deus-ex-randomizer
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Conversations that end early should work better
Sometimes conversations can be interrupted early, whether it's someone taking damage, or someone getting bumped off a cliff, or floating away.
When these conversations are interrupted, they get marked as played (thus can't be repeated), but any flags or item transfers that might happen later in the conversation don't happen.
I see two possible ways we could improve this:
- Don't mark the conversation as played, so that you can just talk to the person again and hear the whole thing
- Fast forward through the rest of the conversation so that everything happens as expected. This is probably less ideal, since I don't know how it would work when a conversation has choices.
This opens up a big can of worms lol, if you do #1 then you could probably intentionally repeat conversations to dupe items or skill points.
Ideally conversations would resume from the point where they were interrupted lol. But that sounds like a lot of work.
First one, but you only get awarded with items and other stuff upon successfully ending the dialogue, preventing any dupes. May or may not be easier to implement than resuming the dialogue from where you were interrupted.