540 lines
24 KiB
Markdown
540 lines
24 KiB
Markdown
---
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description: Comprehensive reference for Questie development, including corrections, database structure, and debugging.
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---
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# Questie Development Reference
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This workflow aggregates vital information from the [Questie Wiki](https://github.com/Questie/Questie/wiki) for developers.
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## 1. Development Environment & Contributing
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**Wiki Page:** [Contributing](https://github.com/Questie/Questie/wiki/Contributing)
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### Setup
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* **Fork & Clone:** Fork the repo and clone it *outside* your WoW directory.
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* **Symlink:** Create a symlink from your Clone to `Interface/AddOns/Questie`.
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* **Windows:** `mklink /J "C:\Path\To\WoW\_classic_\Interface\AddOns\Questie" "C:\Dev\Questie"`
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* **MacOS:** `ln -s ~/Dev/Questie /Applications/World\ of\ Warcraft/_classic_/Interface/AddOns/Questie`
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* **IDE:** Recommended: IntelliJ + EmmyLua or VSCode + Lua Extension (sumneko).
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### Commit Messages (Changelog)
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Prefix commits to auto-generate changelog entries:
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* `[quest]` e.g., `[quest] Fix pre quest for "Warm Welcome"`
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* `[db]` e.g., `[db] Fix location of "Lar'korwi"`
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* `[fix]` e.g., `[fix] Fix DMF dates for Era`
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* `[feature]` e.g., `[feature] Add gold reward`
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* `[locale]` e.g., `[locale] Add translation for "Next in chain"`
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### Research & Documentation
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* **Export Path:** Always copy research files (task.md, walkthrough.md, implementation_plan.md, and transcript) to `C:\Users\kance\Documents\Research\Questie\[Task-Name]`.
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---
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## 2. Core Architecture & System Overview
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**Wiki Page:** [Overview](https://github.com/Questie/Questie/wiki/Overview)
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Questie employs a modular architecture where specialized systems handle different aspects of the addon.
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### Core Modules
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* **Initialization:** `Modules/QuestieInit.lua` - Manages the staged loading process.
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* **Database:** `Database/QuestieDB.lua` - Central hub for quest, NPC, item, and object data.
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* **Map Integration:** `Modules/Map/QuestieMap.lua` - Handles icon placement and world map/minimap logic.
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* **Tracking:** `Modules/Tracker/QuestieTracker.lua` - Manages the on-screen quest objective tracker.
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* **Journey:** `Modules/Journey/QuestieJourney.lua` - Handles the quest history and search UI.
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* **Corrections:** `Database/Corrections/QuestieCorrections.lua` - Applies patches to the base game data.
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* **Communication:** `Modules/Network/QuestieComms.lua` - Manages data sharing between party members.
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### Addon Initialization Flow
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Questie uses a coroutine-based staged initialization to minimize performance impact:
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1. **Stage 1: Data & Validation** - Loads database, applies corrections, and runs validators.
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2. **Stage 3 (Stage 2 is internal wait): UI & Hooks** - Initializes trackers, maps, event handlers, and UI elements.
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**CRITICAL NOTE ON GLOBAL NAMESPACES:** Modules are injected into the global namespace via `QuestieCompat.PopulateGlobals()` during `ADDON_LOADED` or `PLAYER_LOGIN`. Event handlers (like `CHAT_MSG_SYSTEM` for auto-turn-in quests) can fire *before* global variables are injected depending on client load orders. **Always use localized module imports** (e.g., `local QuestiePlayer = QuestieLoader:ImportModule("QuestiePlayer")`) at the top of files to prevent `attempt to index global '<Module>' (a nil value)` exceptions.
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---
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## 3. Database System Architecture
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**Wiki Page:** [Database](https://github.com/Questie/Questie/wiki/Database)
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The database system is a central component that stores and manages all quest-related information.
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### Database Categories
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The database consists of four primary data types:
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* **Quest Data:** Information about quest requirements, objectives, rewards, etc.
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* **NPC Data:** Information about non-player characters, including spawn locations.
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* **Item Data:** Information about items, including where they drop.
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* **Object Data:** Information about world objects like chests, mining nodes, etc.
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### Database Structure
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* **Base Data:** Located in `Database/<Expansion>/` (e.g., `classicQuestDB.lua`). **DO NOT EDIT DIRECTLY.**
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* **Corrections:** Located in `Database/Corrections/`. THIS is where you make changes.
