Files
whitengold/exe/win32/QuestEditorConfig.xml
AconiteGodOfSWG 459fb9744b Initial Commit
2020-10-21 20:08:04 -04:00

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XML

<?xml version="1.0"?>
<configuration version="4">
<!-- Editor configuration data -->
<editors>
<editor name="QuestEditor" info="The QuestEditor is a task based quest editing tool for &lt;i&gt;Star Wars Galaxies&lt;/i&gt;. A quest is made up of tasks. The tasks are data driven scripts that run on the player during the quest. Fields are defined by the script author and provide information used to execute the task. Tasks are represented hierarchically in the Task Tree View. When a task completes, child tasks are activated. The field &lt;b&gt;taskOnFail&lt;/b&gt; indicates whether the task is activated on a failure condition or not.">
<!-- default input parameters for all tasks -->
<defaultTask info="Tasks are data driven scripts that execute during a quest. All tasks have a default set of fields. The default fields are detailed here.">
<data name="attachScript" displayName="Script to Attach" defaultValue="" columnName="ATTACH_SCRIPT" columnType="s" dontSave="true"
info="">
<input type="QIT_None"/>
<output type="QOT_Script"/>
</data>
<data name="questJournal" displayName="Journal" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide text that is displayed in the quest journal.">
<input type="QIT_Compound">
<data name="journalEntryTitle" displayName="Journal Entry Title" defaultValue="" columnName="JOURNAL_ENTRY_TITLE" columnType="s"
info="A short localized string that is the title of this task. It is displayed in the journal when the quest is openned and it is also optionally displayed as part of the system message recieved when the task completes.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="journalEntryDescription" displayName="Journal Entry Description" defaultValue="" columnName="JOURNAL_ENTRY_DESCRIPTION" columnType="s"
info="A localized string that provides addition detail for active selected tasks. In addition, the counter or timer displays are appended to the quest journal after this description ends.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="isVisible" displayName="Is Visible" defaultValue="true" columnName="IS_VISIBLE" columnType="b"
info="Indicates whether or not the journal entry is visible. Keep in mind that counter and timers are only displayed if the journal entry is visible.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
</input>
</data>
<data name="questRules" displayName="Rules" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide info on quest rules.">
<input type="QIT_Compound">
<data name="prerequisiteTasks" displayName="Preqrequisite Tasks" defaultValue="" columnName="PREREQUISITE_TASKS" columnType="s"
info="A list of comma delimited task ids that are prerequisites (i.e. required) for this task to be activated.">
<input type="QIT_String"/>
<output type="QOT_Prerequisite"/>
</data>
<data name="exclusionTasks" displayName="Exclusion Tasks" defaultValue="" columnName="EXCLUSION_TASKS" columnType="s"
info="A list of comma delimited task ids that must no be completed for this task to be activated.">
<input type="QIT_String"/>
<output type="QOT_Exclusion"/>
</data>
<data name="allowRepeats" displayName="Allows Repeats" defaultValue="0" columnName="ALLOW_REPEATS" columnType="b"
info="Indicates whether or not the task is allowed to repeat while the quest is active.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
</input>
</data>
<data name="tasksOnComplete" defaultValue="" columnName="TASKS_ON_COMPLETE" columnType="s" dontSave="true"
info="">
<input type="QIT_None"/>
<output type="QOT_Completion"/>
</data>
<data name="tasksOnFail" defaultValue="" columnName="TASKS_ON_FAIL" columnType="s" dontSave="true"
info="">
<input type="QIT_None"/>
<output type="QOT_Failure"/>
</data>
<data name="taskName" displayName="Task Name" defaultValue="" columnName="TASK_NAME" columnType="s"
info="The name of the task which is used to uniquely identify this task. Task may be identified in order to manually complete, activate, or query the its status.">
<input type="QIT_String" allowSpaces="false"/>
<output type="QOT_String"/>
</data>
<data name="showSystemMessages" displayName="Show System Messages" defaultValue="0" columnName="SHOW_SYSTEM_MESSAGES" columnType="b"
info="Indicates whether or not to display a system message on task completion. The message is comprised of the quest list &lt;b&gt;journalEntryTitle&lt;/b&gt; and task &lt;b&gt;journalEntryTitle&lt;/b&gt;. and the pass or fail status.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="questMusic" displayName="Music" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide info on quest music.">
<input type="QIT_Compound">
<data name="musicOnActivate" displayName="On Activate Play" defaultValue="" columnName="MUSIC_ON_ACTIVATE" columnType="s"
info="The music template file to play when a task activates.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="musicOnComplete" displayName="On Complete Play" defaultValue="" columnName="MUSIC_ON_COMPLETE" columnType="s"
info="The music template file to play when a task activates.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="musicOnFail" displayName="On Failure Play" defaultValue="" columnName="MUSIC_ON_FAILURE" columnType="s"
info="The music template file to play when a task activates.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<!-- This field is handled by the editor -->
<data name="taskOnFail" displayName="Grant This Task On Parent Task Failure" defaultValue="false" makeAttribute="true" noOutput="true"
info="Indicates the whether the task is activated when the parent task completes or fails. When set to true, the parent task's failure condition must be met for this task to activate. See the task specific information for failure conditions.">
<input type="QIT_Bool"/>
</data>
<data name="chanceToActivate" displayName="Chance To Activate" defaultValue="0" columnName="CHANCE_TO_ACTIVATE" columnType="i"
info="This value is the chance a task will activate. If the value is 0 then the task will always activate which is the default. If the value is greater than 0, then it is the chance this task will activate compared to other child tasks with chance settings. For example, if 3 sibling tasks have chance settings of 1, 1, and 1 then when the parent task completes, 1 out of the 3 will activate with a 33% chance per task, basically an even chance that any one of the 3 will activate. If 2 sibling tasks have chances of 4 and 1 and another has a chance of 0, then the first task has an 80% chance of activating and the second has a 20% channce and the third will always activate in addition to either the first or second. For sibling tasks with chance settings other than 0, only 1 of them will ever activate when the parent task completes. Currently, failure does not support the chance setting.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="questControl" displayName="Quest Control" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide allow the task to control clearing or completing the quest.">
<input type="QIT_Compound">
<data name="questControlOnTaskCompletion" displayName="On Task Completion" defaultValue="none" columnName="QUEST_CONTROL_ON_TASK_COMPLETION" columnType="e(none=0,complete=1,clear=2)[none]"
info="Set this value to control what happens to the quest when the task completes. The values are none (nothing happens), complete (the quest is completed), and clear (the quest is cleared).">
<input type="QIT_Enum"/>
<output type="QOT_String"/>
</data>
<data name="questControlOnTaskFailure" displayName="On Task Failure" defaultValue="none" columnName="QUEST_CONTROL_ON_TASK_FAILURE" columnType="e(none=0,complete=1,clear=2)[none]"
info="Set this value to control what happens to the quest when the task fails. The values are none (nothing happens), complete (the quest is completed), and clear (the quest is cleared).">
<input type="QIT_Enum"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="target" defaultValue="" columnName="TARGET" columnType="s"
info="">
<input type="QIT_None"/>
<output type="QOT_String"/>
</data>
<data name="parameter" defaultValue="" columnName="PARAMETER" columnType="s"
info="">
<input type="QIT_None"/>
<output type="QOT_String"/>
</data>
<data name="grantQuests" displayName="Grant Quests" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide info on quests to grant automatically when this task completes or fails.">
<input type="QIT_Compound">
<data name="grantOnComplete" displayName="On Task Completion" defaultValue="" noOutput="true" dontSave="true"
info="Grant this quest when the task completes.">
<input type="QIT_Compound">
<data name="grantQuestOnComplete" displayName="Quest to Grant" defaultValue="" columnName="GRANT_QUEST_ON_COMPLETE" columnType="s"
info="The name of the quest to grant when this task completes successfully.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="grantQuestOnCompleteShowSystemMessage" displayName="Show System Message" defaultValue="true" columnName="GRANT_QUEST_ON_COMPLETE_SHOW_SYSTEM_MESSAGE" columnType="b"
info="If true, display the system message and play the grant quest music otherwise grant the quest silently.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
</input>
</data>
<data name="grantOnFail" displayName="On Task Failure" defaultValue="" noOutput="true" dontSave="true"
info="Grant this quest when the task fails.">
<input type="QIT_Compound">
<data name="grantQuestOnFail" displayName="Quest to Grant" defaultValue="" columnName="GRANT_QUEST_ON_FAIL" columnType="s"
info="The name of the quest to grant when this task fails.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="grantQuestOnFailShowSystemMessage" displayName="Show System Message" defaultValue="true" columnName="GRANT_QUEST_ON_FAIL_SHOW_SYSTEM_MESSAGE" columnType="b"
info="If true, display the system message and play the grant quest music otherwise grant the quest silently.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
</input>
</data>
</input>
</data>
<data name="taskSignals" displayName="Signals To Send" defaultValue="" noOutput="true" dontSave="true"
info="These fields specify which quest signals to send when a task completes or fails.">
<input type="QIT_Compound">
<data name="signalsOnComplete" displayName="On Task Completion" defaultValue="" columnName="SIGNALS_ON_COMPLETE" columnType="s"
info="A comma delimited list of signal names to send on task completion.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="signalsOnFail" displayName="On Task Failure" defaultValue="" columnName="SIGNALS_ON_FAIL" columnType="s"
info="A comma delimited list of signal names to send on task failure.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="taskWaypoint" displayName="Waypoint" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for automatic waypoint creation and cleanup. The waypoint is created and activated while the task is active and is destroyed when the task completes.">
<input type="QIT_Compound">
<data name="createWaypoint" displayName="Create a Waypoint" defaultValue="0" columnName="CREATE_WAYPOINT" columnType="b"
info="Setting this to true enables waypoint creation otherwise no waypoint is automatically created.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Planet" defaultValue="tatooine" columnName="PLANET_NAME" columnType="s"
info="The planet string used in the location of the waypoint.">
<input type="QIT_List" addEmptyString="true">
<item>corellia</item>
<item>dantooine</item>
<item>dathomir</item>
<item>dungeon1</item>
<item>endor</item>
<item>lok</item>
<item>mustafar</item>
<item>naboo</item>
<item>rori</item>
<item>talus</item>
<item>tatooine</item>
<item>yavin4</item>
<item>tutorial</item>
<item>kashyyyk_dead_forest</item>
<item>kashyyyk_hunting</item>
<item>kashyyyk_main</item>
<item>kashyyyk_rryatt_trail</item>
<item>kashyyyk_south_dungeons</item>
</input>
<output type="QOT_String"/>
</data>
<data name="LocationX(m)" displayName="X" defaultValue="0.0" columnName="LOCATION_X" columnType="s"
info="The WORLD X location of the waypoint, even if the waypoint is in a building.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="LocationY(m)" displayName="Y" defaultValue="0.0" columnName="LOCATION_Y" columnType="s"
info="The WORLD Y location of the waypoint, even if the waypoint is in a building. The value may safely be set to zero.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="LocationZ(m)" displayName="Z" defaultValue="0.0" columnName="LOCATION_Z" columnType="s"
