// PB: Corrected so this is not overwritten by the next few lines -->
pchar.quest.escape_from_greenford.win_condition.l1 = "location";
pchar.quest.escape_from_greenford.win_condition.l1.location = "Oxbay";
pchar.quest.escape_from_greenford.win_condition = "escape_from_greenford";
// PB: Corrected so this is not overwritten by the next few lines <--
pchar.quest.prepare_escape_from_greenford.win_condition.l1 = "ExitFromLocation";
pchar.quest.prepare_escape_from_greenford.win_condition.l1.location = "Greenford_prison";
pchar.quest.prepare_escape_from_greenford.win_condition = "prepare_escape_from_greenford";
pchar.quest.return_idol_from_frigate.win_condition.l1 = "Character_Capture";
pchar.quest.return_idol_from_frigate.win_condition.l1.character = "Eng Captain Idol";
pchar.quest.return_idol_from_frigate.win_condition.l2 = "SeaEnter"; // to allow boarding PW
pchar.quest.return_idol_from_frigate.win_condition = "return_idol_from_frigate_complete";
pchar.quest.return_idol_from_frigate1.win_condition.l1 = "NPC_Death";
pchar.quest.return_idol_from_frigate1.win_condition.l1.character = "Eng Captain Idol";
pchar.quest.return_idol_from_frigate1.win_condition.l2 = "SeaEnter"; //to allow boarding PW
pchar.quest.return_idol_from_frigate1.win_condition = "return_idol_from_frigate_complete";
break;
case "prepare_escape_from_greenford":
PChar.vcskip = true; // PB
// KK -->
//LAi_group_SetRelation("ENGLAND_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_FRIEND);
LAi_group_SetRelation("ENGLAND_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
// <-- KK
LAi_group_SetRelation("ENGLAND_CITIZENS", LAI_GROUP_PLAYER, LAI_GROUP_FRIEND);
if(GetRMRelation(PChar, ENGLAND) > REL_WAR) SetRMRelation(PChar, ENGLAND, REL_WAR); // RM - SetNationRelation2MainCharacter(ENGLAND,RELATION_ENEMY);
LeaveService(PChar, ENGLAND, false); // RM
break;
case "escape_from_greenford":
DeleteAttribute(PChar, "vcskip"); // PB
break;