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* **Expansion NPC Database Fields (e.g., `wotlkNpcDB.lua`):**
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* Index 1: `name`
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* Index 7: `spawns` - Format: `{[zoneID] = { {x,y}, ... }}`
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* Index 9: `zoneID` (Primary zone)
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* Index 12: `factionID`
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### Zone & Area Management
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`Database/Zones/zoneDB.lua` manages geographic data:
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* **UI Map Mapping:** Maps internal Area IDs to UI Map IDs.
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* **Dungeon Locations:** Tracks entrance coordinates for instances.
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* **Subzone Mapping:** Relates subzones to their parent zones for proper icon inheritance.
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### NPC Data Verification Best Practices
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When implementing custom quests that require NPC spawn data:
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1. **Verify NPC vs Object Classification**
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* Always check both `wotlkNpcDB.lua` AND `wotlkObjectDB.lua`
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* Wowhead may list objects in NPC search results (e.g., "Dragonblight Mage Hunter" ID 32572)
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* Use grep search: `grep -r "^\[NPC_ID\]" Database/Wotlk/` to confirm classification
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2. **Spawn Data Completeness Verification**
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* NPCs in database may have nil spawns or incomplete spawn coordinates
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* Always compare scraped spawn counts with existing database entries
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* Common issues:
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* NPCs with `nil` spawn data (no coordinates at all)
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* NPCs with sparse spawn data (DB has 5 spawns, Wowhead shows 19)
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* NPCs with single spawn when multiple exist
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3. **Individual NPC Page Scraping**
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* Scrape each NPC's individual Wowhead page for spawn coordinates
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* Use JavaScript to extract from `g_mapperData[zoneId][0].coords`
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* Don't rely on aggregate list views - they may not show all spawns
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4. **Database Comparison Process**
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```bash
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# Search for NPC in database
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grep "^\[NPC_ID\]" Database/Wotlk/wotlkNpcDB.lua
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# Check spawn data format: {[zoneID] = {{x,y}, {x,y}, ...}}
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# Compare coordinate count with scraped data
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```
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5. **Common Spawn Data Issues Found**
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* **Infinite Dragonflight NPCs**: Often have nil spawns (dungeon/instance spawns not in overworld)
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* **Quest Givers/Vendors**: Usually have 1 spawn (correct)
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* **Patrol NPCs**: May have waypoint data instead of static spawns
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* **Rare Spawns**: May have fewer coordinates than common NPCs
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6. **Example: Quest 50064 Findings**
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* 50 NPCs extracted from Wowhead
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* 1 was an object (excluded)
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* 6 NPCs had nil spawns in database
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* 3 NPCs had incomplete spawn data (11 in DB vs 42 scraped)
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* Result: 49 valid NPCs, spawn data inconsistencies documented
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---
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## 4. Corrections System
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**Wiki Page:** [Corrections](https://github.com/Questie/Questie/wiki/Corrections)
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Corrections patch the runtime database to fix incomplete or incorrect game data.
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### Loading Order
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1. **Base Data** for the running expansion is loaded (e.g., TBC).
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2. **Corrections** are applied in order: Classic -> TBC -> WotLK.
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* TBC corrections apply to WotLK.
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* Classic corrections apply to TBC and WotLK.
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* *Note:* Corrections in later files can overwrite earlier ones.
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### NPC Correction File Structure
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**CRITICAL**: NPC correction files (e.g., `tbcNPCFixes.lua`) have TWO sections:
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1. **Main `Load()` Function** (lines 9-1064): Returns a table of corrections that apply to **ALL players** (both factions)
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* **Use this for**: General NPC spawn data, quest fixes, waypoints that apply to everyone
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* **Example**: Adding missing spawn coordinates for dragonkin NPCs
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2. **Faction-Specific `LoadFactionFixes()` Function** (lines 1068+): Returns faction-specific corrections
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* **Use this for**: NPCs that only appear for Horde or Alliance (e.g., starting zone NPCs)
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* **Structure**: Returns `npcFixesHorde` or `npcFixesAlliance` based on player faction
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**When adding NPC spawn data**: Add it to the **main `Load()` function** unless the NPC is faction-specific.
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### Syntax
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```lua
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-- Database/Corrections/tbcQuestFixes.lua
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[8300] = {
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[questKeys.startedBy] = {nil,nil,{1234}}, -- Started by Item 1234
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[questKeys.preQuestSingle] = {}, -- Remove pre-quest requirement
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},
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```
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### Critical Keys (QuestieDB.questKeys)
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* `startedBy` / `finishedBy`: `{ {Creature_IDs}, {Object_IDs}, {Item_IDs} }`.
