diff --git a/SRP v1.1.4 - Readme.txt b/SRP v1.1.4 - Readme.txt index 5e336e8d..bc87afcc 100644 --- a/SRP v1.1.4 - Readme.txt +++ b/SRP v1.1.4 - Readme.txt @@ -245,6 +245,7 @@ Dialog fixes: + Fixed the issue where Sidorovich would answer only one question per game session after Scar returns him his case. + Fixed the branching of some Duty member dialogs in Agroprom. + Fixed all buggy Cordon, Garbage, Yantar, Army Warehouses, and Limansk dialog trees. ++ Fixed all dialogue exploits made possible by the revocation of the player's ability to break out of certain dialogues being delayed. Weapon fixes: diff --git a/SRP v1.1.4 - Version History.txt b/SRP v1.1.4 - Version History.txt index efb65980..9ba9caf1 100644 --- a/SRP v1.1.4 - Version History.txt +++ b/SRP v1.1.4 - Version History.txt @@ -14,6 +14,7 @@ v1.1.4 + Fixed NPCs not settling into their sleeping animation at some sleep waypoints. - Decane + Fixed campfire NPCs sometimes not settling into their campfire idle animation. - Decane + Fixed the start time for NPCs' heavily wounded state being saved incorrectly. - Decane ++ Fixed the dialogue exploit where the player could farm starting equipment from Suslov multiple times by eliminating the few frames long delay before the player's ability to break out of certain dialogues gets revoked. - Decane + Mitigated the issue where the weather would sometimes inexplicably change after loading. - Decane + Mitigated the issue where the player's character model would revert back to the default rookie jacket model upon picking up another suit of armor. - Artos, Shoker + Fixed the issue where the player would be rejected from playing the shooting minigame if their money precisely matches the entry fee instead of exceeding it. - Decane diff --git a/gamedata/scripts/pda.script b/gamedata/scripts/pda.script index a2e9dd0e..65c56080 100644 --- a/gamedata/scripts/pda.script +++ b/gamedata/scripts/pda.script @@ -241,6 +241,9 @@ function dialog_wnd_showed() local obj = v.object if obj ~= nil then if obj:is_talking() and id ~= 0 then -- 0 = actor ID + if v.meet and v.robbery_zone_id == nil then + db.actor:allow_break_talk_dialog(v.meet.allow_break) + end local sound_theme = xr_sound.sound_table[id] if sound_theme and sound_theme.reset then sound_theme:reset(id)