Quest template

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The `quest_template` table

Contains all basic definitions of quests available.

Schema Last Modified: Rev 161 - Schema Verified: Rev 665


Structure

Field Type Attributes Key Null Default Extra Comment
entry mediumint(8) unsigned PRI NO 0
Method tinyint(3) unsigned NO 2
ZoneOrSort smallint(6) signed NO 0
SkillOrClass smallint(6) signed NO 0
MinLevel tinyint(3) unsigned NO 0
QuestLevel smallint(6) NO 0
Type smallint(5) unsigned NO 0
RequiredRaces smallint(5) NO 0
RequiredSkillValue smallint(5) unsigned NO 0
RepObjectiveFaction smallint(5) unsigned NO 0
RepObjectiveValue mediumint(9) signed NO 0
RequiredMinRepFaction smallint(5) unsigned NO 0
RequiredMinRepValue mediumint(9) signed NO 0
RequiredMaxRepFaction smallint(5) unsigned NO 0
RequiredMaxRepValue mediumint(9) signed NO 0
SuggestedPlayers tinyint(3) unsigned NO 0
LimitTime int(10) unsigned NO 0
QuestFlags smallint(5) unsigned NO 0
SpecialFlags tinyint(3) unsigned NO 0
CharTitleId tinyint(3) unsigned NO 0
PrevQuestId mediumint(9) signed NO 0
NextQuestId mediumint(9) signed NO 0
ExclusiveGroup mediumint(9) signed NO 0
NextQuestInChain mediumint(8) unsigned NO 0
SrcItemId mediumint(8) unsigned NO 0
SrcItemCount tinyint(3) unsigned NO 0
SrcSpell mediumint(8) unsigned NO 0
Title text utf8_general_ci YES NULL
Details text utf8_general_ci YES NULL
Objectives text utf8_general_ci YES NULL
OfferRewardText text utf8_general_ci YES NULL
RequestItemsText text utf8_general_ci YES NULL
EndText text utf8_general_ci YES NULL
ObjectiveText1 text utf8_general_ci YES NULL
ObjectiveText2 text utf8_general_ci YES NULL
ObjectiveText3 text utf8_general_ci YES NULL
ObjectiveText4 text utf8_general_ci YES NULL
ReqItemId1 mediumint(8) unsigned NO 0
ReqItemId2 mediumint(8) unsigned NO 0
ReqItemId3 mediumint(8) unsigned NO 0
ReqItemId4 mediumint(8) unsigned NO 0
ReqItemCount1 smallint(5) unsigned NO 0
ReqItemCount2 smallint(5) unsigned NO 0
ReqItemCount3 smallint(5) unsigned NO 0
ReqItemCount4 smallint(5) unsigned NO 0
ReqSourceId1 mediumint(8) unsigned NO 0
ReqSourceId2 mediumint(8) unsigned NO 0
ReqSourceId3 mediumint(8) unsigned NO 0
ReqSourceId4 mediumint(8) unsigned NO 0
ReqSourceCount1 smallint(5) unsigned NO 0
ReqSourceCount2 smallint(5) unsigned NO 0
ReqSourceCount3 smallint(5) unsigned NO 0
ReqSourceCount4 smallint(5) unsigned NO 0
ReqSourceRef1 tinyint(3) unsigned NO 0
ReqSourceRef2 tinyint(3) unsigned NO 0
ReqSourceRef3 tinyint(3) unsigned NO 0
ReqSourceRef4 tinyint(3) unsigned NO 0
ReqCreatureOrGOId1 mediumint(9) signed NO 0
ReqCreatureOrGOId2 mediumint(9) signed NO 0
ReqCreatureOrGOId3 mediumint(9) signed NO 0
ReqCreatureOrGOId4 mediumint(9) signed NO 0