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* Use `nil` for empty slots. Example: `{{123}, nil, nil}`.
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* `preQuestSingle`: List of required pre-quests.
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* `exclusiveTo`: List of quests that hide this one.
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* `nextQuestInChain`: ID of the next quest.
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* `requiredLevel` (Index [4]): Minimum level required to accept the quest.
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* `questLevel` (Index [5]): The actual level of the quest (determines XP/Colors).
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* `requiredRaces` (Index [6]): Bitmask (use `QuestieDB.raceKeys`).
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* **`zoneOrSort` (Index [17])**: **Zone ID** (positive for Area Table ID) or Quest Sort ID (negative). **This is the zone field for custom quests.**
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* **WARNING:** Do NOT use Index [6] (`requiredRaces`) for Zone ID. This is a common mistake that causes "Unknown Zone" errors.
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---
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## 5. Quest Tracking & Map Systems
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### Quest Tracker Components
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The tracker UI consists of several key components:
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* **TrackerBaseFrame:** The main frame that contains the entire tracker.
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* **TrackerHeaderFrame:** Contains the tracker's header with title and buttons.
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* **TrackerQuestFrame:** Manages the display of individual quests.
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* **TrackerLinePool:** A pool of line elements for quest objectives and text.
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### Combat Queue System (`QuestieCombatQueue.lua`)
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**CRITICAL:** Avoids UI "taint" and errors by queuing operations during combat:
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* Queues operations requested during combat.
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* Executes queued operations immediately upon leaving combat (`PLAYER_REGEN_ENABLED`).
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* Essential for preventing interference with Blizzard's protected combat frames.
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### Map Icon & Tooltip System
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* **Frame Pooling:** Icons are managed via `QuestieFramePool` to reuse frames and reduce memory overhead.
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* **Icon Frames:** `QuestieFrame` displays the actual markers.
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* **HBD Integration:** Uses `HereBeDragons` (via `HBDHooks.lua`) for coordinate conversions.
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* **Tooltip System:** `MapIconTooltip` and `TooltipHandler` provide hover info, including party member progress.
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### QuestieArrow & Finisher Tracking (`QuestieArrow.lua`)
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* **Finisher Waypoints:** The Questie Arrow (`QuestieArrow:UpdateNearestTargets`) relies on `quest.isComplete` and `QuestieDB.IsComplete` to switch from targeting objectives to targeting the quest turn-in (Finisher) NPC or Object.
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* **Object Properties Limit:** When evaluating the exact finisher location, Questie quest objects contain limited attributes for the Finisher: only `.Id` and `.Type` (`"monster"` or `"object"`). Any attempt to index `quest.Finisher.Name` will fail and cause finisher logic to be skipped entirely.
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* **Distance Checks:** `_CollectFinisherSpawns` evaluates `HBD:GetWorldDistance`. If the finisher is in another zone and the player has auto-tracking enabled (`usingAutoLogic and zone ~= playerZoneId`), QuestieArrow will intentionally hide distant finisher marks.
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### Completion State Evaluation (`QuestieDB.IsComplete`)
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* **Server vs Client State:** The `finished` flag on quest objectives is governed by server `GetQuestLogTitle` packets. Because quests consuming items (e.g. freeing prisoners with keys) update numeric counts instantly but delay the `finished` flag until turn-in time, Questie manually evaluates completeness.
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* **Logical Evaluation Bug**: When implementing loops iterating numerical objectives, never use inline ternary operators like `(object[1] and 0)` right at the start, as Lua will evaluate existency strings as truthy and short-circuit return 0 regardless of actually finishing the `numFulfilled == numRequired` checks. Iterate the full list and verify `allDone` instead.
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### Objective Priority & Hide Conditions
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* **HideCondition Mechanism**: Allows hiding specific objectives (regular or extra) based on the player's quest log status.
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* `hideIfQuestActive`: Hides the objective if the specified Quest ID is in the player's log OR already completed.
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* `hideIfQuestComplete`: Hides the objective only if the specified Quest ID is already completed.
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* **Implementation**:
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* **Regular Objectives** (Monsters, Objects, Items): The `HideCondition` is stored as the **3rd field** in the objective sub-table (e.g., `{{NPC_ID, nil, {["hideIfQuestActive"] = 12966}}}`).
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* **Extra Objectives** (Index 27): The `HideCondition` is stored as the **6th field** in the extra objective sub-table.
