Sure thing, I'm doing this from a phone so I will be back to edit links into this post.
Ok, so Oskar has tons of graphics for mobs, items & charactor conditions...
A lot of them aren't being used - and he still keeps adding more.
http://code.google.com/p/andors-trail/s ... n206&r=206
(This is just one random page - browse around for more)
If you want certain mobs to match your story, pick a graphic...
Make up some stats for it & then a list of what it drops & how often.
Monter 007 (some kind of reference to the code page where u found it)
Mob Name (up to you)
HP: 55
AC: 110%
AD: 6
Drops: small rock 1:5, glass gem 1:10 & Gold 12-15 (50% of the time)
If the mob can hit you with a new condition (feel free to write stats up for that too!)
Pictures for the Character conditions can be found...
http://code.google.com/p/andors-trail/s ... .png?r=206
(Click
drawable for more mobs, gear, items, etc.)
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Oskar mentioned the code restrictions when dealing with quests.
Certain things are easy - go give "this item" to "this person" or...
Go kill "this guy" those are pretty straight foreward.
But when things get complicated - extra code may need to be written.
I will use his most recent complex quest as an example -
He made it to where an NPC can reward you with a skill (by writing up new code)
That skill is needed to finish the quest & removed post-completion.
So, I would say to keep them somewhat simple in execution
(Consider the quests we can already enjoy - I like the warp crystals & ritual search

)
I'm trying to think of ways to use exisitng code for interesting quests...
But also putting time into simple filler quests too (remembering his request for early / tutorial quests)