does he need an extra if?

by the way for the last trigger do this:
Trigger:
  • Select Page
    • Events
      • Dialog - A dialog button is clicked for BookDialog
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption1[(Player number of (Triggering player))]
        • Then - Actions
          • Game - Display to (Player group((Triggering player))) the text: BookString1[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption2[(Player number of (Triggering player))]
        • Then - Actions
          • Game - Display to (Player group((Triggering player))) the text: BookString2[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to BookOption3[(Player number of (Triggering player))]
        • Then - Actions
          • Game - Display to (Player group((Triggering player))) the text: BookString3[BookNumber[(Player number of (Triggering player))]]
        • Else - Actions
      • Dialog - Hide BookDialog for (Triggering player)
      • Dialog - Clear BookDialog

shortens it alot
 
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