[filemask="Quest.dat"] struct QuestFile { i32 nBlocks; i32 nColumns; i32 nSize; child QuestBlock [count=nBlocks]; } struct QuestBlock [preload=1] { i32 nCount; cstr [len=64] QuestName; i32 [tag="?-"] DWORD; i32 [tag="ON 0/OFF 1"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="Level"] DWORD; i32 [tag="Race"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; repeat 3 { i32 [tag="Object Type"] DWORD; cstr [len=64] QuestObject; cstr [len=64] lable; cstr [len=64] lable; i32 [tag="Quantity"] DWORD; i32 [tag="Drop Chance"] DWORD; cstr [len=64, tag="Quest Item"]; i32 [tag="?-"] DWORD; } i32 [tag="Max Lvl Change"] DWORD; double [tag="BonusEXP"] DWORD; i32 [tag="BonusCP"] DWORD; i32 [tag="BonusDalant"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="Reward Quantity"] DWORD; repeat 6 { cstr [len=64] BonusItem1; i32 [tag="Count"] DWORD; i32 [tag="Reward Number"] DWORD; } i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; repeat 2 { cstr [len=64] lable; i32 [tag="?-"] DWORD; } repeat 5 { cstr [len=64, tag="Next Quest"]; } i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; i32 [tag="?-"] DWORD; cstr [len=64] lable19; i32 [tag="?-"] DWORD; repeat 3 { cstr [len=64] lable; i32 [tag="?-"] DWORD; cstr [len=64] lable; } i32 [tag="?-"] DWORD; cstr [len=64] lable; }