docs: remove self-learning section, update version to 9.7.6

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Xurkon
2026-02-21 00:06:15 -06:00
parent fae8a36c2d
commit b8d2d5a9ea
+6 -16
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@@ -170,7 +170,7 @@
<p class="subtitle">Developer documentation for Project Ascension & Project Ebonhold compatibility layers and
core engine refinements.</p>
<div style="display: flex; justify-content: center; gap: 10px;">
<code>Version: v9.7.5</code>
<code>Version: v9.7.6</code>
<code>Branch: feature/ebonhold-compat</code>
<a href="changelog.html"
style="background: var(--bg-tertiary); color: var(--accent-green); text-decoration: none; padding: 2px 6px; border-radius: 4px; font-size: 0.9em; border: 1px solid var(--border-color);">View
@@ -198,7 +198,8 @@
<h3>2. Injection Methodology</h3>
<p>The system hooks into <code>QuestieDB:Initialize()</code>. Instead of modifying
<code>QuestieDB.questData</code> directly, it populates the override tables which are checked during
quest retrieval.</p>
quest retrieval.
</p>
<pre><code>-- EbonholdLoader.lua snippet
local function InjectOverrides()
for id, data in pairs(EbonholdDB.questData) do
@@ -228,7 +229,7 @@ end</code></pre>
<h3>Quest Icon Persistence Fix</h3>
<p>Custom server quests often use auto-complete triggers which can bypass Questie's standard cleanup events.
We implemented a two-tier cleanup strategy:</p>
I implemented a two-tier cleanup strategy:</p>
<ul>
<li><strong>Delayed Verification</strong>: A 500ms check after <code>QuestComplete</code> to catch
lingering frames.</li>
@@ -240,7 +241,7 @@ end</code></pre>
<!-- Custom Quest Implementation -->
<section id="custom-quests">
<h2>Custom Quest Implementation</h2>
<p>For large-scale "kill count" quests (e.g., 75 Dragonkin), we utilize the <code>killCreditObjective</code>
<p>For large-scale "kill count" quests (e.g., 75 Dragonkin), I utilize the <code>killCreditObjective</code>
pattern. This allows a single quest objective to be mapped to a dynamic list of NPC IDs.</p>
<div class="important">
@@ -266,18 +267,7 @@ end</code></pre>
}</code></pre>
</section>
<!-- Automated Text Retrieval -->
<section id="automated-learning">
<h2>Automated Learning (Self-Learning)</h2>
<p>When Questie encounters a Quest ID that exists in the player's log but is missing from the local
database, it triggers a <strong>Runtime Learning event</strong>.</p>
<ol>
<li>Scans <code>GetQuestLogTitle(index)</code> for the missing ID.</li>
<li>Calls <code>QuestieLearner:OnQuestAccepted</code> to populate overrides.</li>
<li>Immediately re-injects the data using <code>InjectLearnedData</code>.</li>
<li>Retries the tracker render without requiring a UI reload.</li>
</ol>
</section>
</div>
<footer>