dystopia2/doc/license/
dystopia2/helps/
This is a short introduction to setting up the quest system included in 
this codebase.

In the file quests.c you will find a function called do_createbase(), this 
is the code that is called by using the admin command 'createbase 
<big|small>'. You can change the minimum and maximum levels for 'big' and 
'small' in that code.

When you have create a full set of areas, or simply wish to test the 
quest system, you should call first 'createbase small', then open 
'../txt/questlist.txt'. This file contains a list of mob-vnums, which fits 
the levelrange defined in the function, as well as a comment, telling what 
area the mob was found in.. the command takes a while to complete, since 
it runs through all the areas, checking for reset mobs, so don't
run it with active players online.

An example questlist.txt

/* The rangers forest */
  546, 560, 581,
/* Hell */
  11243, 11255, 11280,
/* The Hole in the ground */
  9993, 9994,

What you want to do with this list, is insert it into the table in 
get_rand_mob(), and get_rand_hard_mob() (the small and big mobs 
respectivly). Those two functions, which are also found in quests.c 
already have an example table, just delete that one, and insert the new 
values. When someone picks a quest, a random vnum is chosen from those
tables, so make sure to keep the lists updated when you add and remove areas.

The only other type of quest you have to do something to enable, is 
QT_MASS_KILL, which I think I'll let you figure out yourself, either that 
or delete it, there is already a code example in quests.c in 
get_lbound() and get_ubound().

To make a questmaster, you just have to set the right quest_master 
program using OLC, the 'quest' command while in mob-edit mode can be used 
for that. There are already a few pre-defined quest programs, you can find 
them in jobo_quest.c as well.


Good luck with the quest system :)