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* **Immediate UI Feedback**: When a quest acceptance should immediately hide another objective or pivot the arrow, call `QuestieArrow:Refresh()` within the `AcceptQuest` TaskQueue in `QuestieQuest.lua`.
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---
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## 6. Additional Systems
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### Journey System
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* **My Journey:** A chronological record of the player's quest history.
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* **Quests By Zone:** Browse quests by zone, filtering by availability and completion status.
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* **Search:** Advanced search for quests, NPCs, items, and objects by name or ID.
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### Network Communication
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* **QuestieComms:** Manages data sharing between party members.
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* **QuestieSerializer:** Converts complex tables to strings for transmission.
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* **QuestieAnnounce:** Provides options for announcing quest progress to chat.
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---
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## 7. Localization
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**Wiki Page:** [Localization](https://github.com/Questie/Questie/wiki/Localization-to-more-languages)
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To test or add translations locally, use `QUESTIE_LOCALES_OVERRIDE` in a global scope (e.g. `Questie.lua` top):
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```lua
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QUESTIE_LOCALES_OVERRIDE = {
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locale = 'deDE',
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localeName = 'Deutsch',
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translations = {
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["Objects"] = "Об'єкти", -- Key is original string
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},
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itemLookup = { [31] = "Alte Löwenstatue" }, -- ID -> Name
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npcNameLookup = { [3] = {"Fleischfresser", nil} }, -- ID -> {Name, Title}
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objectLookup = { [31] = "Alte Löwenstatue" },
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questLookup = { [2] = {"Title", {"Description"}, {"Objective"}} },
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}
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```
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---
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## 8. Debugging Tools
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**Wiki Page:** [Debugging](https://github.com/Questie/Questie/wiki/Debugging)
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* **Mocking Player State:** Add to top of `Questie.lua`:
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```lua
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UnitLevel = function() return 10; end
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UnitRace = function() return "nightelf", "nightelf"; end
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```
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* **Module Access:**
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```lua
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QuestieLoader:ImportModule("QuestieDB").GetQuest(123)
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```
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* **Verification:** Enable "Advanced Options" -> "Debug", open Journey, use Search tab to see the *final* data after corrections.
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---
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## 9. Extracting Spawns and NPCs
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### Manual Spawn Extraction (Traditional Method)
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**Page:** [Extracting Spawns](https://github.com/Questie/Questie/wiki/Extracting-spawn-locations-from-wowhead)
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* Use the Javascript snippet on Wowhead maps to generate Lua table output `{{x,y},...}}`.
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### Automated NPC Extraction (Browser Automation)
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For quests requiring all NPCs of a specific type in a zone (e.g., "kill all beasts"), use browser automation to extract NPC IDs from Wowhead's database.
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**Wowhead Filter URL Format:**
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```
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https://www.wowhead.com/wotlk/npcs/beasts?filter=6;ZONE_ID;0
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```
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- Replace `beasts` with the creature type (beasts, humanoids, dragonkin, etc.)
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* Replace `ZONE_ID` with the zone ID (e.g., 3522 for Blade's Edge Mountains, 3523 for Netherstorm)
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**Extraction Method:**
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1. Navigate to the filtered Wowhead URL
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2. Use JavaScript to access Wowhead's internal data:
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```javascript
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const listview = Object.values(g_listviews).find(lv => lv.id === 'npcs');
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listview.data.map(npc => npc.id + ' - ' + npc.name).join('\n');
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```
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3. This returns all NPC IDs and names matching the filter
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**Example Use Cases:**
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* Quest 50085 (Savage Heights): Extracted 47 beast NPCs from Blade's Edge Mountains
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* Quest 50086 (Unstable Fauna): Extracted 18 beast NPCs from Netherstorm
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**Benefits:**
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* Faster than manual lookup
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* Ensures no NPCs are missed
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* Provides complete list for `killCreditObjective` implementation
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---
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Custom server data should **NOT** use the Corrections system. Use separate database modules (e.g., `Database/Ebonhold/`).
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* **Quests:** Added to `EbonholdDB.questData` (or `EbonholdQuestDB.questData`).
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* **NPCs:** Added to `EbonholdDB.npcData`.
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### Missing Base Data (Upstream Preservation)
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If the original database files (standard Questie DB) are missing data (e.g. missing NPC spawns in TBC content), **DO NOT** add this data to the standard `Database/Corrections` folder.
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Instead, add the missing data to the **specific server's database folder** (e.g., `Database/Ebonhold/`).
