All I did was delete a function in the job_listen.skrit, make sure to have a healer autocasting for the longer conversations as mobs will beat them silly. Toons can autocast but CANNOT ATTACK until conversation is complete.
////////////////////////////////////////////////////////////////////////////////
// listen and wait for the talker to finish talking to us
state Listen$
{
transition
{
-> Exiting$: OnWorldMessage( WE_REQ_TALK_END );
}
/////////////////////////////////////////////////////////////////////
//Deleted this function by Volkan
/////////////////////////////////////////////////////////////////////
//trigger OnWorldMessage$( WE_DAMAGED )
//{
//report.reportf("job_listen", "was damaged while trying to listen so we will not talk.\n" );
// Exit dialog
//if( m_Go$.IsAnyHumanPartyMember )
//{
//#only(game)
//[[
//UIDialogueHandler.SExplicitExitDialogue( m_Go$.Player.MachineId );
//]]
//}
SetState Exiting$;
}
All I did was delete a function in the job_listen.skrit, make sure to have a healer autocasting for the longer conversations as mobs will beat them silly. Toons can autocast but CANNOT ATTACK until conversation is complete.
//////////////////////////////////////////////////////////////////////////////// // listen and wait for the talker to finish talking to us state Listen$ { transition { -> Exiting$: OnWorldMessage( WE_REQ_TALK_END ); } ///////////////////////////////////////////////////////////////////// //Deleted this function by Volkan ///////////////////////////////////////////////////////////////////// //trigger OnWorldMessage$( WE_DAMAGED ) //{ //report.reportf("job_listen", "was damaged while trying to listen so we will not talk.\n" ); // Exit dialog //if( m_Go$.IsAnyHumanPartyMember ) //{ //#only(game) //[[ //UIDialogueHandler.SExplicitExitDialogue( m_Go$.Player.MachineId ); //]] //} SetState Exiting$; }