ReqCreatureOrGOCount1 smallint(5) unsigned NO 0
ReqCreatureOrGOCount2 smallint(5) unsigned NO 0
ReqCreatureOrGOCount3 smallint(5) unsigned NO 0
ReqCreatureOrGOCount4 smallint(5) unsigned NO 0
ReqSpellCast1 mediumint(8) unsigned NO 0
ReqSpellCast2 mediumint(8) unsigned NO 0
ReqSpellCast3 mediumint(8) unsigned NO 0
ReqSpellCast4 mediumint(8) unsigned NO 0
RewChoiceItemId1 mediumint(8) unsigned NO 0
RewChoiceItemId2 mediumint(8) unsigned NO 0
RewChoiceItemId3 mediumint(8) unsigned NO 0
RewChoiceItemId4 mediumint(8) unsigned NO 0
RewChoiceItemId5 mediumint(8) unsigned NO 0
RewChoiceItemId6 mediumint(8) unsigned NO 0
RewChoiceItemCount1 smallint(5) unsigned NO 0
RewChoiceItemCount2 smallint(5) unsigned NO 0
RewChoiceItemCount3 smallint(5) unsigned NO 0
RewChoiceItemCount4 smallint(5) unsigned NO 0
RewChoiceItemCount5 smallint(5) unsigned NO 0
RewChoiceItemCount6 smallint(5) unsigned NO 0
RewItemId1 mediumint(8) unsigned NO 0
RewItemId2 mediumint(8) unsigned NO 0
RewItemId3 mediumint(8) unsigned NO 0
RewItemId4 mediumint(8) unsigned NO 0
RewItemCount1 smallint(5) unsigned NO 0
RewItemCount2 smallint(5) unsigned NO 0
RewItemCount3 smallint(5) unsigned NO 0
RewItemCount4 smallint(5) unsigned NO 0
RewRepFaction1 smallint(5) unsigned NO 0 Faction id from Faction.dbc in this case
RewRepFaction2 smallint(5) unsigned NO 0 Faction id from Faction.dbc in this case
RewRepFaction3 smallint(5) unsigned NO 0 Faction id from Faction.dbc in this case
RewRepFaction4 smallint(5) unsigned NO 0 Faction id from Faction.dbc in this case
RewRepFaction5 smallint(5) unsigned NO 0 Faction id from Faction.dbc in this case
RewRepValue1 mediumint(9) signed NO 0
RewRepValue2 mediumint(9) signed NO 0
RewRepValue3 mediumint(9) signed NO 0
RewRepValue4 mediumint(9) signed NO 0
RewRepValue5 mediumint(9) signed NO 0
RewHonorableKills mediumint(9) unsigned NO 0
RewOrReqMoney int(11) signed NO 0
RewMoneyMaxLevel int(10) unsigned NO 0
RewSpell mediumint(8) unsigned NO 0
RewSpellCast mediumint(8) unsigned NO 0
RewMailTemplateId mediumint(8) unsigned NO 0
RewMailDelaySecs int(11) unsigned NO 0
PointMapId smallint(5) unsigned NO 0
PointX float signed NO 0
PointY float signed NO 0
PointOpt mediumint(8) unsigned NO 0
DetailsEmote1 smallint(5) unsigned NO 0
DetailsEmote2 smallint(5) unsigned NO 0
DetailsEmote3 smallint(5) unsigned NO 0
DetailsEmote4 smallint(5) unsigned NO 0
IncompleteEmote smallint(5) unsigned NO 0
CompleteEmote smallint(5) unsigned NO 0
OfferRewardEmote1 smallint(5) unsigned NO 0
OfferRewardEmote2 smallint(5) unsigned NO 0
OfferRewardEmote3 smallint(5) unsigned NO 0
OfferRewardEmote4 smallint(5) unsigned NO 0
StartScript mediumint(8) unsigned NO 0
CompleteScript mediumint(8) unsigned NO 0