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* **Reason:** Updating the main Questie database files (including standard corrections) will wipe local changes. Custom server database files are preserved during updates.
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**CRITICAL OVERRIDE WARNING FOR CUSTOM DBs:**
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When adding missing coordinate data to pre-existing base NPCs via `EbonholdNpcDB.lua`, the custom database engine **does not perform a deep merge**. If you inject an entry that only defines the `[npcKeys.spawns]` array, it will obliterate the entire base NPC node (wiping its name, health, rank, and other metrics). This results in `attempt to index nil` errors rendering the Map Tooltips.
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To safely override base coordinates, you must:
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1. Copy the **entire** data array for the NPC from the `classicNpcDB.lua` or `wotlkNpcDB.lua` into your custom `EbonholdNpcDB.lua` and enrich it there.
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2. OR, if injecting massive coordinates is necessary without full transcribing, they can be injected into the base files (`Database/Corrections/wotlkNPCFixes.lua` deep-merges correctly), understanding that these edits are at risk of being wiped during a standard Questie version upgrade.
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### Critical Rules for Custom Quests
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#### 1. Never Duplicate Existing NPCs/Objects
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NPCs/objects from base WotLK/TBC/Classic databases already exist with spawn data. Only add to custom DB if it's truly custom content.
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#### 2. Object Data Structure - Use Indexed Fields
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**✅ CORRECT:**
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```lua
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[600600] = {
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[1] = "Elemental Shrine", -- Indexed fields
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[2] = nil, -- Type
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[3] = nil, -- Zones
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[4] = {[3518] = {{50, 70}}}, -- Spawns: {[zoneId] = {{x,y}}}
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[5] = 12, -- Faction
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}
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```
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#### 3. Multi-NPC Objectives - Use killCreditObjective
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**Problem:** When a quest requires killing multiple NPC types that should count toward the same objective (e.g., "Kill 30 Elementals" where multiple elemental types exist), using standard `creatureObjective` creates separate tracker entries for each NPC.
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**Solution:** Use `killCreditObjective` (objectives[5]) to map multiple NPC IDs to a single counter while showing all NPC spawns on the map.
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**Structure:**
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```lua
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[10] = { -- objectives
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nil, -- [1] creatureObjective (not used)
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nil, -- [2] objectObjective (not used)
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nil, -- [3] itemObjective (not used)
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nil, -- [4] reputationObjective (not used)
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{ -- [5] killCreditObjective
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{
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{17156, 17157, 22309, 22310}, -- IdList: all NPC IDs that grant credit
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17157, -- RootId: representative NPC ID
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"Shattered Rumbler slain" -- Text shown in tracker
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}
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}
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}
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```
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**How It Works:**
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1. **Database Processing** (`QuestieDB.lua:1276-1293`): Creates a `killcredit` objective with `IdList` and `RootId`
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2. **Spawn Handler** (`QuestieQuestPrivates.lua:65-73`): Iterates through `IdList` and creates map icons for each NPC
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3. **Tracker**: Shows single entry (e.g., "Shattered Rumbler slain: 0/30")
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4. **Map**: Displays icons for all NPCs in the `IdList`
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**Example Use Case:**
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Quest 50026 requires killing 30 elementals. Six different elemental NPC types exist (17156, 17157, 22309, 22310, 22311, 22313). Using `killCreditObjective` ensures:
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* All six NPC types show on the map
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* Single tracker counter increments for any kill
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* No duplicate "0/30" entries in the tracker
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#### 4. Server-Tracked Objectives ("Complete N Quests in Zone")
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**Problem:** Some custom quests are completed by the server when a condition is met (e.g., completing 6 quests in a zone). The server sends one objective to the client, but if `quest.ObjectiveData` has no matching entry, `PopulateQuestLogInfo` throws:
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```
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Missing objective data for quest <ID> Complete 6 quests in <Zone>
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```
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**Root Cause:** `QuestieQuest:PopulateQuestLogInfo` (line 1578) requires a `quest.ObjectiveData[index]` entry for every objective the server reports. If the quest has no objectives defined (no `[10]` field) and no `triggerEnd` (`[9]`), `ObjectiveData` is empty and the error fires.
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**Wrong Approach (do not do this):**
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```lua
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-- Adding an all-nil [10] table does NOT create ObjectiveData entries
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[50111] = {
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...
