docs: remove self-learning section, update version to 9.7.6
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<p class="subtitle">Developer documentation for Project Ascension & Project Ebonhold compatibility layers and
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<p class="subtitle">Developer documentation for Project Ascension & Project Ebonhold compatibility layers and
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core engine refinements.</p>
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core engine refinements.</p>
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<div style="display: flex; justify-content: center; gap: 10px;">
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<div style="display: flex; justify-content: center; gap: 10px;">
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<code>Version: v9.7.5</code>
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<code>Version: v9.7.6</code>
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<code>Branch: feature/ebonhold-compat</code>
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<code>Branch: feature/ebonhold-compat</code>
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<a href="changelog.html"
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<a href="changelog.html"
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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
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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
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@@ -198,7 +198,8 @@
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<h3>2. Injection Methodology</h3>
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<h3>2. Injection Methodology</h3>
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<p>The system hooks into <code>QuestieDB:Initialize()</code>. Instead of modifying
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<p>The system hooks into <code>QuestieDB:Initialize()</code>. Instead of modifying
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<code>QuestieDB.questData</code> directly, it populates the override tables which are checked during
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<code>QuestieDB.questData</code> directly, it populates the override tables which are checked during
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quest retrieval.</p>
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quest retrieval.
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</p>
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<pre><code>-- EbonholdLoader.lua snippet
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<pre><code>-- EbonholdLoader.lua snippet
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local function InjectOverrides()
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local function InjectOverrides()
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for id, data in pairs(EbonholdDB.questData) do
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for id, data in pairs(EbonholdDB.questData) do
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@@ -228,7 +229,7 @@ end</code></pre>
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<h3>Quest Icon Persistence Fix</h3>
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<h3>Quest Icon Persistence Fix</h3>
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<p>Custom server quests often use auto-complete triggers which can bypass Questie's standard cleanup events.
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<p>Custom server quests often use auto-complete triggers which can bypass Questie's standard cleanup events.
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We implemented a two-tier cleanup strategy:</p>
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I implemented a two-tier cleanup strategy:</p>
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<ul>
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<ul>
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<li><strong>Delayed Verification</strong>: A 500ms check after <code>QuestComplete</code> to catch
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<li><strong>Delayed Verification</strong>: A 500ms check after <code>QuestComplete</code> to catch
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lingering frames.</li>
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lingering frames.</li>
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@@ -240,7 +241,7 @@ end</code></pre>
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<!-- Custom Quest Implementation -->
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<!-- Custom Quest Implementation -->
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<section id="custom-quests">
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<section id="custom-quests">
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<h2>Custom Quest Implementation</h2>
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<h2>Custom Quest Implementation</h2>
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<p>For large-scale "kill count" quests (e.g., 75 Dragonkin), we utilize the <code>killCreditObjective</code>
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<p>For large-scale "kill count" quests (e.g., 75 Dragonkin), I utilize the <code>killCreditObjective</code>
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pattern. This allows a single quest objective to be mapped to a dynamic list of NPC IDs.</p>
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pattern. This allows a single quest objective to be mapped to a dynamic list of NPC IDs.</p>
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<div class="important">
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<div class="important">
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@@ -266,18 +267,7 @@ end</code></pre>
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}</code></pre>
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}</code></pre>
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</section>
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</section>
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<!-- Automated Text Retrieval -->
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<section id="automated-learning">
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<h2>Automated Learning (Self-Learning)</h2>
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<p>When Questie encounters a Quest ID that exists in the player's log but is missing from the local
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database, it triggers a <strong>Runtime Learning event</strong>.</p>
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<ol>
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<li>Scans <code>GetQuestLogTitle(index)</code> for the missing ID.</li>
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<li>Calls <code>QuestieLearner:OnQuestAccepted</code> to populate overrides.</li>
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<li>Immediately re-injects the data using <code>InjectLearnedData</code>.</li>
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<li>Retries the tracker render without requiring a UI reload.</li>
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</ol>
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</section>
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</div>
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</div>
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<footer>
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<footer>
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