entry

Quest Id. Quest ID is the Primary Key for the Table. Each Quest ID must be unique!

Method

Accepted values: 0, 1 or 2. If value = 0 then Quest is autocompleted (skip objectives/details).

ZoneOrSort

This field defines under what category the quest falls in the quest log.

If value > 0 then value is Zone IDs taken from AreaTable.dbc.

if value < 0 then (-value) is quest sort id: (in general profession or class quests. Also see RequiredSkillValue ) Value is ID from QuestSort.dbc. QuestSort.dbc

SkillOrClass

This field defines any specific skill or class requirements for the quest to be available for a character.

If value > 0 then value is a skill ID (see SkillLine.dbc)

If value < 0 then (-value) is class ID (see ChrClasses.dbc)

MinLevel

Minimum level required to get the quest.

QuestLevel

Level of quest. Player recieves full experience amount only if their level is less than or equal to QuestLevel+5. For quests that should be available to the player at any level, this value may be set to -1.

Type

These values are ID taken from QuestInfo.dbc QuestInfo.dbc

RequiredRaces

Races required to get the quest. 0 means available for all races. Field's value is a decimal value that must be transform to a 8 bits binary in order to be understandable. In binary form, each different bit represent a different race. They're assigned as follow :

Race

These values are 2^ID taken from ChrRaces.dbc ChrRaces.dbc

Examples

0,1791 = All Races

690 (2 + 16 + 32 + 128 + 512) = Horde Quest

1101 (1 + 4 + 8 + 64 + 1024) = Alliance Quest

RequiredSkillValue

Player skill value requirement for skill if in ZoneOrSort field < 0 and have some from skill related values.

RepObjectiveFaction

Faction ID for an objective to achieve a certain reputation value with. See Faction.dbc

RepObjectiveValue

Reputation value that the player must achieve with the faction in RepObjectiveFaction as part of the quest objectives.

RequiredMinRepFaction

Faction ID for reputation requirement. See Faction.dbc

RequiredMinRepValue

Players must have this reputation or higher in order to receive the quest.


RequiredMaxRepFaction

The Faction ID for the faction that controls the maximum reputation value that the player can have and still get the quest. See Faction.dbc

RequiredMaxRepValue

The maximum reputation value that the player can have with a faction and still get the quest. If the player has more reputation than the value in this field, the quest will not be able to be taken anymore.


SuggestedPlayers

Info about how many players should do unite for the quest.

LimitTime

Time in seconds that the player has to complete this quest.

QuestFlags

This flag field defines more specifically the type of quest it is. Aside from the daily flag and sharable flag, this field is used just for grouping purposes and NOT for any other quest requirements. The quest requirements are calculated from non-zero values in other quest template fields. Also, while some of these flags are known, others have yet an unknown purpose and the comments below is simply guesswork on them.

At the moment (rev 6055), the core does not actually handle these flags any differently (again, except for the daily flag and the sharable flag).

Bit Name Comments
0 QUEST_FLAGS_NONE No flags, so no groups assigned to this quest.
1 QUEST_FLAGS_STAY_ALIVE If the player dies, the quest is failed.(?)
2 QUEST_FLAGS_EVENT Escort quests or any other event-driven quests. If player in party, all players that can accept this quest will receive confirmation box to accept quest.
4 QUEST_FLAGS_EXPLORATION Involves the activation of an areatrigger.
8 QUEST_FLAGS_SHARABLE Allows the quest to be shared with other players.
16 QUEST_FLAGS_NONE2 Unknown at this time and not used.
32 QUEST_FLAGS_EPIC Epic class quests (hunter) (??)
64 QUEST_FLAGS_RAID Raid or similiar player group needed for quest.
128 QUEST_FLAGS_TBC Added with or after TBC.
256 QUEST_FLAGS_UNK2 Quest needs extra non-objective items dropped (eg. ReqSourceID fields) (?)
512 QUEST_FLAGS_HIDDEN_REWARDS Item and monetary rewards are hidden in the initial quest details page and in the quest log but will appear once ready to be rewarded.
1024 QUEST_FLAGS_UNK4 Unknown at this time.
2048 QUEST_FLAGS_TBC_RACES Blood elf/draenei starting zone quests.
4096 QUEST_FLAGS_DAILY Daily repeatable quests (only flag that the core applies specific behavior for)

Like all flag based fields, QuestFlags can be added for the different types of quest.

SpecialFlags

This field is a bitmask and controls only two extra requirements and has only 4 possible values.

  • 0: No extra requirements
  • 1: Makes the quest repeatable.
  • 2: Makes the quest only completable by some external event (an entry in areatrigger_involvedrelation, spell effect quest complete or an entry in spell_scripts with command 7 as some examples)
  • 3: Both repeatable and completable only through an external event

CharTitleId

The title the character will receive upon completion of the quest. See CharTitles.dbc

PrevQuestId

if value > 0: Contains the previous quest id, that must be completed before this quest can be started.

If value < 0: Contains the parent quest id, that must be active before this quest can be started.

See the examples section for examples.