info="The WORLD Z location of the waypoint, even if the waypoint is in a building.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="interiorWaypointAppearance" displayName="Interior Waypoint Appearance" defaultValue="" columnName="INTERIOR_WAYPOINT_APPEARANCE" columnType="s"
info="An optional field that is used as the waypoint appearance if this is an interior waypoint.">
<input type="QIT_DataTableColumn" datatable="datatables/player/waypoint_planets.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="buildingCellName" displayName="Building Cell Name" defaultValue="" columnName="WAYPOINT_BUILDING_CELL_NAME" columnType="s"
info="An optional field giving the name of the cell, if a waypoint is inside a building.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="waypointName" displayName="Name" defaultValue="" columnName="WAYPOINT_NAME" columnType="s"
info="A short localized string that describes the waypoint.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
<data name="entranceWaypoint" displayName="EntranceWaypoint" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for automatic entrance waypoint creation and cleanup. The waypoint is created and activated while the task is active and is destroyed when the task completes. This is a specific entrance waypoint to be used to aid the player in finding the door to the POB, it will be represented with a special door symbol in the radar as well. The interior waypoint will not display correctly when using this waypoint unless you make sure to identify the cell and appearance data in the internal waypoint.">
<input type="QIT_Compound">
<data name="createEntranceWaypoint" displayName="Create an Entrance Waypoint" defaultValue="0" columnName="CREATE_ENTRANCE_WAYPOINT" columnType="b"
info="Setting this to true enables entrance waypoint creation otherwise no entrance waypoint is automatically created.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="EntranceLocationX(m)" displayName="X" defaultValue="0.0" columnName="ENTRANCE_LOCATION_X" columnType="s"
info="The WORLD X location of the entrance waypoint, even if the waypoint is in a building.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="EntranceLocationY(m)" displayName="Y" defaultValue="0.0" columnName="ENTRANCE_LOCATION_Y" columnType="s"
info="The WORLD Y location of the entrance waypoint, even if the waypoint is in a building. The value may safely be set to zero.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="EntranceLocationZ(m)" displayName="Z" defaultValue="0.0" columnName="ENTRANCE_LOCATION_Z" columnType="s"
info="The WORLD Z location of the entrance waypoint, even if the waypoint is in a building.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="entranceWaypointName" displayName="Name" defaultValue="" columnName="ENTRANCE_WAYPOINT_NAME" columnType="s"
info="A short localized string that describes the entrance waypoint.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
</defaultTask>
<!-- define the tasks -->
<tasks info="Tasks are data driven scripts that run on the player during a quest. This section explains each currently available task, the specific information required, and the failure condition if any.">
<task type="Comm Player" script="quest.task.ground.comm_player" icon="image/task/commplayer.png"
info="Opens the communication interface and displays a message to the player. There is has no failure condition.">
<data name="Comm Message Text" defaultValue="" columnName="COMM_MESSAGE_TEXT" columnType="s"
info="A localized string displayed to the player in the communication interface.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="NPC Appearance Server Template" defaultValue="" columnName="NPC_APPEARANCE_SERVER_TEMPLATE" columnType="s"
info="The server template of the NPC appearance that is displayed in the communication interface.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Craft Item" script="quest.task.ground.craft" icon="image/task/craftitem.png"
info="Completes when the item is successfully crafted by the player. There is no failure condition.">
<data name="Craft Item" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the item to craft.">
<input type="QIT_Compound">
<data name="Server Object Template" defaultValue="" columnName="SERVER_OBJECT_TEMPLATE" columnType="s"
info="The server template of the draft schematic the player must successfully craft with.">
<input type="QIT_RelativeFile" defaultDirectory="?QuestEditor:serverObjectTemplateDirectory" defaultExtension="*.iff"/>
<output type="QOT_String"/>
</data>
<data name="Count" defaultValue="1" columnName="COUNT" columnType="i"
info="The number of items to craft.">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Destroy Multiple" script="quest.task.ground.destroy_multi" icon="image/task/destroymultiple.png"
info="The player must kill a certain number of creatures. The task has a journal counter. There is no failure condition.">
<data name="Target Server Template" defaultValue="" columnName="TARGET_SERVER_TEMPLATE" columnType="s"
info="The creature from the creatures data table that must be kill by the player.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="Social Group" defaultValue="" columnName="SOCIAL_GROUP" columnType="s"
info="An optional field that specifies a social group from the creatures data table. The player may kill any creature in this social group and it will count toward the total needed to complete this task. Setting this value will cause the &lt;b&gt;Target Server Template&lt;/b&gt; field to be ignored.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="socialGroup"/>
<output type="QOT_String"/>
</data>
<data name="requiredRegion" displayName="Required Region" defaultValue="" columnName="REQUIRED_REGION" columnType="s"
info="If specified, this field provides an additonal region restriction on the kills.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Count" defaultValue="1" columnName="COUNT" columnType="i"
info="The number of creatures to kill.">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
<data name="RewardCredits" displayName="Credits on Completion (DEPRECATED)" defaultValue="0" columnName="REWARD_CREDITS" columnType="i"
info="The reward the player receives by completing the task. This must be a positive value otherwise it will be ignored.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Destroy Multiple and Loot" script="quest.task.ground.destroy_multi_and_loot" icon="image/task/destroymultipleloot.png"
info="The player must kill and successfully loot a certain number of items. By looting it means a roll agains &lt;b&gt;LootDropPercent&lt;/b&gt; and, if successfully, the count is increment. This task has a journal counter. There is no failure condition.">
<data name="CreatureType" defaultValue="" columnName="TARGET_SERVER_TEMPLATE" columnType="s"
info="The creature from the creatures data table that must be kill by the player.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="Social Group" defaultValue="" columnName="SOCIAL_GROUP" columnType="s"
info="An optional field that specifies a social group from the creatures data table. The player may kill any creature in this social group and it will count toward the total needed to complete this task. Setting this value will cause the &lt;b&gt;Target Server Template&lt;/b&gt; field to be ignored.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="socialGroup"/>
<output type="QOT_String"/>
</data>
<data name="requiredRegion" displayName="Required Region" defaultValue="" columnName="REQUIRED_REGION" columnType="s"
info="If specified, this field provides an additonal region restriction on the kills.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="LootItemName" displayName="Name of Item to Loot" defaultValue="" columnName="LOOT_ITEM_NAME" columnType="s"
info="The name of item displayed to the player when the loot roll succeeds.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="NumberItemsRequired" displayName="Number Required" defaultValue="1" columnName="LOOT_ITEMS_REQUIRED" columnType="i"
info="The number of loot drop items that must be found (i.e. successful rolls against &lt;b&gt;LootDropPercent&lt;).">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
<data name="LootDropPercent" displayName="Drop Rate(percent)" defaultValue="100" columnName="LOOT_DROP_PERCENT" columnType="i"
info="The percentage chance a creature will drop loot when killed.">
<input type="QIT_Int" minValue="0" maxValue="100"/>
<output type="QOT_String"/>
</data>
<data name="GuaranteedSuccess" displayName="Guaranteed Success" defaultValue="" noOutput="true" dontSave="true"
info="Guaranteed Success means that the player will be guaranteed to successfully loot the target item on the specified attempt regardless of the Drop Rate percentage. The minimum and maximum range will be used to randowly choose the attempt at which this will occur (if the minimum and maximum are the same, then that value will always be used). So, for example, if the guaranteed attempt is set to 10, so after 9 attempts in a row without successfully looting the quest item (failing the percent roll), the 10th attempt will be guaranteed to succeed. After any successful attempt, the guaranteed success count resets and begins again. Guaranteed Success allows the quest to minimize a run of bad luck with the Drop Rate. It also allows a quest to have a limited number of quest targets by guaranteeing that the player will succeed on the last target if all of the others have failed. For example, if there are 4 guards and only 1 of them have the keycard that the player must find, a Guaranteed Success of 4 will mean that if the player fails to find the keycard in the first 3, they will be guaranteed to find it in the 4th one. If the minimum/maximum values are left at 0, then Guaranteed Success will not be used.">
<input type="QIT_Compound">
<data name="GuaranteedSuccessMinumumAttempts" displayName="Minumum Attempts" defaultValue="0" columnName="GUARANTEED_SUCCESS_MIN" columnType="i"
info="The minimum number of attempts for a guaranteed success. If the minimum equals the maximum, then that value will be used, otherwise a random value will be chosen between the minimum and maximum (inclusive). If set to 0, guaranteed success will not be used at all.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="GuaranteedSuccessMaximumAttempts" displayName="Maximum Attempts" defaultValue="0" columnName="GUARANTEED_SUCCESS_MAX" columnType="i"
info="The maximum number of attempts for a guaranteed success. If the maximum equals the minimum, then that value will be used, otherwise a random value will be chosen between the minimum and maximum (inclusive). If set to 0, guaranteed success will not be used at all.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="RewardCredits" displayName="Credits on Completion (DEPRECATED)" defaultValue="0" columnName="REWARD_CREDITS" columnType="i"
info="The reward the player receives by completing the task. This must be a positive value otherwise it will be ignored.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Encounter" script="quest.task.ground.encounter" icon="image/task/encounter.png"
info="Causes creatures to spawn and attach the player. An encounter fails if the player is killed.">
<data name="Creature Type" defaultValue="" columnName="CREATURE_TYPE" columnType="s"
info="The creature from the creatures data table that is spawned during the encounter.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="Count" defaultValue="1" columnName="COUNT" columnType="i"
info="The number of creatures to spawn.">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
<data name="Min Distance" defaultValue="5" columnName="MIN_DISTANCE" columnType="i"
info="The minimum distance around the player to spawn the creatures.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Max Distance" defaultValue="50" columnName="MAX_DISTANCE" columnType="i"
info="The maximum distance around the player to spawn the creatures.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Spawn Offset Location" defaultValue="" noOutput="true" dontSave="true" info="A relative offset from the player's location to use when spawning the creatures.">
<input type="QIT_Compound">
<data name="Spawn Offset Location X(m)" displayName="X" defaultValue="0.0" columnName="RELATIVE_OFFSET_X" columnType="s"
info="The X location of the point.">
<input type="QIT_Double"/>
<output type="QOT_String"/>
</data>
<data name="Spawn Offset Location Z(m)" displayName="Z" defaultValue="0.0" columnName="RELATIVE_OFFSET_Z" columnType="s"
info="The Z location of the point.">
<input type="QIT_Double"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Escort" script="quest.task.ground.escort" icon="image/task/escort.png"
