Quest Command Reference
All qedit commands use this format:
qedit <ref> <command> [arguments]
Where <ref> is the quest’s widevnum: <auid>#<vnum>, #<vnum> (current area), or bare <vnum> (in-area shorthand).
Entering the Editor
| Syntax | Description |
|---|---|
qedit <ref> create | Create a new quest at the given widevnum |
qedit <ref> show | Show all quest settings (short view) |
qedit <ref> show all | Show all tabs including stages and objectives |
qedit <ref> tab <name\|number> | Switch active view tab |
Quest Metadata
name
qedit <ref> name <text>
Sets the display title of the quest shown in the player journal and quest logs.
Example: qedit 5#1000 name Kill the Rats
summary
qedit <ref> summary <text>
A one-line teaser shown in the quest journal entry list and NPC dialogue.
Example: qedit 5#1000 summary Rid the cellar of rats.
description
qedit <ref> description [none]
Opens the string editor for full quest narrative text. Type your description and end with ~ on a line by itself. Pass none to clear.
class
qedit <ref> class <narrative|mission>
The broad quest category:
narrative— story content, part of a chainmission— job or task, typically standalone
mode is accepted as an alias for class.
type
qedit <ref> type <main|side|unlock|class|event|other>
Categorisation for filtering and conditional logic. See Flags & Types for descriptions.
category
qedit <ref> category <none|regional|class|story|church|dungeon|crafting|event|other>
Journal log grouping category. See Flags & Types for descriptions.
scope
qedit <ref> scope <character|group|church>
Who the quest tracks progress for:
character— each player individuallygroup— the whole partychurch— the whole guild or church
flags
qedit <ref> flags <flag>
Toggles a quest flag. Currently available: group_snapshot
See Quest Flags for descriptions.
Quest Settings
repeat
qedit <ref> repeat <once|repeatable>
Whether a player can do this quest multiple times.
allowance
qedit <ref> allowance <cost>
Point cost to start the quest (deducted on accept).
cost
qedit <ref> cost <amount>
Currency cost to accept the quest.
entry
qedit <ref> entry <stage_id>
Sets which stage the quest begins at. Typically stage 1.
Example: qedit 5#1000 entry 1
enabled
qedit <ref> enabled <on|off>
Quests are disabled by default. Set on when ready for players.
prerequisites
qedit <ref> prerequisites <dsl>
qedit <ref> prerequisites none
Sets conditions a player must meet before they can accept this quest. Written in the Requirements DSL. Use none to clear.
Examples:
qedit 5#1000 prerequisites tot_level 30
qedit 5#1000 prerequisites quest_completed 5#900 AND reputation 5#10 rank >= 2
qedit 5#1000 prerequisites none
When the check fails, the accept is blocked. Immortals are exempt.
By default, unmet prerequisites appear as a grey (locked) tag next to the quest name in listings. Append , <message> to display a specific reason in red:
qedit 5#1000 prerequisites tot_level 30, Level 30 required.
qedit 5#1000 prerequisites quest_completed 5#900, Complete the introductory questline first.
qedit 5#1000 prerequisites class_current warrior, hidden
See Requirements DSL — Player-visible message for full details.
seedpolicy
qedit <ref> seedpolicy <auto|fixed>
Controls how the random seed used in generated stages is determined:
auto— a seed is assigned automatically on quest acceptfixed— use the seed value set via theseedcommand
seed
qedit <ref> seed <number|none>
Sets the fixed seed for seedpolicy fixed. Use none to clear.
Variables
varset
qedit <ref> varset <name> <number|string|room|rsg> <yes|no> <value>
Defines a quest-level variable. Types: number, string, room, rsg. The yes/no flag sets whether the variable is saved persistently. Used by scripts and conditions.
Use rsg (or generator) for random-string-generator variables — spec: <rsg_name>:<pattern|class>:<entry_name>.
Examples:
qedit 5#1000 varset rat_count number no 0
qedit 5#1000 varset quest_name rsg yes region_names:class:title
varclear
qedit <ref> varclear <name>
Removes a defined variable.
Quest Programs
addqprog
qedit <ref> addqprog <widevnum> <trigger> <phrase>
Attaches a quest script program. <widevnum> refers to the script, <trigger> is the event type (e.g. accept_prog, complete_prog), and <phrase> is the keyword trigger.
Example: qedit 5#1000 addqprog 5#900 accept_prog ~
delqprog
qedit <ref> delqprog <group#> [trigger#]
Removes a quest program. Use show to see the program group numbers.
Stages
Stages are the sequential steps of a quest. Each stage has objectives and links to a next stage.
stage list
qedit <ref> stage list
Lists all stages defined on the quest.
stage add
qedit <ref> stage add <stage_id>
Creates a new stage with the given ID number. IDs should be positive integers. Use 1, 2, 3 etc. in sequence.
stage del
qedit <ref> stage del <stage_id>
Removes a stage and all its objectives.
stage show
qedit <ref> stage show <stage_id>
Shows settings for a specific stage.
stage summary / description
qedit <ref> stage <stage_id> summary <text>
qedit <ref> stage <stage_id> description [none]
Short label and long narrative for the stage.
stage source
qedit <ref> stage <stage_id> source <static|generated>
static— objectives are fixed (standard)generated— objectives are generated procedurally using the seed
stage complete
qedit <ref> stage <stage_id> complete <all|any|custom>
How objectives must be resolved to complete the stage:
all— every objective must be doneany— just one objective completes the stagecustom— script-controlled completion
stage next
qedit <ref> stage <stage_id> next <stage_id|none>
Which stage follows this one on completion. Use none for the final stage.
stage autocommence
qedit <ref> stage <stage_id> autocommence <on|off>
If on, the stage begins automatically when the previous stage completes, without waiting for a player trigger.
stage enter / exit
qedit <ref> stage <stage_id> enter <text|none>
qedit <ref> stage <stage_id> exit <text|none>
Text sent to the player when they enter or exit this stage.
stage profile / salt
qedit <ref> stage <stage_id> profile <text|none>
qedit <ref> stage <stage_id> salt <number|none>
Advanced: used with generated stages to control seeding behaviour.
