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<!DOCTYPE html>
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<title>Questie (3.3.5a) - Developer Documentation</title>
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<body>
<div class="hero">
<img src="QuestieXlogo.png" alt="Questie-X Logo" width="400" />
<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: v1.1.4</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
Changelog</a>
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</div>
<div class="container">
<!-- Database Architecture -->
<section id="database">
<h2>Ebonhold Database Architecture</h2>
<p>To support custom servers without polluting the base WotLK database, Questie now implements a modular
override system. This allows custom quests, NPCs, and objects to be defined in a safe namespace that
persists across upstream updates.</p>
<h3>1. Directory Structure</h3>
<pre><code>Database/Ebonhold/
├── EbonholdLoader.lua # Main injection hook
├── Zones/
│ └── EbonholdZoneTables.lua # Custom AreaID/MapID mappings
└── Ebonhold/
├── EbonholdQuestDB.lua # Custom Quest definitions
└── EbonholdNpcDB.lua # Custom NPC spawn overrides</code></pre>
<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>
<pre><code>-- EbonholdLoader.lua snippet
local function InjectOverrides()
for id, data in pairs(EbonholdDB.questData) do
QuestieDB.questDataOverrides[id] = data
end
end</code></pre>
</section>
<!-- Logic Refinements -->
<section id="logic-refinements">
<h2>Core Logic Refinements</h2>
<div class="grid">
<div class="card">
<h4>Quest Arrow: Auto-Mode</h4>
<p>Restored "Auto Nearby" logic which points to the closest available quest when the player has no
active tracking list. Features <strong>Zone Filtering</strong> to prevent the arrow from
pointing to distant continents when in auto-mode.</p>
</div>
<div class="card">
<h4>Tracker Robustness</h4>
<p>The tracker update loop is now protected with <code>pcall</code>. This prevents malformed quest
data (like the "Fel Orc Scavengers" bug) from crashing the entire UI and hiding unrelated
quests.</p>
</div>
</div>
<h3>Quest Icon Persistence Fix</h3>
<p>Custom server quests often use auto-complete triggers which can bypass Questie's standard cleanup events.
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>
<li><strong>Periodic Cleanup</strong>: A 5-second background timer in <code>AvailableQuests.lua</code>
that audits the map for icons belonging to finished quests.</li>
</ul>
</section>
<!-- Custom Quest Implementation -->
<section id="custom-quests">
<h2>Custom Quest Implementation</h2>
<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">
<strong>Developer Note:</strong> Using <code>killCreditObjective</code> (Index [10][5]) ensures that all
participating NPC spawns appear on the map, but only <strong>one</strong> counter appears in the
tracker.
</div>
<pre><code>-- Example implementation (EbonholdQuestDB.lua)
[50064] = {
[1] = "Heart of the Dragonflights",
[10] = {
nil, nil, nil, nil,
{ -- killCreditObjective
{
{ 26276, 26277, 26322, ... }, -- All NPC IDs
26322, -- Root ID (Icon/Text)
"Dragonkin slain" -- Display Text
}
}
},
[30] = 30, -- Objective Count
}</code></pre>
</section>
</div>
<footer>
<p>Maintained by Xurkon &bull; Part of the Project Ebonhold Addon Suite</p>
</footer>
</body>
</html>