info="Spawn a creatures and have it follow the player. The failure condition is when the target creature dies. [there are currently issues with this task and static escort is recommended instead.]">
<data name="Escort Creature Type" defaultValue="" columnName="SERVER_TEMPLATE" columnType="s"
info="The creature from the creatures data table that the player must escort.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Defend" script="quest.task.ground.defend" icon="image/task/defend.png"
info="Defend the quest giving object. The failure condition is when the object is destroyed or the player travels too far away.">
</task>
<task type="Give Item To NPC" script="quest.task.ground.give_item" icon="image/task/giveobjecttonpc.png"
info="Player gives x items to NPC. Items can be static or object templates. A single item may optionally be created and destroyed by the task. Failure conditions may be set to cause the tasks to fail.">
<data name="itemToGive" displayName="Item To Give" defaultValue="" columnName="ITEM_TO_GIVE" columnType="s"
info="The name of the item(s) to give the NPC. Items can be static or object templates. Multiple items divided by commas(,).">
<input type="QIT_String" allowSpaces="false"/>
<output type="QOT_String"/>
</data>
<data name="itemCount" displayName="Number of Items" defaultValue="1" columnName="NUM_TO_GIVE" columnType="i"
info="The number of items to give to the NPC.">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
<data name="createItem" displayName="Create Item" defaultValue="false" columnName="CREATE_ITEM" columnType="b"
info="Indicates whether or not activating this task creates the specified item. Note - only the first item will be created if a list of items is specified.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="destroyItem" displayName="Destroy Item" defaultValue="false" columnName="DESTROY_ITEM" columnType="b"
info="Indicates whether or not clearing, completing, or failing this task destroys the item created by it. Only works for an item that is created by this task.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Time Settings" defaultValue="" noOutput="true" dontSave="true"
info="These fields are used to set time settings.">
<input type="QIT_Compound">
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="remainingTime" displayName="Remaining Time(secs)" defaultValue="0" columnName="REMAINING_TIME" columnType="i"
info="An optional value, if the value is > 0 and the task has a max time, it is the number of remaining seconds before the timer ends when the task may be completed. For example, if max time is 120 seconds and remaining time is 20 seconds, then the task can only be completed after 100 seconds have passed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="failOnLogout" displayName="Fail on Logout" defaultValue="false" columnName="FAIL_ON_LOGOUT" columnType="b"
info="If true, this task will fail if the player logs out of the game while it is active.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Travel Control" defaultValue="" noOutput="true" dontSave="true"
info="These fields allow control to restrict travel options available to the player while the task is active. Travel control only applies to tasks that are set to fail on logout.">
<input type="QIT_Compound">
<data name="travelBlock" displayName="Block Travel" defaultValue="false" columnName="TRAVEL_BLOCK" columnType="b"
info="If true, the player is blocked from using any form of travel. These include shuttle, starport, instant, personal ship, and launching into space.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="travelBlockAllowLaunch" displayName="Allow Launch" defaultValue="false" columnName="TRAVEL_BLOCK_ALLOW_LAUNCH" columnType="b"
info="If blocking travel, setting this to true will allow the player to launch into space.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
</input>
</data>
<data name="textType" displayName="Display Text Type" defaultValue="give" columnName="TEXT_TYPE" columnType="e(give=0,deliver=1)[give]"
info="This field is used to select the text used in the journal counter and in the progress system message. Currently 'give' indicates text that refers to items given and 'deliver' indicates text about delivery.">
<input type="QIT_Enum"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Go to Location" script="quest.task.ground.go_to_location" icon="image/task/gotolocation.png"
info="The player must go to within radius distance of the set location. The location is determined by the fields in taskWaypoint. There is no failure condition.">
<data name="Radius(m)" defaultValue="10.0" columnName="RADIUS" columnType="s"
info="The radius around the point the player must be within for the task to complete.">
<input type="QIT_Double" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Grant Space Quest" script="quest.task.ground.grant_space_quest" icon="image/task/grantspacequest.png"
info="Grants a player a space quest and then waits for the outcome.">
<data name="questToGrant" displayName="Quest To Grant" defaultValue="" columnName="SPACE_QUEST_NAME" columnType="s"
info="The name of the quest to give the Player">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="questType" displayName="Quest Type" defaultValue="" columnName="SPACE_QUEST_TYPE" columnType="s"
info="The type of space quest being granted (assassination, escort, patrol, etc.)">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="ignoreSplit" displayName="Ignore Split" defaultValue="true" columnName="IGNORE_SPLIT" columnType="b"
info="Determines whether or not the quest task should ignore the space quest if it splits.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Immediately Complete Quest" script="quest.task.ground.complete_quest" icon="image/task/completequest.png"
info="End the quest and leave its state as completed. All active tasks will be cleaned up. No further tasks are activated. There is no failure condition.">
</task>
<task type="Immediately Clear Quest" script="quest.task.ground.clear_quest" icon="image/task/clearquest.png"
info="Cause all active tasks to clean up and removes the quest from the player. There is no failure condition.">
</task>
<task type="Nothing" script="quest.task.ground.nothing" icon="image/task/nothing.png"
info="Do nothing. This task can be uses initially in a quest to cause multiple child task to automatically activate at quest start. There is no failure condition.">
</task>
<task type="Perform" script="quest.task.ground.perform" icon="image/task/perform.png"
info="The player must peform for a specified duration. There is no failure condition.">
<data name="performDuration" displayName="Duration (in seconds)" defaultValue="60" columnName="PERFORM_DURATION" columnType="i"
info="The time in seconds the performance must last.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="performCellname" displayName="Cell Name" defaultValue="" columnName="PERFORM_CELLNAME" columnType="s"
info="The name of the cell in which to perform. If empty then the use the building obj id field below.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="performBuilding" displayName="Building Object Id" defaultValue="0" columnName="PERFORM_BUILDING" columnType="s"
info="The object id of the building in which to perform. If 0 then the player may perform anywhere. If the cellname is set then that value overrides this setting.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="performType" displayName="What to Perform" defaultValue="0" columnName="PERFORM_TYPE" columnType="i"
info="Indicates what must be performed where the choices are anything (0), dance (1), music (2), or juggling (3).">
<input type="QIT_Int" minValue="0" maxValue="3"/>
<output type="QOT_String"/>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Perform Action On Npc" script="quest.task.ground.perform_action_on_npc" icon="image/task/performactiononnpc.png"
info="The player must peform an action on a specific NPC. There is no failure condition.">
<data name="actionName" displayName="Action Name" defaultValue="" columnName="ACTION_NAME" columnType="s"
info="The action to perform on the NPC.">
<input type="QIT_DataTableColumn" datatable="datatables/combat/non_combat_data.iff" datatableColumn="actionName"/>
<output type="QOT_String"/>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Remote Encounter" script="quest.task.ground.remote_encounter" icon="image/task/remoteencounter.png"
info="An object is spawned in a remote scene and the player and/or group must destory it within a time limit.">
<data name="creatureName" defaultValue="" columnName="CREATURE_NAME" columnType="s"
info="The name of the creature to spawn.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="encounterSceneName" defaultValue="" columnName="ENCOUNTER_SCENE_NAME" columnType="s"
info="The name of the scene to spawn the encounter. Leave this blank to choose a scene based on difficulty.">
<input type="QIT_DataTableColumn" datatable="datatables/quest/ground/scene_difficulty.iff" datatableColumn="SCENE_NAME"/>
<output type="QOT_String"/>
</data>
<data name="minDifficulty" defaultValue="1" columnName="MIN_DIFFICULTY" columnType="i"
info="The minumim difficulty of the scene picked for the encounter.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="maxDifficulty" defaultValue="1" columnName="MAX_DIFFICULTY" columnType="i"
info="The maximum difficulty of the scene picked for the encounter.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="inSpace" displayName="In Space" defaultValue="true" columnName="IS_SPACE" columnType="b"
info="Indicates whether the chosen scene is in space or not.">
<!-- remote encounter currently only supports space -->
<input type="QIT_None"/>
<output type="QOT_Bool"/>
</data>
<data name="encounterDuration" defaultValue="1" columnName="ENCOUNTER_DURATION" columnType="i"
info="The time in seconds of the player has to kill the creature before the encounter fails.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="encounterWhereMessage" defaultValue="" columnName="ENCOUNTER_WHERE_MESSAGE" columnType="s"
info="A localized string that displays the scene name where the encounter was spawned. This string must have a %TO which will be replaced with the localized scene name.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="useItemMenuString" defaultValue="" columnName="USE_ITEM_MENU_STRING" columnType="s"
info="Localized string that appears as the use option on the item the player must use during the quest.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="itemUsedSystemMessage" defaultValue="" columnName="ITEM_USED_SYSTEM_MESSAGE" columnType="s"
info="Localized system message string that appears if this task is visible and the player uses the quest item.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</task>
<task type="Retrieve Item" script="quest.task.ground.retrieve_item" icon="image/task/retrieveitem.png"
info="The player must retrieve a certain number of items. There is no failure condition.">
<data name="Server Object Template" defaultValue="" columnName="SERVER_TEMPLATE" columnType="s"
info="The server object template file name of the item to retrieve.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Count" defaultValue="1" columnName="NUM_REQUIRED" columnType="i"
info="The number of items to retrieve.">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
<data name="ItemName" displayName="Item Name" defaultValue="" columnName="ITEM_NAME" columnType="s"
info="The name of the item to retrieve.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="LootDropPercent" displayName="Drop Rate(percent)" defaultValue="100" columnName="DROP_PERCENT" columnType="i"
info="The chance the item will be retrieved.">
<input type="QIT_Int" minValue="0" maxValue="100"/>
<output type="QOT_String"/>
</data>
<data name="GuaranteedSuccess" displayName="Guaranteed Success" defaultValue="" noOutput="true" dontSave="true"
info="Guaranteed Success means that the player will be guaranteed to successfully retrieve the target item on the specified attempt regardless of the Drop Rate percentage. The minimum and maximum range will be used to randomly choose the attempt at which this will occur (if the minimum and maximum are the same, then that value will always be used). So, for example, if the guaranteed attempt is set to 10, so after 9 attempts in a row without successfully retrieving the quest item (failing the percent roll), the 10th attempt will be guaranteed to succeed. After any successful attempt, the guaranteed success count resets and begins again. Guaranteed Success allows the quest to minimize a run of bad luck with the Drop Rate. It also allows a quest to have a limited number of quest targets by guaranteeing that the player will succeed on the last target if all of the others have failed. For example, if there are 10 chests and only 1 of them have the sword that the player must find, a Guaranteed Success of 10 will mean that if the player fails to find the sword in the first 9 chests, they will be guaranteed to find it in the 10th one. If the minimum/maximum values are left at 0, then Guaranteed Success will not be used.">
