QuestWorld
World Quest registry - branching per-NPC quest table with per-class gates, Gens faction gates, and per-quest cooldowns
The World Quest system: a branching quest registry with up to three next-quest options per row, per-class availability, Gens faction gates, and per-quest cooldowns measured in days. Runs alongside Quest.txt (classic quests); players can have both active.
File Location
Data/QuestWorld/QuestWorld.txtLoaded once at GameServer startup. Changes require a restart.
Format
//Index Group Number StartType MonsterClass CurrentState
// NextIndex1 NextState1 NextIndex2 NextState2 NextIndex3 NextState3
// RequireIndex RequireGroup RequireState RequireMinLevel RequireMaxLevel RequireFamily RequireCooldown
// DW DK FE MG DL SU RFTerminated by end.
Columns
Identity
Index
Quest ID within its Group
Group
Quest group ID. Quests with the same Group form a sequence (up to 20 groups per character)
Number
Sequence number within the group (0, 1, 2, ...)
StartType
0 = offered via NPC dialog list when talking to MonsterClass; 1 = auto-triggered chain follow-up shown as a button after a prior quest completes
MonsterClass
NPC class that offers or turns in the quest
CurrentState
State this row describes. 0 = not taken / available, 1 = accepted / in progress, 2 = rejected branch, 3 = finished, 4 = cancelled. * = wildcard (any current state)
Branching
QuestWorld supports up to three next-quest pointers per row (player picks one of up to three follow-ups).
NextIndex1/2/3
Next quest Index to unlock. * = unused
NextState1/2/3
State the next quest starts in (0 = normal, 1 = accepted, 2 = rejected)
Prerequisites
RequireIndex
Prior quest Index that must be in RequireState for this row to be eligible. * = no prerequisite
RequireGroup
Prior quest Group
RequireState
Required state of the prior quest. Values match CurrentState: 0 = not taken, 1 = accepted, 2 = rejected, 3 = finished, 4 = cancelled
RequireMinLevel / RequireMaxLevel
Character level range. * = no limit
RequireFamily
Gens faction requirement. * = any
RequireCooldown
Minimum days since last completion (calendar day difference). * = no cooldown, repeat blocked once finished
Per-Class Availability
DW ... RF
Per-class availability. 0 = hidden; 1 = available to 1st class only; 2 = available to 1st and 2nd (Change-Up) class; higher values extend to further class tiers
Multi-Row State Variants
Multiple rows with the same Index/Group describe the quest under different prerequisite combinations. The engine walks rows in order and picks the first whose RequireIndex/RequireState, level range, faction and class gates all match the player.
Cross-File Dependencies
Common Issues
Quest chain dead-ends - all three
NextIndex*are*on a non-terminal row; intended only on the final quest of a groupPlayer cannot re-take quest after cooldown -
RequireCooldownis in days, not hours; a freshly finished quest needs at least that many calendar days before the same quest becomes available againWrong next quest offered - several rows share
Index/Group; the first row whose prerequisites match winsFaction quest offered to wrong side -
RequireFamilyset but does not match the player'sGensFamilyLevel gate blocks too early -
RequireMinLevelhigher than the class can reach at that point in the chainClass column denies Change-Up only - value
1is 1st class only. Use2for both 1st and 2nd class
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