NextQuestId

If value > 0: Contains the next quest id, if PrevQuestId of that quest is not sufficient.

If value < 0: Contains the sub quest id, if PrevQuestId of that quest is not sufficient. If quest have many alternative next quests (class specific quests lead from single not class specific quest) field PrevQuestId in next quests can used for setting this dependence.

See the examples section for examples.

ExclusiveGroup

if ExclusiveGroup > 0

Allows to define a group of quests of which only one may be chosen and completed. E.g. if from quests 1200, 1201 and 1202 only one should be allowed to be chosen, insert 1200 into ExclusiveGroup of all 3 quests.

if ExclusiveGroup < 0

Allows to define a group of quests of which all must be completed and rewarded to start next quest. E.g. if quest 1000 dependent from one of quests 1200, 1201 and 1202 and all this quests have same negative exclusive group then all this quest must be completed and rewarded before quest 1000 can be started.

See the examples section for examples.

NextQuestInChain

The quest entry from a creature or gameobject that ends a quest and starts a new one. The result is, that if you end the quest, the new quest instantly appears from the quest giver.

See the examples section for examples.

SrcItemId

Item's ID given by the quest giver at beginning of the quest. Items will be deleted when quest is abandoned.

SrcItemCount

Amount of items given.

SrcSpell

Spell casted on player when quest is started. Can be a buff or a learning spell.

Title

Title of the quest.

Details

The quest text. You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonym you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

Objectives

Objectives of the quest. If empty, quest is an auto-complete quest that can be immediately finished without accepting it first.

OfferRewardText

First text send to the player by the NPC when completing the quest. You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonym you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

RequestItemsText

Text sent to player when the player tries to talk to the NPC with the quest active but incomplete. (The text under the "Progress" title in Wowhead.) You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonym you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

EndText

Template:Field-no-description

ObjectiveText

Used to define non-standard objective texts, that show up in the questlog. Example, "Heal fallen warrior" and the number gets added by Count values.

ReqItemId

Item_template Id of required item to complete the quest.

ReqItemCount

Amount of required items

ReqSourceID

Item ID that is needed indirectly by the quest. For example, the quests asks for item X but the only way to get item X is by activating item Y; however, item Y is also a quest item. Therefore you set item Y's ID in this field. This requirement will not appear in the quest text, it is just for the core to know when to drop a quest item that isn't in the ReqItemID field but is still needed by the quest.

ReqSourceCount

The maximum number of copies of the item in ReqSourceID that can be picked up (and dropped by the core).

ReqSourceRef

Template:Field-no-description

ReqCreatureOrGOId

Value > 0: required creature_template ID the player needs to kill/cast on in order to complete the quest.

Value < 0: required gameobject_template ID the player needs to cast on in order to complete the quest.

If ReqSpellCast is != 0, the objective is to cast on target, else kill.

NOTE: If ReqSpellCast is != 0 and the spell has effects Send Event or Quest Complete, this field may be left empty.

ReqCreatureOrGOCount

The number of times the creature or gameobject must be killed or casted upon.

ReqSpellCast

Spell ID of Spell that needs to be cast in order to fulfill a quest objective. A spell normally needs a target which is ReqCreatureOrGOId

And for spells with "SpellEffect with ImpliciteTargetA-B == 38" check table Spell_script_target

NOTE: If the spell has spell effects Send Event or Quest Complete, it can be entered here WITHOUT the need for a target and count.

RewChoiceItemId, RewChoiceItemCount

Id of item available for reward choice.

Number of Charges in rewarded item available.

RewItemId, RewItemCount

Number of RewItem

item Id given for reward (no choice).

RewRepFaction, RewRepValue

Faction Id (from Faction.dbc) for which the quest give reputation points.

Number of gain or lost reputation points for Faction at quest completion. This is special reputation rewarding. Normal reputation reward to quest rewarding creature faction calculated and added automatically.

RewHonorableKills

Number of honorable kill honor rewarded for completing this quest.

Example: An example value is 15 for quest 8388: At level 70 an honorable kill is 20.9 honor worth. Multiply this with 15 and you receive 313.5, after the multiplication the value is rounded up. So the honor rewarded at level 70 is 314 for this quest.