<input type="QIT_Compound">
<data name="GuaranteedSuccessMinumumAttempts" displayName="Minumum Attempts" defaultValue="0" columnName="GUARANTEED_SUCCESS_MIN" columnType="i"
info="The minimum number of attempts for a guaranteed success. If the minimum equals the maximum, then that value will be used, otherwise a random value will be chosen between the minimum and maximum (inclusive). If set to 0, guaranteed success will not be used at all.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="GuaranteedSuccessMaximumAttempts" displayName="Maximum Attempts" defaultValue="0" columnName="GUARANTEED_SUCCESS_MAX" columnType="i"
info="The maximum number of attempts for a guaranteed success. If the maximum equals the minimum, then that value will be used, otherwise a random value will be chosen between the minimum and maximum (inclusive). If set to 0, guaranteed success will not be used at all.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="CountdownTimer" displayName="Countdown Time (seconds)" defaultValue="0" columnName="COUNTDOWN_TIMER" columnType="i"
info="The duration of the countdown timer, in seconds. If the countdown time is 0, then a countdown timer will not be used. The countdown timer is interrupted when you take damage, become incapacitated, or if you move further than 3m from the target object.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="retrieveMenuText" displayName="Use Option Menu Text" defaultValue="" columnName="RETRIEVE_MENU_TEXT" columnType="s"
info="The localized text string to display in the popup menu for the use option. If no value is provided, it will default to be the string &lt;i&gt;Use&lt;/i&gt;.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Reward" script="quest.task.ground.reward" icon="image/task/setfaction.png"
info="Immediately give a reward and complete. There is no failure condition.">
<data name="Experience" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the experience to grant as a reward.">
<input type="QIT_Compound">
<data name="Experience Type" displayName="Type" defaultValue="" columnName="EXPERIENCE_TYPE" columnType="s"
info="The type of experience to give the player. Valid types are &quot;quest_combat&quot;, &quot;quest_general&quot;, &quot;quest_crafting&quot; or &quot;quest_social&quot;.">
<input type="QIT_List" addEmptyString="true">
<item>quest_combat</item>
<item>quest_crafting</item>
<item>quest_social</item>
<item>quest_general</item>
</input>
<output type="QOT_String"/>
</data>
<data name="Experience Amount" displayName="Amount" defaultValue="0" columnName="EXPERIENCE_AMOUNT" columnType="i"
info="The amount of experience to give the player. This must be a positive number.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Faction" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the faction to grant as a reward.">
<input type="QIT_Compound">
<data name="Faction Name" displayName="Type" defaultValue="Rebel" columnName="FACTION_NAME" columnType="s"
info="The name of the faction to apply the faction amount to.">
<input type="QIT_DataTableColumn" datatable="datatables/faction/faction.iff" datatableColumn="factionName"/>
<output type="QOT_String"/>
</data>
<data name="Faction Amount" displayName="Amount" defaultValue="0" columnName="FACTION_AMOUNT" columnType="i"
info="The amount of faction to apply to faction name.">
<input type="QIT_Int"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Bank Credits" defaultValue="0" columnName="BANK_CREDITS" columnType="i"
info="The number of credits to put in the players bank account. This number must be positive.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Reward Loot" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="lootName" displayName="Name" defaultValue="" columnName="LOOT_NAME" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="lootCount" displayName="Count" defaultValue="1" columnName="LOOT_COUNT" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the item to grant as a reward.">
<input type="QIT_Compound">
<data name="Item" displayName="Server Object Template" defaultValue="" columnName="ITEM" columnType="s"
info="The item server object template to place in the player's inventory.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="CountItem" displayName="Count" defaultValue="1" columnName="COUNT" columnType="i"
info="The number of items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Weapon" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the weapon to grant as a reward.">
<input type="QIT_Compound">
<data name="Weapon" displayName="Server Object Template" defaultValue="" columnName="WEAPON" columnType="s"
info="The item server tobject emplate to place in the player's inventory.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="CountWeapon" displayName="Count" defaultValue="1" columnName="COUNT_WEAPON" columnType="i"
info="The number of items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Speed" displayName="Speed [0.1, 1.0]" defaultValue="0.1" columnName="SPEED" columnType="S"
info="How fast the weapon fire speed is, 0.1 is the worst and 1.0 is the best.">
<input type="QIT_Double" minValue="0.1" maxValue="1.0"/>
<output type="QOT_String"/>
</data>
<data name="Damage" displayName="Damage [0.1, 1.0]" defaultValue="0.1" columnName="DAMAGE" columnType="S"
info="How much damage the weapon does, 0.1 is the worst and 1.0 is the best.">
<input type="QIT_Double" minValue="0.1" maxValue="1.0"/>
<output type="QOT_String"/>
</data>
<data name="Efficiency" displayName="Efficiency [0.1, 1.0]" defaultValue="0.1" columnName="EFFICIENCY" columnType="S"
info="How efficient the special attack cost is, 0.1 is the worst and 1.0 is the best.">
<input type="QIT_Double" minValue="0.1" maxValue="1.0"/>
<output type="QOT_String"/>
</data>
<data name="Elemental Value" displayName="Elemental Value [0.1, 1.0]" defaultValue="0.1" columnName="ELEMENTAL_VALUE" columnType="S"
info="How much elemental damage the does, 0.1 is the worst and 1.0 is the best.">
<input type="QIT_Double" minValue="0.1" maxValue="1.0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Armor" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the armor to grant as a reward.">
<input type="QIT_Compound">
<data name="Armor" displayName="Server Object Template" defaultValue="" columnName="ARMOR" columnType="s"
info="The item server tobject emplate to place in the player's inventory.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="CountArmor" displayName="Count" defaultValue="1" columnName="COUNT_ARMOR" columnType="i"
info="The number of items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Quality" displayName="Quality [1, 350]" defaultValue="1" columnName="QUALITY" columnType="i"
info="How good the armor is, 1 is the worst and 350 is the best.">
<input type="QIT_Int" minValue="1" maxValue="350"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Badge" defaultValue="" columnName="REWARD_BADGE" columnType="s"
info="Badge to grant the player as a reward.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Show Message Box" script="quest.task.ground.show_message_box" icon="image/task/showmessagebox.png"
info="Display a message box to the player. This task completes when the player closes the window. There is no failure condition.">
<data name="messageBoxTitle" displayName="Message Box Title" defaultValue="" columnName="MESSAGE_BOX_TITLE" columnType="s"
info="A localized string that displays in the title section of the message box.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="messageBoxText" displayName="Message Box Text" defaultValue="" columnName="MESSAGE_BOX_TEXT" columnType="s"
info="A localized string that displays in the text section of the message box.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="messageBoxSound" displayName="Message Box Sound" defaultValue="" columnName="MESSAGE_BOX_SOUND" columnType="s"
info="A sound that plays while the message box is open. The sound is not looped and ends when finished or when the message box is closed. An example use is voice-over for the message box text.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="messageBoxWindowSettings" displayName="Message Box Window Settings" defaultValue="" noOutput="true" dontSave="true"
info="The window size and location settings for the message box.">
<input type="QIT_Compound">
<data name="messageBoxSizeWidth" displayName="Width" defaultValue="-1" columnName="MESSAGE_BOX_SIZE_WIDTH" columnType="i"
info="The width of the message box in screen coordinates. If set to -1 with size fields (width and height) will be ignored and the default values will be used.">
<input type="QIT_Int" minValue="-1"/>
<output type="QOT_String"/>
</data>
<data name="messageBoxSizeHeight" displayName="Height" defaultValue="-1" columnName="MESSAGE_BOX_SIZE_HEIGHT" columnType="i"
info="The height of the message box in screen coordinates. If set to -1 with size fields (width and height) will be ignored and the default values will be used.">
<input type="QIT_Int" minValue="-1"/>
<output type="QOT_String"/>
</data>
<data name="messageBoxLocationX" displayName="X" defaultValue="-1" columnName="MESSAGE_BOX_LOCATION_X" columnType="i"
info="The x screen coordinate of the left side of the message box window. If set to -1 with location fields (x and y) will be ignored and the default values will be used.">
<input type="QIT_Int" minValue="-1"/>
<output type="QOT_String"/>
</data>
<data name="messageBoxLocationY" displayName="Y" defaultValue="-1" columnName="MESSAGE_BOX_LOCATION_Y" columnType="i"
info="The y screen coordinate of the top side of the message box window. If set to -1 with location fields (x and y) will be ignored and the default values will be used.">
<input type="QIT_Int" minValue="-1"/>
<output type="QOT_String"/>
</data>
</input>
</data>
</task>
<task type="Spawn" script="quest.task.ground.spawn" icon="image/task/spawn.png"
info="Causes creatures or ships to spawn and optionally attack the player. A spawn task completes after the spawns are created.">
<data name="chanceToSkip" displayName="Chance To Skip" defaultValue="0" columnName="CHANCE_TO_SKIP" columnType="i"
info="The percentage chance from 0 to 99 that this task will immediately complete and not do the spawn. Default is 0 which means it is never skipped..">
<input type="QIT_Int" minValue="0" maxValue="99"/>
<output type="QOT_String"/>
</data>
<data name="Ground Settings" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide settings to use if the spawn goes off while the player is in a ground scene.">
<input type="QIT_Compound">
<data name="Creature Type" defaultValue="" columnName="CREATURE_TYPE" columnType="s"
info="The creature from the creatures data table that is spawned.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="minCount" displayName="Min Count" defaultValue="1" columnName="MIN_COUNT" columnType="i"
info="The minimum number of creatures to spawn.">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
<data name="maxCount" displayName="Max Count" defaultValue="0" columnName="MAX_COUNT" columnType="i"
info="The maximum number of creatures to spawn. If the value is 0, then min count will always spawn.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Min Distance" defaultValue="5" columnName="MIN_DISTANCE" columnType="i"
info="The minimum distance around the player to spawn the creatures.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Max Distance" defaultValue="50" columnName="MAX_DISTANCE" columnType="i"
info="The maximum distance around the player to spawn the creatures.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="minLevelDifference" displayName="Min Level Difference" defaultValue="0" columnName="MIN_LEVEL_DIFFERENCE" columnType="i"
info="Auto-level the spawned creatures from (player level - min) to (player level + max). If min and max are 0, no leveling occurs.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="maxLevelDifference" displayName="Max Level Difference" defaultValue="0" columnName="MAX_LEVEL_DIFFERENCE" columnType="i"
info="Auto-level the spawned creatures from (player level - min) to (player level + max). If min and max are 0, no leveling occurs.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="groundStartCombat" displayName="Start Combat" defaultValue="false" columnName="GROUND_START_COMBAT" columnType="b"