Objectives
Objectives define what a player must do within a stage to progress.
objective list
qedit <ref> objective list <stage_id>
Lists all objectives for a stage.
objective add / del / show
qedit <ref> objective add <stage_id> <objective_id>
qedit <ref> objective del <stage_id> <objective_id>
qedit <ref> objective show <stage_id> <objective_id>
objective type
qedit <ref> objective <stage_id> <objective_id> type <kill|collect|talk|travel|locate|rescue|escort|custom>
Sets what the objective requires. See Objective Types for full descriptions.
objective required
qedit <ref> objective <stage_id> <objective_id> required <count>
How many times this objective must be completed. For kill, this is kill count. For collect, it is item quantity.
objective quantity
qedit <ref> objective <stage_id> <objective_id> quantity <count>
For collect objectives: the quantity of the item delivered per hand-in.
objective optional
qedit <ref> objective <stage_id> <objective_id> optional <on|off>
If on, this objective does not need to be completed for the stage to progress (when using any or custom complete mode).
objective strict
qedit <ref> objective <stage_id> <objective_id> strict <on|off>
If on, only the exact target (not random mobs of the same vnum) satisfies this objective.
objective summary
qedit <ref> objective <stage_id> <objective_id> summary <text|none>
A label shown in the player’s quest journal for this objective. Often the NPC or item name.
objective description
qedit <ref> objective <stage_id> <objective_id> description [none]
Long description shown when the player inspects the objective.
Objective Target
The target is the entity the player must interact with (mob to kill, NPC to speak to, item to collect, etc.).
target wnum
qedit <ref> objective <stage_id> <objective_id> target wnum <auid>#<vnum|none>
Bind to a specific entity by widevnum. Use none to clear.
Example: qedit 5#1000 objective 1 1 target wnum 5#201
target mode
qedit <ref> objective <stage_id> <objective_id> target mode <exact|pool>
exact— a single fixed entitypool— pick one from a weighted pool (see below)
target pool
qedit <ref> objective <stage_id> <objective_id> target pool list
qedit <ref> objective <stage_id> <objective_id> target pool add <auid>#<vnum> <weight>
qedit <ref> objective <stage_id> <objective_id> target pool del <entry_id>
When target mode is pool, manage pool entries here. Each entry is a widevnum with a weight. The engine picks one random entry when the quest is accepted.
target ref
qedit <ref> objective <stage_id> <objective_id> target ref <stage_id>:<objective_id|$refname|none>
Cross-reference another objective’s resolved target (e.g. carry the escort NPC that was resolved in an earlier objective).
target name
qedit <ref> objective <stage_id> <objective_id> target name <refname|none>
Assign a named reference to this objective’s resolved target for use in later stage cross-refs.
Objective Destination
For travel, escort, and locate objectives: the destination is the place the player or entity must reach.
qedit <ref> objective <stage_id> <objective_id> destination wnum <auid>#<vnum|$refname|none>
qedit <ref> objective <stage_id> <objective_id> destination ref <$refname|none>
qedit <ref> objective <stage_id> <objective_id> destination name <refname|none>
Objective Token
Some objectives attach a token to the player or target when completed.
qedit <ref> objective <stage_id> <objective_id> token wnum <auid>#<vnum|$refname|none>
qedit <ref> objective <stage_id> <objective_id> token ref <$refname|none>
qedit <ref> objective <stage_id> <objective_id> token name <refname|none>
qedit <ref> objective <stage_id> <objective_id> destination token wnum <auid>#<vnum|$refname|none>
qedit <ref> objective <stage_id> <objective_id> destination token ref <$refname|none>
qedit <ref> objective <stage_id> <objective_id> destination token name <refname|none>
Rewards
Rewards are given to the player on quest completion.
reward list / add / del / show
qedit <ref> reward list
qedit <ref> reward add [type]
qedit <ref> reward del <index>
qedit <ref> reward show <index>
reward type
qedit <ref> reward <index> type <points|currency|reputation|token|item|script>
See Reward Types for full descriptions.
reward amount
qedit <ref> reward <index> amount <number>
The quantity of the reward (points, gold coins, token count, etc.).
reward target
qedit <ref> reward <index> target <auid>#<vnum|none>
For token, item, and reputation rewards: the widevnum of the item, token, or reputation faction.
reward currency
qedit <ref> reward <index> currency <gold|silver|none>
For currency rewards: the currency type. Use none to clear.
reward script
qedit <ref> reward <index> script <text|none>
For script rewards: the script action to execute when the reward is delivered. Use none to clear.
reward display
qedit <ref> reward <index> display <text|none>
Overrides the default reward delivery message shown to the player when this reward is given. If not set, the system generates a default message based on the reward type and amount. Use none to clear an override.
Example: qedit 5#1000 reward 1 display You feel a warm sense of satisfaction for your work.