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📑QuestWorld

The server's newer quest system (the one used by the mission journal/menu, featuring branching dialogue and up to three response options per step) — distinct from the classic Data\Quest\ system.

Column
Accepted Values
Description

Index

Number

Identifies this dialogue step/node (unique when combined with Group).

Group

Number

Identifies the quest itself — this is the value stored in the player's quest progress. Multiple steps of the same quest share the same Group.

Number

Number

A "checkpoint" marker within the quest, used to prevent the player from restarting an entry point they have already passed.

StartType

0 or 1

1 = this row is an NPC conversation entry point.

MonsterClass

NPC class number

The NPC associated with this step.

CurrentState

0 to 4

The state the player's progress for this quest (Group) must be in for this row to be valid: 0 Normal, 1 Accepted, 2 Rejected, 3 Completed, 4 Canceled.

NextIndex1 / NextState1

Number of another Index, and a state

Determines which node is visited next and what state the player enters if they choose the first dialogue option.

NextIndex2 / NextState2

Number of another Index, and a state

Same as above for the second option. * = no second option exists.

NextIndex3 / NextState3

Number of another Index, and a state

Same as above for the third option. * = no third option exists.

RequireIndex

Number of another node (Index), or *

Requires another quest node to already be in a specific state. * = no prerequisite node (but see the notes regarding Number).

RequireGroup

Number of a quest (Group)

The quest to which RequireIndex belongs.

RequireState

0 to 4

The required state of the RequireIndex/RequireGroup node.

RequireMinLevel

Number, or *

Minimum character level. * = no minimum requirement.

RequireMaxLevel

Number, or *

Maximum character level. * = no maximum requirement.

RequireFamily

Gens faction number, or *

Requires membership in the specified Gens faction. * = no requirement.

RequireCooldown

Number (minutes), 0, or *

Applies only to an entry point (RequireIndex = *) that the player has already completed. Controls whether and when it can be repeated. 0 = can never be repeated. A number = waiting period, in minutes, counted from the last completion before it becomes available again. * = no waiting period; it becomes available immediately after completion.

DW / DK / FE / MG / DL / SU / RF

0, 1, or 2

0 = this class cannot access the quest. 1 = available starting from the 1st class advancement. 2 = available only from the 2nd class advancement onward.

Notes

  • When RequireIndex = *, the availability of the row depends on Number: it is only available if the Number stored in the player's progress for that quest (Group) has not yet reached the Number of this row. This prevents players from repeating an entry point they have already progressed beyond.

  • RequireCooldown is only considered when RequireIndex = * and the player has already completed that entry point (CurrentState = Completed). In that case, it determines whether the step becomes available again, rather than RequireIndex/RequireGroup/RequireState. Despite the name of the internal code variable (diffDays), the value is measured in minutes, not days — it is recommended to test values carefully when configuring them.

  • A single quest (Group) may contain multiple rows with the same Index and CurrentState, each with different class restrictions and prerequisites. Each player will only see the row that matches their own class and progression.

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