FS = "\t";
HEADER = 1;
RECCNT = OFF;
MTXCNT_OUT = 1;
MATCNT_OUT = 1;
ORD_IGNORE = 0;

{ 
   UINT tag_?; 
   UINT quest_id; 
   UINT quest_prog; 
   ASCF main_name; 
   ASCF prog_name; 
   ASCF description; 
   CNTR cnt1;            //num of items to get 
   INT items[cnt1];         //list of items to get by item_id 
   CNTR cnt2;            //count of the items from cnt1 (should be same as cnt1) 
   INT num_items[cnt2];      //num of each coressponding item (0 = infinity) 

   FLOAT quest_x;         //x coord of current "pin" on map 
   FLOAT quest_y;         //y coord of current "pin" on map 
   FLOAT quest_z;         //z coord of current "pin" on map 

   UINT lvl_min;         //lvl req to start quest 
   UINT lvl_max;         //recommended lvl max 
   UINT quest_type;         //0 = quests that lead to rewards (varka, summoning rb, coin quest, etc), 1 = quests that lead to special items (lures, wedding dress), 2 = repeatable, 3 = one time 

/*
	questname-e seems a lil bugged with 6 above values in ~7 rows
*/

   ASCF entity_name;         // 
   UINT get_item_in_quest;      //1 = get item in quest part, 0 = no item obtained in quest 
   UINT UNK_1;            //1 = same tab stack, 0 = end of stack (ex: |11110|10| if ur in the 2nd stack id 6 or 7 in quest prog |12345|67| the displayed stack would be |167| in the display) 
   UINT UNK_2;            //no clue 
   UINT contact_npc_id;      //who starts the quest 
   FLOAT contact_npc_x;      //start quest x_loc 
   FLOAT contact_npc_y;      //start quest x_loc 
   FLOAT contact_npc_z;      //start quest x_loc 
   ASCF restricions;         //can be race or quest pre-reqs 
   ASCF short_description; 
   CNTR cnt3;            //race restriction count 
   INT req_class[cnt3];      //id of class that can do quest 
   CNTR cnt4;            //item quest restriction start count 
   INT req_item[cnt4];      //id of items needed to do quest 
   UINT clan_pet_quest;      //0 = reg quest, 1 = pet/clan quest 
   UINT req_quest_complete;   //id of quest that must be completed first 
   UINT UNK_3;            //unknown all 0 
   UINT area_id;         //area id (goddard, rune, giran, etc) 
   UINT UNK_4;
   CNTR cnt5;
   INT tab5[cnt5];
   CNTR cnt6;
   INT tab6[cnt6];
   CNTR cnt7;
   INT tab7[cnt7];
}