info="Indicates whether or not the spawned creatures should immediately start combat with the player.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="buffName" displayName="Buff To Apply" defaultValue="" columnName="BUFF_NAME" columnType="s"
info="The buff to apply to the player when the creatures are spawned. If blank, no buff is applied.">
<input type="QIT_DataTableColumn" datatable="datatables/buff/buff.iff" datatableColumn="NAME"/>
<output type="QOT_String"/>
</data>
<data name="Dismount Control" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide settings to control dismounting the player.">
<input type="QIT_Compound">
<data name="dismountPlayer" displayName="Dismount Player" defaultValue="false" columnName="DISMOUNT_PLAYER" columnType="b"
info="Indicates whether or not the player should be immediately dismounted when the creatures are spawned.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="mountBlockDuration" displayName="Mount Block Duration" defaultValue="0" columnName="MOUNT_BLOCK_DURATION" columnType="i"
info="The duration in seconds the player is blocked from mounting a vehicle or pet.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
</input>
</data>
<data name="Space Settings" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide settings to use if the spawn goes off while the player is in a space scene.">
<input type="QIT_Compound">
<data name="shipType" displayName="Ship Type" defaultValue="" columnName="SHIP_TYPE" columnType="s"
info="The space ship from the space mobiles data table that is spawned.">
<input type="QIT_DataTableColumn" datatable="datatables/space_mobile/space_mobile.iff" datatableColumn="strIndex"/>
<output type="QOT_String"/>
</data>
<data name="shipMinCount" displayName="Min Count" defaultValue="1" columnName="SHIP_MIN_COUNT" columnType="i"
info="The minimum number of ships to spawn.">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
<data name="shipMaxCount" displayName="Max Count" defaultValue="0" columnName="SHIP_MAX_COUNT" columnType="i"
info="The maximum number of ships to spawn. If the value is 0, then min count will always spawn.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="spaceStartCombat" displayName="Start Combat" defaultValue="false" columnName="SPACE_START_COMBAT" columnType="b"
info="Indicates whether or not the spawned ships should immediately start combat with the player.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="hyperspaceBlockDuration" displayName="Hyperspace Block Duration" defaultValue="0" columnName="HYPERSPACE_BLOCK_DURATION" columnType="i"
info="If greater than 0, the amount of time in seconds to block the player from using hyperspace after the spawn task creates the ships. This will cause any hyperspace in progress to abort.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Delay Settings" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide settings to control delaying when the spawn starts.">
<input type="QIT_Compound">
<data name="minStartDelay" displayName="Min Start Delay" defaultValue="-1" columnName="MIN_START_DELAY" columnType="i"
info="The minimum amount of time to wait before starting the spawn. If the value is -1 then start immediately.">
<input type="QIT_Int" minValue="-1"/>
<output type="QOT_String"/>
</data>
<data name="maxStartDelay" displayName="Max Start Delay" defaultValue="-1" columnName="MAX_START_DELAY" columnType="i"
info="The maximum amount of time to wait before starting the spawn. If the value is -1 then start immediately.">
<input type="QIT_Int" minValue="-1"/>
<output type="QOT_String"/>
</data>
</input>
</data>
</task>
<task type="Static Escort" script="quest.task.ground.static_escort" icon="image/task/staticescort.png"
info="A escort that requires the player follow an NPC to specific locations. If the escort dies or if the max allowed distance from target is violated, then the task fails.">
<data name="Escort Creature Type" defaultValue="" columnName="SERVER_TEMPLATE" columnType="s"
info="The creature from the creatures data table that the player must escort.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="Maximum Allowed Distance from Target(m)" defaultValue="25" columnName="MAX_ALLOWED_ESCORT_DISTANCE" columnType="i"
info="The maximum distance from the escort the player may be otherwise the task will fail.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Pathing Points" defaultValue="" noOutput="true" dontSave="true"
info="A set of points to which the player must follow the escort.">
<input type="QIT_Compound">
<data name="Point 1" defaultValue="" noOutput="true" dontSave="true" info="The 1st escort point.">
<input type="QIT_Compound">
<data name="Point 1 Path to Point" displayName="Path to Point" defaultValue="false" columnName="PATH_TO_POINT_POINT_1" columnType="b"
info="Indicates whether or not to use this point.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Point 1 LocationX(m)" displayName="X" defaultValue="0.0" columnName="LOCATION_X_POINT_1" columnType="s"
info="The X location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 1 LocationY(m)" displayName="Y" defaultValue="0.0" columnName="LOCATION_Y_POINT_1" columnType="s"
info="The Y location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 1 LocationZ(m)" defaultValue="0.0" columnName="LOCATION_Z_POINT_1" columnType="s"
info="The Z location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Point 2" defaultValue="" noOutput="true" dontSave="true" info="The 2nd escort point.">
<input type="QIT_Compound">
<data name="Point 2 Path to Point" displayName="Path to Point" defaultValue="false" columnName="PATH_TO_POINT_POINT_2" columnType="b"
info="Indicates whether or not to use this point.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Point 2 LocationX(m)" displayName="X" defaultValue="0.0" columnName="LOCATION_X_POINT_2" columnType="s"
info="The X location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 2 LocationY(m)" displayName="Y" defaultValue="0.0" columnName="LOCATION_Y_POINT_2" columnType="s"
info="The Y location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 2 LocationZ(m)" displayName="Z" defaultValue="0.0" columnName="LOCATION_Z_POINT_2" columnType="s"
info="The Z location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Point 3" defaultValue="" noOutput="true" dontSave="true" info="The 3rd escort point.">
<input type="QIT_Compound">
<data name="Point 3 Path to Point" displayName="Path to Point" defaultValue="false" columnName="PATH_TO_POINT_POINT_3" columnType="b"
info="Indicates whether or not to use this point.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Point 3 LocationX(m)" displayName="X" defaultValue="0.0" columnName="LOCATION_X_POINT_3" columnType="s"
info="The X location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 3 LocationY(m)" displayName="Y" defaultValue="0.0" columnName="LOCATION_Y_POINT_3" columnType="s"
info="The Y location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 3 LocationZ(m)" displayName="Z" defaultValue="0.0" columnName="LOCATION_Z_POINT_3" columnType="s"
info="The Z location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Point 4" defaultValue="" noOutput="true" dontSave="true" info="The 4th escort point.">
<input type="QIT_Compound">
<data name="Point 4 Path to Point" displayName="Path to Point" defaultValue="false" columnName="PATH_TO_POINT_POINT_4" columnType="b"
info="Indicates whether or not to use this point.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Point 4 LocationX(m)" displayName="X" defaultValue="0.0" columnName="LOCATION_X_POINT_4" columnType="s"
info="The X location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 4 LocationY(m)" displayName="Y" defaultValue="0.0" columnName="LOCATION_Y_POINT_4" columnType="s"
info="The Y location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 4 LocationZ(m)" displayName="Z" defaultValue="0.0" columnName="LOCATION_Z_POINT_4" columnType="s"
info="The Z location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Point 5" defaultValue="" noOutput="true" dontSave="true" info="The 5th escort point.">
<input type="QIT_Compound">
<data name="Point 5 Path to Point" displayName="Path to Point" defaultValue="false" columnName="PATH_TO_POINT_POINT_5" columnType="b"
info="Indicates whether or not to use this point.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Point 5 LocationX(m)" displayName="X" defaultValue="0.0" columnName="LOCATION_X_POINT_5" columnType="s"
info="The X location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 5 LocationY(m)" displayName="Y" defaultValue="0.0" columnName="LOCATION_Y_POINT_5" columnType="s"
info="The Y location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 5 LocationZ(m)" displayName="Z" defaultValue="0.0" columnName="LOCATION_Z_POINT_5" columnType="s"
info="The Z location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Point 6" defaultValue="" noOutput="true" dontSave="true" info="The 6th escort point.">
<input type="QIT_Compound">
<data name="Point 6 Path to Point" displayName="Path to Point" defaultValue="true" columnName="PATH_TO_POINT_POINT_6" columnType="b"
info="Indicates whether or not to use this point.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Point 6 LocationX(m)" displayName="X" defaultValue="0.0" columnName="LOCATION_X_POINT_6" columnType="s"
info="The X location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 6 LocationY(m)" displayName="Y" defaultValue="0.0" columnName="LOCATION_Y_POINT_6" columnType="s"
info="The Y location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="Point 6 LocationZ(m)" displayName="Z" defaultValue="0.0" columnName="LOCATION_Z_POINT_6" columnType="s"
info="The Z location of the point.">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
</input>
</data>
</input>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Talk to Npc" script="quest.task.ground.talk_to_npc" icon="image/task/talktonpc.png"
info="Wait until the player converses with the named NPC. There is no failure condition.">
<data name="NPC Name" defaultValue="" columnName="NPC_NAME" columnType="s"
info="The name of the NPC to which the player must converse.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Timer" script="quest.task.ground.timer" icon="image/task/timer.png"
info="Starts a timer. The timer runs using player played time. This task has a journal counter. The time completes when the time elapses. There is no failure condition.">
<data name="Min Time" displayName="Min Time(secs)" defaultValue="0" columnName="MIN_TIME" columnType="i"
info="The minimum duration of the timer in seconds">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Max Time" displayName="Max Time(secs)" defaultValue="0" columnName="MAX_TIME" columnType="i"
info="The maximum duraiton of the timer in seconds.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Wait for Signal" script="quest.task.ground.wait_for_signal" icon="image/task/waitforsignal.png"
info="Wait until the name signal is emitting by script. There is no failure condition.">
<data name="Signal Name" defaultValue="" columnName="SIGNAL_NAME" columnType="s"
info="The name of the signal(s) which are used in script to complete this task. Multiple signals are seperated by commas. The task completes when any one of the signals is receieved.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Count" defaultValue="1" columnName="NUM_REQUIRED" columnType="i"
info="The number of signals to receive.">
<input type="QIT_Int" minValue="1"/>
<output type="QOT_String"/>
</data>
<data name="waitMarker" displayName="Wait Marker" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for wait marker creation and cleanup. The wait marker is an object created when the task is active and destoryed when the task completes. This use must be limited to short tasks preferably in an instanced area like the tutorial. The object that is created is visible to everyone. Also there is no limit to the number spawned in a location (e.g. multiple players on the same quest).">
<input type="QIT_Compound">
<data name="waitMarkerCreate" displayName="Create a Wait Marker" defaultValue="0" columnName="WAIT_MARKER_CREATE" columnType="b"
info="Setting this to true enables creation otherwise no wait marker is automatically created.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="waitMarkerTemplate" displayName="Server Template" defaultValue="" columnName="WAIT_MARKER_TEMPLATE" columnType="s"
info="The server template of the object to create. If this field is left empty, the tutorial static waypoint object is created (object/static/structure/general/tutorial_waypoint.iff).">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="waitMarkerPlanetName" displayName="Planet (exterior only)" defaultValue="" columnName="WAIT_MARKER_PLANET_NAME" columnType="s"
