Players are saved as integers, so anytime you reference a player you are using an integer 0-15.
When you update a dialog/dialog item, you update it for a player group. If you are only updating for one player, you can use the function Convert Player to Player Group. Thus you only need one dialog and not one per player.
The easiest way to run actions by player is using a Pick each player in Player Group loop, where you can then reference each player with the Picked Player function. The All Players group will cycle through all 15 players, so typically you want to use the Active Players group. If instead you are updating a dialog from an event handler, use things like Triggering Player or Owner of Unit(Triggering Unit) to get the player's integer.
Here is a completely arbitrary example of how you could change the text of a dialog item to show a player their own name.
Players are saved as integers, so anytime you reference a player you are using an integer 0-15.
When you update a dialog/dialog item, you update it for a player group. If you are only updating for one player, you can use the function Convert Player to Player Group. Thus you only need one dialog and not one per player.
The easiest way to run actions by player is using a Pick each player in Player Group loop, where you can then reference each player with the Picked Player function. The All Players group will cycle through all 15 players, so typically you want to use the Active Players group. If instead you are updating a dialog from an event handler, use things like Triggering Player or Owner of Unit(Triggering Unit) to get the player's integer.
Here is a completely arbitrary example of how you could change the text of a dialog item to show a player their own name.