C1 F6 0C - QuestProgress (by server)
Is sent when
First, after the game client requested to initialize a quest and the quest is already active. Second, after the game client requested the next quest step.
Causes the following actions on the client side
The client shows the quest progress accordingly.
Structure
Index | Length | Data Type | Value | Description |
---|---|---|---|---|
0 | 1 | Byte | 0xC1 | Packet type |
1 | 1 | Byte | 251 | Packet header - length of the packet |
2 | 1 | Byte | 0xF6 | Packet header - packet type identifier |
3 | 1 | Byte | 0x0C | Packet header - sub packet type identifier |
4 | 2 | ShortLittleEndian | QuestNumber | |
6 | 2 | ShortLittleEndian | QuestGroup | |
8 | 1 | Byte | ConditionCount | |
9 | 1 | Byte | RewardCount | |
11 | QuestCondition.Length * ConditionCount | Array of QuestCondition | Conditions | |
141 | QuestReward.Length * RewardCount | Array of QuestReward | Rewards |
QuestCondition Structure
Defines a condition which must be fulfilled to complete the quest.
Length: 26 Bytes
Index | Length | Data Type | Value | Description |
---|---|---|---|---|
0 | 1 | ConditionType | Type | |
4 | 2 | ShortLittleEndian | RequirementId; Depending on the condition type, this field contains the identifier of the required thing, e.g. Monster Number, Item Id, Level. | |
6 | 4 | IntegerLittleEndian | RequiredCount | |
10 | 4 | IntegerLittleEndian | CurrentCount | |
14 | 12 | Binary | RequiredItemData; If the condition type is ‘Item’, this field contains the item data, excluding the item id. The item id can be found in the RequirementId field. |
ConditionType Enum
Defines the type of the condition.
Value | Name | Description |
---|---|---|
0 | None | No condition is defined. |
1 | MonsterKills | The condition is to kill a specified amount of specified monsters. |
2 | Skill | The condition is to learn a specified skill. |
4 | Item | The condition is to find a specified item and to have it in the inventory. |
8 | Level | The condition is to reach the specified character level. |
16 | ClientAction | The condition is a client action. For example, this may be the completion of a tutorial. |
32 | RequestBuff | The condition is to request a buff from an NPC. |
64 | EventMapPlayerKills | The condition is to kill a specific amount of players in an event. |
65 | EventMapMonsterKills | The condition is to kill a specific amount of monsters in an event. |
66 | BloodCastleGate | The condition is to destroy the blood castle gate. |
256 | WinBloodCastle | The condition is to win the blood castle event. |
257 | WinChaosCastle | The condition is to win the chaos castle. |
258 | WinDevilSquare | The condition is to win the devil square event. |
259 | WinIllusionTemple | The condition is to win the illusion temple event. |
260 | DevilSquarePoints | The condition is to reach a specific amount of points in the devil square event. |
261 | Money | The condition is to give a specific amount of zen. |
262 | PvpPoints | The condition is to reach a specific amount of PVP points. |
263 | NpcTalk | The condition is to talk to a specific NPC. |
QuestReward Structure
Defines a reward which is given when the quest is completed.
Length: 22 Bytes
Index | Length | Data Type | Value | Description |
---|---|---|---|---|
0 | 1 | RewardType | Type | |
4 | 2 | ShortLittleEndian | RewardId; Depending on the condition type, this field contains the identifier of the required thing, e.g. Monster Number, Item Id, Level. | |
6 | 4 | IntegerLittleEndian | RewardCount | |
10 | 12 | Binary | RewardedItemData; If the reward type is ‘Item’, this field contains its item data. |
RewardType Enum
Defines the reward which is given when the quest is completed.
Value | Name | Description |
---|---|---|
0 | None | No reward is defined. |
1 | Experience | The reward is added experience to the character. |
2 | Money | The reward is added money to the inventory. |
4 | Item | The reward is an item which is added to the inventory. |
16 | GensContribution | The reward is added gens contribution points. |
32 | Random | The reward is random?. |