info="The planet name is used for exterior wait markers only. This field is ignore for interiors (it is determined at runtime by the building).">
<input type="QIT_DataTableColumn" datatable="datatables/region/planets.iff" datatableColumn="planet"/>
<output type="QOT_String"/>
</data>
<data name="waitMarkerBuilding" displayName="Building Object Id (interior only)" defaultValue="0" columnName="WAIT_MARKER_BUILDING" columnType="s"
info="The object id of the building to create the wait marker. If this value is 0, the building used is the one the player is in when the task activates.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="waitMarkerCellName" displayName="Cell Name (required for interior)" defaultValue="" columnName="WAIT_MARKER_CELL_NAME" columnType="s"
info="The cell name of the building. Setting this field makes the marker an interior object.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="waitMarkerX" displayName="X" defaultValue="0" columnName="WAIT_MARKER_X" columnType="f"
info="The X value of the location. For interior markers, this should be the location relative to the cell (which can be determined using ctrl-shft-g in the game).">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="waitMarkerY" displayName="Y" defaultValue="0" columnName="WAIT_MARKER_Y" columnType="f"
info="The Y value of the location. For interior markers, this should be the location relative to the cell (which can be determined using ctrl-shft-g in the game).">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
<data name="waitMarkerZ" displayName="Z" defaultValue="0" columnName="WAIT_MARKER_Z" columnType="f"
info="The Z value of the location. For interior markers, this should be the location relative to the cell (which can be determined using ctrl-shft-g in the game).">
<input type="QIT_Double" minValue="-8192" maxValue="8192"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Wait for Tasks" script="quest.task.ground.wait_for_tasks" icon="image/task/waitfortasks.png"
info="Wait for the named tasks to complete and then complete. Any number of tasks may be entered. All of them must complete for this task to complete. There is no failure condition.">
<data name="Task 1" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for the tasks to wait on.">
<input type="QIT_Compound">
<data name="Task1 Quest Filename" displayName="Quest Filename" defaultValue="" columnName="TASK_QUEST_NAME_1" columnType="s"
info="The name of the quest which contains &lt;b&gt;taskName&lt;/b&gt;.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task1 taskName" displayName="Task Name" defaultValue="" columnName="TASK_TASK_NAME_1" columnType="s"
info="The task name for which to wait.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task1 Display String" displayName="Journal Display String" defaultValue="" columnName="TASK_DISPLAY_STRING_1" columnType="s"
info="A localized string to display in the journal. This must be set in order for the task counter to update.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
<data name="Task 2" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for the tasks to wait on.">
<input type="QIT_Compound">
<data name="Task2 Quest Filename" displayName="Quest Filename" defaultValue="" columnName="TASK_QUEST_NAME_2" columnType="s"
info="The name of the quest which contains &lt;b&gt;taskName&lt;/b&gt;.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task2 taskName" displayName="Task Name" defaultValue="" columnName="TASK_TASK_NAME_2" columnType="s"
info="The task name for which to wait.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task2 Display String" displayName="Journal Display String" defaultValue="" columnName="TASK_DISPLAY_STRING_2" columnType="s"
info="A localized string to display in the journal. This must be set in order for the task counter to update.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
<data name="Task 3" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for the tasks to wait on.">
<input type="QIT_Compound">
<data name="Task3 Quest Filename" displayName="Quest Filename" defaultValue="" columnName="TASK_QUEST_NAME_3" columnType="s"
info="The name of the quest which contains &lt;b&gt;taskName&lt;/b&gt;.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task3 taskName" displayName="Task Name" defaultValue="" columnName="TASK_TASK_NAME_3" columnType="s"
info="The task name for which to wait.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task3 Display String" displayName="Journal Display String" defaultValue="" columnName="TASK_DISPLAY_STRING_3" columnType="s"
info="A localized string to display in the journal. This must be set in order for the task counter to update.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
<data name="Task 4" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for the tasks to wait on.">
<input type="QIT_Compound">
<data name="Task4 Quest Filename" displayName="Quest Filename" defaultValue="" columnName="TASK_QUEST_NAME_4" columnType="s"
info="The name of the quest which contains &lt;b&gt;taskName&lt;/b&gt;.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task4 taskName" displayName="Task Name" defaultValue="" columnName="TASK_TASK_NAME_4" columnType="s"
info="The task name for which to wait.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task4 Display String" displayName="Journal Display String" defaultValue="" columnName="TASK_DISPLAY_STRING_4" columnType="s"
info="A localized string to display in the journal. This must be set in order for the task counter to update.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
<data name="Task 5" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for the tasks to wait on.">
<input type="QIT_Compound">
<data name="Task5 Quest Filename" displayName="Quest Filename" defaultValue="" columnName="TASK_QUEST_NAME_5" columnType="s"
info="The name of the quest which contains &lt;b&gt;taskName&lt;/b&gt;.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task5 taskName" displayName="Task Name" defaultValue="" columnName="TASK_TASK_NAME_5" columnType="s"
info="The task name for which to wait.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task5 Display String" displayName="Journal Display String" defaultValue="" columnName="TASK_DISPLAY_STRING_5" columnType="s"
info="A localized string to display in the journal. This must be set in order for the task counter to update.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
<data name="Task 6" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for the tasks to wait on.">
<input type="QIT_Compound">
<data name="Task6 Quest Filename" displayName="Quest Filename" defaultValue="" columnName="TASK_QUEST_NAME_6" columnType="s"
info="The name of the quest which contains &lt;b&gt;taskName&lt;/b&gt;.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task6 taskName" displayName="Task Name" defaultValue="" columnName="TASK_TASK_NAME_6" columnType="s"
info="The task name for which to wait.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="Task6 Display String" displayName="Journal Display String" defaultValue="" columnName="TASK_DISPLAY_STRING_6" columnType="s"
info="A localized string to display in the journal. This must be set in order for the task counter to update.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
<task type="Wave Event" script="quest.task.ground.wave_event_player" icon="image/task/waveevent.png"
info="Triggers an event where waves of mobiles are spawned. The event is triggered by using an object. Only one event is allowed to be triggered at a time. A unique controller object must exist that can be used by a player to trigger this event.">
<data name="Server Object Template" defaultValue="" columnName="SERVER_TEMPLATE" columnType="s"
info="The server object template file name of the item that will be used to trigger the wave event.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="waveEventMenuText" displayName="Use Option Menu Text" defaultValue="" columnName="RETRIEVE_MENU_TEXT" columnType="s"
info="The localized text string to display in the popup menu for the use option. If no value is provided, it will default to be the string &lt;i&gt;Use&lt;/i&gt;.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="waveEventStartMessage" displayName="Wave Event Start Message"defaultValue="" columnName="START_MESSAGE" columnType="s"
info="A localized string displayed to the player when they use the control object to start the wave event.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="Wave 1" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for wave 1.">
<input type="QIT_Compound">
<data name="primaryTargetWave1" displayName="Wave 1 Primary Target" defaultValue="" columnName="PRIMARY_TARGET_WAVE_1" columnType="s"
info="The primary wave target from the creatures data table that will be spawned in wave 1.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="utteranceWave1" displayName="NPC Utterance for Wave 1"defaultValue="" columnName="UTTERANCE_WAVE_1" columnType="s"
info="A localized string that the primary wave target in wave 1 will say. %TO in the utterance will input the player's name when used.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="spawnRadiusWave1" displayName="Spawn Radius for Wave 1" defaultValue="1.0" columnName="RADIUS_WAVE_1" columnType="f"
info="The distance from the controller object at which the creatures will be spawned.">
<input type="QIT_Double" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="guardsWave1" displayName="Guards for Wave 1" defaultValue="" columnName="GUARDS_SPAWNED_WAVE_1" columnType="s"
info="The guards for the primary wave target that will be spawned in wave 1. Also from the creatures data table.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="numGuardsWave1" displayName="Number of Guards in Wave 1" defaultValue="0" columnName="NUM_GUARDS_WAVE_1" columnType="i"
info="The number of guards to be spawned in wave 1.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="delayWave1" displayName="Delay before Wave 1" defaultValue="0" columnName="DELAY_WAVE_1" columnType="i"
info="The number of seconds before wave 1 is spawned after the event is started.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Wave 2" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for wave 2.">
<input type="QIT_Compound">
<data name="primaryTargetWave2" displayName="Wave 2 Primary Target" defaultValue="" columnName="PRIMARY_TARGET_WAVE_2" columnType="s"
info="The primary wave target from the creatures data table that will be spawned in wave 2.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="utteranceWave2" displayName="NPC Utterance for Wave 2"defaultValue="" columnName="UTTERANCE_WAVE_2" columnType="s"
info="A localized string that primary wave target in wave 2 will say. %TO in the utterance will input the player's name when used.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="spawnRadiusWave2" displayName="Spawn Radius for Wave 2" defaultValue="1.0" columnName="RADIUS_WAVE_2" columnType="f"
info="The distance from the controller object at which the creatures will be spawned.">
<input type="QIT_Double" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="guardsWave2" displayName="Guards for Wave 2" defaultValue="" columnName="GUARDS_SPAWNED_WAVE_2" columnType="s"
info="The guards for the primary wave target that will be spawned in wave 2. Also from the creatures data table.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="numGuardsWave2" displayName="Number of Guards in Wave 2" defaultValue="0" columnName="NUM_GUARDS_WAVE_2" columnType="i"
info="The number of guards to be spawned in wave 2.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="delayWave2" displayName="Delay before Wave 2" defaultValue="0" columnName="DELAY_WAVE_2" columnType="i"
info="The number of seconds before wave 2 is spawned after wave 1 ends.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Wave 3" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for wave 3.">
<input type="QIT_Compound">
<data name="primaryTargetWave3" displayName="Wave 3 Primary Target" defaultValue="" columnName="PRIMARY_TARGET_WAVE_3" columnType="s"
info="The primary wave target from the creatures data table that will be spawned in wave 3.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="utteranceWave3" displayName="NPC Utterance for Wave 3"defaultValue="" columnName="UTTERANCE_WAVE_3" columnType="s"