RewOrReqMoney

Money earned by completing the quest (if value > 0). Money quest requirement (if value < 0).

RewMoneyMaxLevel

The money a character at level 70 would get when they complete this quest. This field also controls the XP given as the XP is calculated from the value in this field by the following formula. If the quest is repeatable, XP will be given only once. The total XP that a character will receive is also affected by the level difference between the character's level and the quest's level.

The formula for calculating XP from the value in this field:
QuestLevel >= 65: XP = RewMoneyMaxLevel / 6.0
QuestLevel == 64: XP = RewMoneyMaxLevel / 4.8
QuestLevel == 63: XP = RewMoneyMaxLevel / 3.6
QuestLevel == 62: XP = RewMoneyMaxLevel / 2.4
QuestLevel == 61: XP = RewMoneyMaxLevel / 1.2
QuestLevel <= 60: XP = RewMoneyMaxLevel / 0.6

RewSpell

Spell that is shown to be casted on quest completion in the quest log. Note that this spell will NOT be casted if RewSpellCast is non-zero. The spell in the other field will be casted instead, in which case the spell here only serves as the visual in the quest log.

NOTE: This field comes straight from the WDB and should not be changed.

RewSpellCast

Spell that will always be casted at player when completing the quest. This can be learn spell and player learned some spell in result, or buff spell, for example. If this field is non-zero then this spell will ALWAYS be casted and the spell in RewSpell will not.

NOTE: This field comes straight from the WDB and should not be changed.

RewMailTemplateId

If the quest gives as a reward an item from a possible list of items, the ID here corresponds to the proper loot template in mail_loot_template. According to the rules in that loot template, items "looted" will be sent by mail at the completion of the quest.

RewMailDelaySecs

How many seconds to wait until the mail is sent to the character that turned in a quest rewarding items from a loot template defined in RewMailTemplateId

PointMapId

MapId of a quest point of interest (POI - Point Of Interest). POI will be shown on the map when quest is active.

PointX

X coordinate of quest POI.

PointY

Y coordinate of quest POI.

PointOpt

Template:Field-no-description

DetailsEmote

Template:Field-no-description

CompleteEmote

Emote played by the related NPC at the time all quest objects are completed.

OfferRewardEmote

Emote played by the NPC at the time the character is rewarded for the quest.

StartScript

ID of the start script. See quest_start_scripts.id

CompleteScript

ID of the end script. See quest_end_scripts.id

Examples

The "rules of engagement" dealing with quests

1. Always use PrevQuestId before using NextQuestId. NextQuestId is considered optional and to be used only when PrevQuestId is not sufficient


Basic quest

Single, stand-alone quest with no prerequisites

    *questA*
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = 0        entry = questA

When this quest require another quest to be rewarded

    *questA*
PrevQuestId = questX   NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = 0        entry = questA

Chain of quests

Player get quests in a strict chain that must be completed in a specific order.

    *questA*
        |
    *questB*
        |
    *questC*
        |
    *questD*
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = questB    entry = questA
PrevQuestId = questA   NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = questC    entry = questB
PrevQuestId = questB   NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = questD    entry = questC
PrevQuestId = questC   NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = 0         entry = questD

Chain of quests with multiple start quests.

Player should only be allowed to complete one of three possible

    *questA*     *questB*    *questC*
        \           |           /
          ------ *questD* -----
                    |
                 *questE*
PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = questA   NextQuestInChain = questD    entry = questA
PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = questA   NextQuestInChain = questD    entry = questB
PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = questA   NextQuestInChain = questD    entry = questC
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = questE    entry = questD
PrevQuestId = questD   NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = 0         entry = questE


Chain of quests with multiple start quests.

