Had a cool idea for a quest? With a cool monster? Simply edit one of the exampled templates and it's good to go! Too complicated for you? Feel free to post your ideas in a normal way!
///////////////////QUESTS
//Items that drop on the floor, need a questgiver and quest reference
//This is the ring dropped by the easy mobs
EasyMobRing
name="Suspicious Ring"
icon='Quests/itemsquests.dmi'
icon_state="Ring"
giveQuestItem=/obj/Quest/EasyMobRing
giveQuestGiver = /mob/NPC/Quest/Roshi
giveQuest = /Quest/EasyMobDropQuest
//Questexample
//Kill Quest
EasyMobQuest
name="Starting the Adventure" //Quest name
rewardEXP = 75 //Reward
rewardObj = /obj/reward // Obj reward
desc="Prove your Strength! Kill 10 Easy Monsters to the North!" // Description
questMob = /mob/Monsters/EasyMob //Mobs to kill
questMobsAmount = 10 //Amount to kill
uponCompletion(mob/M)
//M = Person who completed it
M<<"<b><font color=blue>[questgiver]</font></b>: Whew, well done!!"
onAccept(mob/M)
//M = Person who accepted it
..()
//Gather Quest
SaibamenDropQuest
name="Fruit-Salad"
levelNeeded = 5 // Required minimum level to pick up the quest
rewardEXP = 80
desc="Bulma would like to study where those creatures came from. Get her the samples!"
questItem = /obj/Quest/SaibamenSample // Which items to collect
questItemAmount = 10 // How many to collect
onAccept(mob/M)
//M = Person who accepted it
uponCompletion(mob/M)
//M = Person who completed it
//Other possible quest vars:
repeatable = TRUE // is repeatable
///////////////// MONSTERS
Recoome
icon='NPCs/Enemies/recoome.dmi'
LEVEL=45
PL=8200
ASPD=1.3
ATK=400
DEF=150
SPDEF=500
SPATK=100
EXP_GIVE=50 // experience they give to the killer
ZENI_DROP = 100 // Zeni they drop
RespawnTime=300
PL_GIVE=15 // Maximum amount of PL they give
mobDelay = 1.5 // Time between steps
kiAttackList=list(/mob/verb/KiExplosion=7,/mob/verb/KiBarrage=7)
// ^ skills they can use, and the chance in % they'll use it
idleTalkList = list("I was banging 7 gram rocks, that's how I roll!","Winning!","Recoome Boom!") // Lines they throw out randomly
//Other possible mob vars:
isAggressive = FALSE // Mob doesn't attack others unless attacked first
mobMove = FALSE // Mob doesn't move, it just stands still