info="A localized string that primary wave target in wave 3 will say. %TO in the utterance will input the player's name when used.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="spawnRadiusWave3" displayName="Spawn Radius for Wave 3" defaultValue="1.0" columnName="RADIUS_WAVE_3" columnType="f"
info="The distance from the controller object at which the creatures will be spawned.">
<input type="QIT_Double" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="guardsWave3" displayName="Guards for Wave 3" defaultValue="" columnName="GUARDS_SPAWNED_WAVE_3" columnType="s"
info="The guards for the primary wave target that will be spawned in wave 3. Also from the creatures data table.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="numGuardsWave3" displayName="Number of Guards in Wave 3" defaultValue="0" columnName="NUM_GUARDS_WAVE_3" columnType="i"
info="The number of guards to be spawned in wave 3.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="delayWave3" displayName="Delay before Wave 3" defaultValue="0" columnName="DELAY_WAVE_3" columnType="i"
info="The number of seconds before wave 3 is spawned after wave 2 ends.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Wave 4" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for wave 4.">
<input type="QIT_Compound">
<data name="primaryTargetWave4" displayName="Wave 4 Primary Target" defaultValue="" columnName="PRIMARY_TARGET_WAVE_4" columnType="s"
info="The primary wave target from the creatures data table that will be spawned in wave 4.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="utteranceWave4" displayName="NPC Utterance for Wave 4"defaultValue="" columnName="UTTERANCE_WAVE_4" columnType="s"
info="A localized string that primary wave target in wave 4 will say. %TO in the utterance will input the player's name when used.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="spawnRadiusWave4" displayName="Spawn Radius for Wave 4" defaultValue="1.0" columnName="RADIUS_WAVE_4" columnType="f"
info="The distance from the controller object at which the creatures will be spawned.">
<input type="QIT_Double" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="guardsWave4" displayName="Guards for Wave 4" defaultValue="" columnName="GUARDS_SPAWNED_WAVE_4" columnType="s"
info="The guards for the primary wave target that will be spawned in wave 4. Also from the creatures data table.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="numGuardsWave4" displayName="Number of Guards in Wave 4" defaultValue="0" columnName="NUM_GUARDS_WAVE_4" columnType="i"
info="The number of guards to be spawned in wave 4.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="delayWave4" displayName="Delay before Wave 4" defaultValue="0" columnName="DELAY_WAVE_4" columnType="i"
info="The number of seconds before wave 4 is spawned after wave 3 ends.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Wave 5" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for wave 5.">
<input type="QIT_Compound">
<data name="primaryTargetWave5" displayName="Wave 5 Primary Target" defaultValue="" columnName="PRIMARY_TARGET_WAVE_5" columnType="s"
info="The primary wave target from the creatures data table that will be spawned in wave 5.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="utteranceWave5" displayName="NPC Utterance for Wave 5"defaultValue="" columnName="UTTERANCE_WAVE_5" columnType="s"
info="A localized string that primary wave target in wave 5 will say. %TO in the utterance will input the player's name when used.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="spawnRadiusWave5" displayName="Spawn Radius for Wave 5" defaultValue="1.0" columnName="RADIUS_WAVE_5" columnType="f"
info="The distance from the controller object at which the creatures will be spawned.">
<input type="QIT_Double" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="guardsWave5" displayName="Guards for Wave 5" defaultValue="" columnName="GUARDS_SPAWNED_WAVE_5" columnType="s"
info="The guards for the primary wave target that will be spawned in wave 5. Also from the creatures data table.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="numGuardsWave5" displayName="Number of Guards in Wave 5" defaultValue="0" columnName="NUM_GUARDS_WAVE_5" columnType="i"
info="The number of guards to be spawned in wave 5.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="delayWave5" displayName="Delay before Wave 5" defaultValue="0" columnName="DELAY_WAVE_5" columnType="i"
info="The number of seconds before wave 5 is spawned after wave 4 ends.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Wave 6" defaultValue="" noOutput="true" dontSave="true"
info="The following fields provide input for wave 6.">
<input type="QIT_Compound">
<data name="primaryTargetWave6" displayName="Wave 6 Primary Target" defaultValue="" columnName="PRIMARY_TARGET_WAVE_6" columnType="s"
info="The primary wave target from the creatures data table that will be spawned in wave 6.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="utteranceWave6" displayName="Wave 6 Guards"defaultValue="" columnName="UTTERANCE_WAVE_6" columnType="s"
info="A localized string that primary wave target in wave 6 will say. %TO in the utterance will input the player's name when used.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="spawnRadiusWave6" displayName="Spawn Radius for Wave 6" defaultValue="1.0" columnName="RADIUS_WAVE_6" columnType="f"
info="The distance from the controller object at which the creatures will be spawned.">
<input type="QIT_Double" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="guardsWave6" displayName="Guards for Wave 6" defaultValue="" columnName="GUARDS_SPAWNED_WAVE_6" columnType="s"
info="The guards for the primary wave target that will be spawned in wave 6. Also from the creatures data table.">
<input type="QIT_DataTableColumn" datatable="datatables/mob/creatures.iff" datatableColumn="creatureName"/>
<output type="QOT_String"/>
</data>
<data name="numGuardsWave6" displayName="Number of Guards in Wave 6" defaultValue="0" columnName="NUM_GUARDS_WAVE_6" columnType="i"
info="The number of guards to be spawned in wave 6.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="delayWave6" displayName="Delay before Wave 6" defaultValue="0" columnName="DELAY_WAVE_6" columnType="i"
info="The number of seconds before wave 6 is spawned after wave 5 ends.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Time To Complete" displayName="Max Time(secs)" defaultValue="0" columnName="TIMER_AMOUNT" columnType="i"
info="An optional value, if the value is > 0 and the task is not completed in this many seconds, the task is failed.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</task>
</tasks>
<!-- default input parameters for the list data table -->
<list info="Quest list fields provide information that is global to the quest (vs. specific to an individual tasks).">
<data name="Level" defaultValue="1" columnName="LEVEL" columnType="i"
info="The level of the quest.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Tier" defaultValue="-1" columnName="TIER" columnType="i"
info="The tier of the quest.">
<input type="QIT_List">
<item>-1</item>
<item>0</item>
<item>1</item>
<item>2</item>
<item>3</item>
<item>4</item>
<item>5</item>
<item>6</item>
</input>
<output type="QOT_String"/>
</data>
<data name="Type" defaultValue="solo" columnName="TYPE" columnType="s" info="The type of the quest.">
<input type="QIT_List">
<item>solo</item>
<item>group</item>
</input>
<output type="QOT_String"/>
</data>
<data name="questJournal" displayName="Journal" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide text that is displayed in the quest journal.">
<input type="QIT_Compound">
<data name="journalEntryTitle" displayName="Journal Entry Title" defaultValue="" columnName="JOURNAL_ENTRY_TITLE" columnType="s"
info="A short localized text string that is displayed in the title section of the journal. It is also displayed in the system message when a quest is activated or when a task completes (if system messages are enabled for the task).">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="journalEntryDescription" displayName="Journal Entry Description" defaultValue="" columnName="JOURNAL_ENTRY_DESCRIPTION" columnType="s"
info="A longer more detailed localizd text string of the quest that is displayed in the quest journal when the journal title is selected.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="category" displayName="Journal Category" defaultValue="" columnName="CATEGORY" columnType="s"
info="A localized string that this quest is grouped under in the quest journal. The category is also display in the system message when a quest is granted to the player.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
<data name="journalVisible" displayName="Is Journal Visible (DEPRECATED)" defaultValue="true" columnName="VISIBLE" columnType="b"
info="Indicates whether or not this quest shows up in the journal. To make an invisible quest and prevent system messages, the task's show system message flag must be set to false and the optional 3rd argument to grantQuest must be false to prevent the initial system message when the quest is granted.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="journalEntryCompletionSummary" displayName="Journal Entry Completion Summary" defaultValue="" columnName="JOURNAL_ENTRY_COMPLETION_SUMMARY" columnType="s"
info="An end of quest summary of what happened. Be careful to only use general information, since saying Your next quest is with Jabba is only true UNTIL you talk to Jabba and do that quest.">
<input type="QIT_String"/>
<output type="QOT_LocalizedString"/>
</data>
</input>
</data>
<data name="questRules" displayName="Rules" defaultValue="" noOutput="true" dontSave="true"
info="These fields provide info on quest rules.">
<input type="QIT_Compound">
<data name="prerequisiteQuests" displayName="Prerequisite Quests (DEPRECATED)" defaultValue="" columnName="PREREQUISITE_QUESTS" columnType="s"
info="A comma delimited list of quest names that are required for this quest to be activated.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="exclusionQuests" displayName="Exclusion Quests (DEPRECATED)" defaultValue="" columnName="EXCLUSION_QUESTS" columnType="s"
info="A comma delimited list of quest names that must not be completed for this quest to be activated.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="allowRepeats" displayName="Quest Is Repeatable" defaultValue="false" columnName="ALLOW_REPEATS" columnType="b"
info="Indicated whether or not this quest may be received by the player multiple times.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
</input>
</data>
<data name="questReward" displayName="Quest Reward" defaultValue="" noOutput="true" dontSave="true"
info="The following fields define the reward granted to the player when they complete the entire quest.">
<input type="QIT_Compound">
<data name="Experience" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the experience to grant as a reward.">
<input type="QIT_Compound">
<data name="Experience Type" displayName="Type" defaultValue="quest_combat" columnName="QUEST_REWARD_EXPERIENCE_TYPE" columnType="s"
info="The type of experience to give the player. Valid types are &quot;quest_combat&quot;, &quot;quest_general&quot;, &quot;quest_crafting&quot; or &quot;quest_social&quot;.">
<input type="QIT_List" addEmptyString="true">
<item>quest_combat</item>
<item>quest_crafting</item>
<item>quest_social</item>
<item>quest_general</item>
</input>
<output type="QOT_String"/>
</data>
<data name="Experience Amount" displayName="Amount" defaultValue="0" columnName="QUEST_REWARD_EXPERIENCE_AMOUNT" columnType="i"
info="The amount of experience to give the player. This must be a positive number.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Faction" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the faction to grant as a reward.">
<input type="QIT_Compound">
<data name="Faction Name" displayName="Type" defaultValue="Rebel" columnName="QUEST_REWARD_FACTION_NAME" columnType="s"
info="The name of the faction to apply the faction amount to.">
<input type="QIT_DataTableColumn" datatable="datatables/faction/faction.iff" datatableColumn="factionName"/>
<output type="QOT_String"/>
</data>
<data name="Faction Amount" displayName="Amount" defaultValue="0" columnName="QUEST_REWARD_FACTION_AMOUNT" columnType="i"
info="The amount of faction to apply to faction name.">
<input type="QIT_Int"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="GCW" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the faction to grant as a reward.">
<input type="QIT_Compound">
<data name="grantGcwPoints" displayName="Award GCW Points" defaultValue="false" columnName="GRANT_GCW" columnType="b"
info="Inidcates if the quest will grant GCW points on completion of the quest if applicable.">
