Like the above events, the Dialogues event is only triggered when it gets a call back from one of the special asynchronous user functions, like
get_login_async() (please see this function for an extended code example of how this event is used). These events are
the ones that ask for some type of user input, which can be a name, login details, a number or a colour etc... As most devices do not like sitting in a loop waiting for a reply, they have to be asynchronous and
GameMaker: Studio will continue to run in the background while these functions have a dialogue open and until they get the required user input which triggers this event.
Again, a ds_map is returned with the id held in the special variable async_load. The values held in this map will
depend on the function used, and you should consult the individual entries for each function in this manual for more details.
NOTE: The map held in the async_load variable is only valid in these events, as the ds_map that is points to is created at the start of the event, then deleted again at the end, with this
variable being reset to a value of -1 in all other events.