Player must complete all three initial quests before D becomes available

    *questA*    *questB*    *questC*
        \          |          /
         ------ *questD* -----
                   |
                *questE*
PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = -questA    NextQuestInChain = questD    entry = questA
PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = -questA    NextQuestInChain = questD    entry = questB
PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = -questA    NextQuestInChain = questD    entry = questC
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0          NextQuestInChain = questE    entry = questD
PrevQuestId = questD   NextQuestId = 0        ExclusiveGroup = 0          NextQuestInChain = 0         entry = questE


Quests with split and a child quest

Completing A unlocks B and C that can be done at the same time. They both need to be completed before D becomes available. X is needed to obtain item for C and this quest should only be available if C is active

                *questA*
                /        \
           *questB     *questC* - *questX*
                \        /
                *questD*
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0         NextQuestInChain = 0        entry = questA
PrevQuestId = questA   NextQuestId = questD   ExclusiveGroup = -questB   NextQuestInChain = 0        entry = questB
PrevQuestId = questA   NextQuestId = questD   ExclusiveGroup = -questB   NextQuestInChain = 0        entry = questC
PrevQuestId = -questC  NextQuestId = 0        ExclusiveGroup = 0         NextQuestInChain = 0        entry = questX
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0         NextQuestInChain = 0        entry = questD


Multiple quest chains, leading to one final quest

Player may complete (not required to) X, but has to complete all three quest chains before final quest becomes available

                *questX*
                   |
    *questA*    *questC*    *questE*
       |           |            |
    *questB*    *questD*    *questF*
       \           |           /
         ------ *questG* -----
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questC    entry = questX

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questB    entry = questA
PrevQuestId = questA   NextQuestId = questG    ExclusiveGroup = -questB    NextQuestInChain = 0         entry = questB
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questD    entry = questC
PrevQuestId = questC   NextQuestId = questG    ExclusiveGroup = -questB    NextQuestInChain = 0         entry = questD
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questF    entry = questE
PrevQuestId = questE   NextQuestId = questG    ExclusiveGroup = -questB    NextQuestInChain = 0         entry = questF

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questG


Complicated

Player must first complete A, then B to unlock the chain from C to E. Three other quests in a group will also be unlocked, those can be done at the same time. The three grouped quests must all be completed before I becomes available. Completion of E and I is required to obtain the final quest.

                *questA*
                   |
                *questB*
              /          \
          *questC*     *questF*
             |         *questG*
          *questD*     *questH*
             |            |
          *questE*     *questI*
             \           /
                *questJ*
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questB    entry = questA
PrevQuestId = questA   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questB

PrevQuestId = questB   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questD    entry = questC
PrevQuestId = questC   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questE    entry = questD
PrevQuestId = questD   NextQuestId = questJ    ExclusiveGroup = -questE    NextQuestInChain = 0         entry = questE

PrevQuestId = questB   NextQuestId = questI    ExclusiveGroup = -questF    NextQuestInChain = 0         entry = questF
PrevQuestId = questB   NextQuestId = questI    ExclusiveGroup = -questF    NextQuestInChain = 0         entry = questG
PrevQuestId = questB   NextQuestId = questI    ExclusiveGroup = -questF    NextQuestInChain = 0         entry = questH

PrevQuestId = 0        NextQuestId = questJ    ExclusiveGroup = -questE    NextQuestInChain = 0         entry = questI

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questJ


Impossible - many quests may unlock many

Player can choose between two alternative chains (Chain A or B, but not both chains). A2 or B2 should unlock C, D and E when complete. When all three complete, F should be unlocked. If player get A3 or B3 after complete F, depends on if chain A or B was chosen.

                *questA1*           *questB1*
                    |                   |
                *questA2*           *questB2*
                    \                  /
                     ---- *questC* ----
                          *questD*
                          *questE*
                             |
                          *questF*
                         /        \
                    *questA3*   *questB3*
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questA2   entry = questA1
PrevQuestId = questA1  NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questA2

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questB2   entry = questB1
PrevQuestId = questB1  NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questB2

PrevQuestId = 0        NextQuestId = questF    ExclusiveGroup = -questC    NextQuestInChain = 0         entry = questC
PrevQuestId = 0        NextQuestId = questF    ExclusiveGroup = -questC    NextQuestInChain = 0         entry = questD
PrevQuestId = 0        NextQuestId = questF    ExclusiveGroup = -questC    NextQuestInChain = 0         entry = questE

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questF

PrevQuestId = questF   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questA3
PrevQuestId = questF   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questB3

Note: if player can choose between chain A or B may be determined by faction status (aldor or scryer), using ReqMinRepFaction = 1. Player should not be able to be neutral+1 with both at the same time. This may be the common threshold to obtain aldor or scryer quests (this is unsure). If that is the case, only the unlock of C, D and E after complete A2 _or_ B2 is the impossible part.