<input type="QIT_Bool"/>
<output type="QOT_Bool"/>
</data>
<data name="Overwrite GCW Amount" displayName="Overwrite GCW Amount With" defaultValue="0" columnName="QUEST_GCW_REWARD_OVERWRITE_AMOUNT" columnType="i"
info="The flat amount of GCW you want to award the player with. Pre-existing GCW calculation systems are not used.">
<input type="QIT_Int"/>
<output type="QOT_String"/>
</data>
<data name="Overwrite SF GCW Amount Mod" displayName="Overwrite Special Forces Multiplier" defaultValue="0" columnName="QUEST_GCW_REWARD_OVERWRITE_SF_MODIFIER" columnType="i"
info="This amount will multiply the GCW overwrite amount if the player is Special Forces Rebel or Imperial.">
<input type="QIT_Int"/>
<output type="QOT_String"/>
</data>
<data name="rebelLootName" displayName="Rebel Loot Item" defaultValue="" columnName="QUEST_GCW_REBEL_REWARD_LOOT_NAME" columnType="s"
info="The name of the loot rewarded to the Rebel Player.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="rebelLootAmount" displayName="Rebel Loot Count" defaultValue="1" columnName="QUEST_REWARD_REBEL_LOOT_COUNT" columnType="i"
info="The number of loot items given to the Rebel Player.">
<input type="QIT_Int"/>
<output type="QOT_String"/>
</data>
<data name="imperialLootName" displayName="Imperial Loot Item" defaultValue="" columnName="QUEST_GCW_IMPERIAL_REWARD_LOOT_NAME" columnType="s"
info="The name of the loot rewarded to the Imperial Player.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="imperialLootAmount" displayName="Imperial Loot Count" defaultValue="1" columnName="QUEST_REWARD_IMPERIAL_LOOT_COUNT" columnType="i"
info="The number of loot items given to the Imperial Player.">
<input type="QIT_Int"/>
<output type="QOT_String"/>
</data>
<data name="SfLootModifier" displayName="Special Forces Loot Multiplier" defaultValue="0" columnName="QUEST_GCW_REWARD_COUNT_SF_MULTIPLIER" columnType="i"
info="The factional loot count is multiplied by this amount if the player is special forces.">
<input type="QIT_Int"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Bank Credits" defaultValue="0" columnName="QUEST_REWARD_BANK_CREDITS" columnType="i"
info="The number of credits to put in the players bank account. This number must be positive.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="inclusiveItemRewards" displayName="Grant all of these Items" defaultValue="" noOutput="true" dontSave="true"
info="All listed items are granted when the quest is completed">
<input type="QIT_Compound">
<data name="Reward Item 1" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="lootName" displayName="Name" defaultValue="" columnName="QUEST_REWARD_LOOT_NAME" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="lootCount" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_LOOT_COUNT" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 2" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="lootName2" displayName="Name" defaultValue="" columnName="QUEST_REWARD_LOOT_NAME_2" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="lootCount2" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_LOOT_COUNT_2" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 3" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="lootName3" displayName="Name" defaultValue="" columnName="QUEST_REWARD_LOOT_NAME_3" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="lootCount3" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_LOOT_COUNT_3" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
</input>
</data>
<data name="exclusiveItemRewards" displayName="Grant ONE of these Items" defaultValue="" noOutput="true" dontSave="true"
info="The player selects one of these items when the quest is completed">
<input type="QIT_Compound">
<data name="Reward Item 1" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 2" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName1" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_2" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount1" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_2" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 3" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName2" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_3" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount2" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_3" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 4" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName3" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_4" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount3" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_4" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 5" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName4" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_5" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount4" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_5" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 6" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName6" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_6" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount6" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_6" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 7" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName7" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_7" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount7" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_7" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 8" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName8" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_8" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount8" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_8" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 9" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName9" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_9" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount9" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_9" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Item 10" defaultValue="" noOutput="true" dontSave="true"
info="Information regarding the loot to grant as a reward.">
<input type="QIT_Compound">
<data name="exclusivelootName10" displayName="Name" defaultValue="" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_NAME_10" columnType="s"
info="The name of the loot to place in the player's inventory.">
<input type="QIT_DataTableColumn" datatable="datatables/item/master_item/master_item.iff" datatableColumn="name"/>
<output type="QOT_String"/>
</data>
<data name="exclusivelootCount10" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_EXCLUSIVE_LOOT_COUNT_10" columnType="i"
info="The number of loot items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
</input>
</data>
<data name="Reward Item" displayName="Reward Item (DEPRECATED)" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the item to grant as a reward.">
<input type="QIT_Compound">
<data name="Item" displayName="Server Object Template" defaultValue="" columnName="QUEST_REWARD_ITEM" columnType="s"
info="The item server tobject emplate to place in the player's inventory.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="CountItem" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_COUNT" columnType="i"
info="The number of items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Weapon" displayName="Reward Weapon (DEPRECATED)" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the weapon to grant as a reward.">
<input type="QIT_Compound">
<data name="Weapon" displayName="Server Object Template" defaultValue="" columnName="QUEST_REWARD_WEAPON" columnType="s"
info="The item server tobject emplate to place in the player's inventory.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="CountWeapon" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_COUNT_WEAPON" columnType="i"
info="The number of items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Speed" displayName="Speed [0.1, 1.0]" defaultValue="0.1" columnName="QUEST_REWARD_SPEED" columnType="S"
info="How fast the weapon fire speed is, 0.1 is the worst and 1.0 is the best.">
<input type="QIT_Double" minValue="0.1" maxValue="1.0"/>
<output type="QOT_String"/>
</data>
<data name="Damage" displayName="Damage [0.1, 1.0]" defaultValue="0.1" columnName="QUEST_REWARD_DAMAGE" columnType="S"
info="How much damage the weapon does, 0.1 is the worst and 1.0 is the best.">
<input type="QIT_Double" minValue="0.1" maxValue="1.0"/>
<output type="QOT_String"/>
</data>
<data name="Efficiency" displayName="Efficiency [0.1, 1.0]" defaultValue="0.1" columnName="QUEST_REWARD_EFFICIENCY" columnType="S"
info="How efficient the special attack cost is, 0.1 is the worst and 1.0 is the best.">
<input type="QIT_Double" minValue="0.1" maxValue="1.0"/>
<output type="QOT_String"/>
</data>
<data name="Elemental Value" displayName="Elemental Value [0.1, 1.0]" defaultValue="0.1" columnName="QUEST_REWARD_ELEMENTAL_VALUE" columnType="S"
info="How much elemental damage the does, 0.1 is the worst and 1.0 is the best.">
<input type="QIT_Double" minValue="0.1" maxValue="1.0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Armor" displayName="Reward Armor (DEPRECATED)" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the armor to grant as a reward.">
<input type="QIT_Compound">
<data name="Armor" displayName="Server Object Template" defaultValue="" columnName="QUEST_REWARD_ARMOR" columnType="s"
info="The item server tobject emplate to place in the player's inventory.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="CountArmor" displayName="Count" defaultValue="1" columnName="QUEST_REWARD_COUNT_ARMOR" columnType="i"
info="The number of items to grant as a reward.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
<data name="Quality" displayName="Quality [1, 350]" defaultValue="1" columnName="QUEST_REWARD_QUALITY" columnType="i"
info="How good the armor is, 1 is the worst and 350 is the best.">
<input type="QIT_Int" minValue="1" maxValue="350"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="Reward Badge" defaultValue="" columnName="REWARD_BADGE" columnType="s"
info="Badge to grant the player as a reward.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
</input>
</data>
<data name="questPenalty" displayName="Quest Penalty" defaultValue="" noOutput="true" dontSave="true"
info="The following fields define penalties applied to the player when the quest is cleared.">
<input type="QIT_Compound">
<data name="Faction" defaultValue="" noOutput="true" dontSave="true" info="Information regarding the faction to remove as a penalty.">
<input type="QIT_Compound">
<data name="penaltyFactionName" displayName="Type" defaultValue="Rebel" columnName="QUEST_PENALTY_FACTION_NAME" columnType="s"
info="The name of the faction.">
<input type="QIT_DataTableColumn" datatable="datatables/faction/faction.iff" datatableColumn="factionName"/>
<output type="QOT_String"/>
</data>
<data name="penaltyFactionAmount" displayName="Amount" defaultValue="0" columnName="QUEST_PENALTY_FACTION_AMOUNT" columnType="i"
info="The amount of faction to remove.">
<input type="QIT_Int" minValue="0"/>
<output type="QOT_String"/>
</data>
</input>
</data>
</input>
</data>
<data name="target" defaultValue="" columnName="TARGET" columnType="s"
info="">
<input type="QIT_None"/>
<output type="QOT_String"/>
</data>
<data name="parameter" defaultValue="" columnName="PARAMETER" columnType="s"
info="">
<input type="QIT_None"/>
<output type="QOT_String"/>
</data>
<data name="completeWhenTasksComplete" defaultValue="true" columnName="COMPLETE_WHEN_TASKS_COMPLETE" columnType="b"
info="">
<input type="QIT_None"/>
<output type="QOT_Bool"/>
</data>
<data name="condtionalQuestGrant" displayName="Conditional Quest Grant" defaultValue="" noOutput="true" dontSave="true"
info="Grant the given quest if the (comma separated) list of quests are ALL completed.">
<input type="QIT_Compound">
<data name="conditionalQuestGrantQuestToGive" displayName="Quest to Grant" defaultValue="" columnName="CONDITIONAL_QUEST_GRANT_QUEST" columnType="s"
info="The name of the quest to grant if the condition is met.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
<data name="conditionalQuestGrantQuestsThatMustBeCompleted" displayName="Quests That Must Already Be Completed" defaultValue="" columnName="CONDITIONAL_QUEST_GRANT_QUEST_LIST_OF_COMPLETED_QUESTS" columnType="s"
info="If true, display the system message and play the grant quest music otherwise grant the quest silently.">
<input type="QIT_String"/>
<output type="QOT_String"/>
</data>
</input>
</data>
</list>
</editor>
</editors>
</configuration>