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[10] = { nil, nil, nil, nil, nil }, -- Still results in empty ObjectiveData
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},
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```
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**Correct Fix:** Use the `[9]` (`triggerEnd`) field. `QuestieDB.GetQuest` maps `rawdata[9]` → `QO.triggerEnd` and appends `ObjectiveData[1] = {Type="event"}`. No map pins are drawn when coordinates are `nil`.
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```lua
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[50151] = {
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[1] = "Icecrown Advance",
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[2] = { nil, { 600600 } },
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[4] = 80,
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[5] = 73,
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[17] = 210,
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[8] = {
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"This quest requires completing any 6 quests in Icecrown. The quest will automatically complete once the objective is met.",
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"Complete 6 quests in Icecrown"
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},
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[9] = { "Complete 6 quests in Icecrown", nil }, -- triggerEnd: text, no coordinates
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},
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```
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**How it works:**
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1. `QuestieDB.GetQuest` reads `rawdata[9]` → sets `QO.triggerEnd`
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2. At line 1312-1320: `ObjectiveData[#ObjectiveData+1] = {Type="event", Text=..., Coordinates=nil}`
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3. `PopulateQuestLogInfo` finds `ObjectiveData[1]` → no error
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4. `PopulateObjective` sees `Type="event"` with no coordinates → no map pins drawn
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**Rule:** Any quest where the server tracks completion internally (zone quest counts, escort hand-off, etc.) with no kill/gather objective should use `[9]` with a text description and `nil` coordinates. Do **not** add a `[10]` objectives table for these quests.
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---
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#### 5. Auto-Complete Quests
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**Problem:** Some custom server quests auto-complete when objectives are finished, without requiring the player to return to a quest giver or object.
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**Solution:** Omit the `finishedBy` field (index 3) from the quest data. This prevents Questie from showing a turn-in icon or expecting a return trip.
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**Structure:**
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```lua
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[50026] = {
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[1] = "Quest Name",
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[2] = {nil, {objectId}}, -- startedBy: {{npcIds}, {objectIds}, {itemIds}}
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-- [3] finishedBy is omitted for auto-complete quests
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[4] = 60, -- Required level (Min level)
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[5] = 67, -- Quest level
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[17] = 3518, -- Zone ID
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[8] = {"Description", "Objective text"},
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[10] = { ... }, -- Objectives
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}
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```
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**Behavior:**
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* Quest starter icon appears on the map
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* No turn-in icon appears after objectives are complete
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* Quest automatically completes on the server when objectives finish
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#### 5. Quest Data Structure
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```lua
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[50026] = {
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[1] = "Quest Name",
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[2] = {nil, {objectId}}, -- startedBy: {{npcIds}, {objectIds}, {itemIds}}
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[4] = 60, -- Required level (Min level)
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[5] = 67, -- Quest level
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[17] = 3518, -- Zone ID
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[8] = {"Description", "Objective text"},
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[10] = {{{npcId, count}}}, -- Objectives (kill X of npcId)
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}
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```
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---
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## 11. Common Solutions
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### No Objectives Shown
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* **Page:** [No Objectives](https://github.com/Questie/Questie/wiki/Example%3A-No-Objectives)
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* **Cause:** Quest references an item/object/NPC that has no spawn data.
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* **Fix:** Ensure the target NPC/Object exists and has `[4]` (spawns) filled. If it's an item, check `npcDrops`.
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### Breadcrumb Quests
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* **Page:** [Breadcrumb Quests](https://github.com/Questie/Questie/wiki/Example%3A-Breadcrumb-quests)
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* **Fix:** Use `nextQuestInChain` or `exclusiveTo` to hide the breadcrumb when the main quest is taken.
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---
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## 13. Debugging Stuck Arrows
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### Scenario: Arrow persists on an NPC after picking up a follow-up quest
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1. **Check for Multiple Quests**: Verify if more than one active quest has an objective at that NPC. Use Journey search for the NPC ID.
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2. **Verify NPC Coordinate Overlap**: Compare NPC coordinates in `wotlkNpcDB.lua`. NPCs in the same hub (like Dun Niffelem) often share base coordinates. If Questie switches targets to a different NPC at the same location, the arrow will appear "stuck."
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* **Fix**: Override the quest finisher in `wotlkQuestFixes.lua` to point to a distinct NPC or Object (e.g., moving the arrow from the King to the Anvil).
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3. **Apply HideConditions**: If an objective is redundant once a breadcrumb quest is accepted, apply `hideIfQuestActive` to the correction data for that objective.
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4. **Confirm Database Loading**: Ensure `QuestieDB.GetQuest` is correctly parsing the `HideCondition` field for the objective type.
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