Found a workaround for broken convoy quest (anybody else notice this problem?):
On file:
anacleto_dialog.c
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "prepare_convoy_quest_3":
GenerateConvoyQuest();
string dText = DLG_TEXT[37];
string sTownName = pchar.quest.generate_convoy_quest.destination;
string sIslandName = pchar.quest.generate_convoy_quest.island;
if(pchar.quest.generate_convoy_quest.destination==DEFAULT_DESTINATION) { dText = DLG_TEXT[38]; }
sTownName = TranslateString("",sTownName);
sIslandName = TranslateString("",sIslandName);
dialog.text = DLG_TEXT[30] + sIslandName + dText + sTownName + DLG_TEXT[31] + sti(pchar.quest.generate_convoy_quest.convoymoney) + DLG_TEXT[32];//MAXIMUS: translated
// dialog.text = DLG_TEXT[30] + pchar.quest.generate_convoy_quest.destination + DLG_TEXT[31] + pchar.quest.generate_convoy_quest.convoymoney + DLG_TEXT[32]; // TIH localization doesn't have all the destinations in it so it breaks the dialog - do not revert back to localization until ALL DESTINATIONS ARE TRANSLATED
/*
link.l1 = XI_ConvertString("quest_map");
link.l1.go = "exit_map";
link.l2 = DLG_TEXT[34];
link.l2.go = "convoy_refused";
break;
case "exit_map":
Diag.CurrentNode = "after_map";
DialogExit();
LaunchPelagoMap();
break;
case "after_map":
dialog.snd = "Voice\ALMI\ALMI012";
dialog.text = XI_ConvertString("quest_talk")+" "+GetMyName(PChar)+"?";
*/
link.l1 = DLG_TEXT[33];
link.l1.go = "convoy_agreeded";
link.l2 = DLG_TEXT[34];
link.l2.go = "convoy_refused";
break;<!--c2--></div><!--ec2-->
I've comment out the part related to the show map that seems cause the problem.
Is not a good solution, but for me works. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
" border="0" alt="dunno.gif" />
On file:
anacleto_dialog.c
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "prepare_convoy_quest_3":
GenerateConvoyQuest();
string dText = DLG_TEXT[37];
string sTownName = pchar.quest.generate_convoy_quest.destination;
string sIslandName = pchar.quest.generate_convoy_quest.island;
if(pchar.quest.generate_convoy_quest.destination==DEFAULT_DESTINATION) { dText = DLG_TEXT[38]; }
sTownName = TranslateString("",sTownName);
sIslandName = TranslateString("",sIslandName);
dialog.text = DLG_TEXT[30] + sIslandName + dText + sTownName + DLG_TEXT[31] + sti(pchar.quest.generate_convoy_quest.convoymoney) + DLG_TEXT[32];//MAXIMUS: translated
// dialog.text = DLG_TEXT[30] + pchar.quest.generate_convoy_quest.destination + DLG_TEXT[31] + pchar.quest.generate_convoy_quest.convoymoney + DLG_TEXT[32]; // TIH localization doesn't have all the destinations in it so it breaks the dialog - do not revert back to localization until ALL DESTINATIONS ARE TRANSLATED
/*
link.l1 = XI_ConvertString("quest_map");
link.l1.go = "exit_map";
link.l2 = DLG_TEXT[34];
link.l2.go = "convoy_refused";
break;
case "exit_map":
Diag.CurrentNode = "after_map";
DialogExit();
LaunchPelagoMap();
break;
case "after_map":
dialog.snd = "Voice\ALMI\ALMI012";
dialog.text = XI_ConvertString("quest_talk")+" "+GetMyName(PChar)+"?";
*/
link.l1 = DLG_TEXT[33];
link.l1.go = "convoy_agreeded";
link.l2 = DLG_TEXT[34];
link.l2.go = "convoy_refused";
break;<!--c2--></div><!--ec2-->
I've comment out the part related to the show map that seems cause the problem.
Is not a good solution, but for me works. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
![Shrug :shrug :shrug](http://piratesahoy.bowengames.com/PA_Forum/Emoticons/dunno.gif)