5d56944907
[Unreleased] section added to CHANGELOG.md covering: - Tooltip NPC/Object type guard crash fix (Tooltip.lua) - InsertMissingQuestIds string guard for questData (tbcQuestFixes.lua, wotlkQuestFixes.lua) - Sunstrider Isle arrow / UiMapId 946 override fix (zoneDB.lua, QuestieArrow.lua) README.md: - Bumped shield to v1.6.2 - Added Sunstrider Isle arrow fix to Quest Arrow section - Added tooltip crash fix to Tooltips section docs/changelog.html: - Added [Unreleased] section at top of changelog docs/index.html: - Bumped version badge to v1.6.2
395 lines
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395 lines
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</head>
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<body>
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<div class="hero">
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<img src="QuestieXlogo.png" alt="Questie-X Logo" width="400" />
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<p class="subtitle">A universal WoW quest-helper with a plugin architecture for any private server.</p>
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<div style="display: flex; justify-content: center; gap: 10px;">
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<code>Version: v1.6.2</code>
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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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Changelog</a>
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</div>
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</div>
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<div class="container">
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<!-- QuestieLearner Engine -->
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<section id="questielearner">
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<h2>QuestieLearner: Autonomous Data Engine</h2>
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<p>Questie-X introduces <strong>QuestieLearner</strong>, a zero-configuration autonomous engine that learns the world as you play. It automatically bridges the gap between static database entries and real-time server-side realities.</p>
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<div class="grid">
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<div class="card">
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<h4>Autonomous Acquisition</h4>
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<p>Learns NPC spawns, Quest relationships, Object locations, and Item drops directly from combat logs and interaction events. No manual wiring or database entry required.</p>
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</div>
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<div class="card">
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<h4>3.3.5a Coordinate Scaling</h4>
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<p>Implements a precision-first scaling logic that normalizes 3.3.5a combat log coordinates (0-1) to Questie's 0-100 coordinate system, ensuring pixel-perfect map pins.</p>
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</div>
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</div>
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<h3>Universal Cross-Link Engine</h3>
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<p>A bidirectional relationship engine that automatically stitches connections between learned entities. If an item drops from an NPC for a specific quest, QuestieLearner cross-links all three, immediately enabling map pins and tooltips for that item-source chain.</p>
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</section>
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<!-- Data Integrity -->
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<section id="integrity">
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<h2>Data Integrity & Confidence</h2>
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<p>To ensure database quality in crowd-sourced environments, Questie-X implements a multi-tier verification model.</p>
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<div class="grid">
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<div class="card">
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<h4>Match Count (mc) System</h4>
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<p>Every learned entry tracks its "Match Count". Data is promoted to <strong>Verified</strong> status once it reaches the user-defined confidence threshold (default: 2).</p>
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</div>
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<div class="card">
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<h4>Stale Data Cleanup</h4>
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<p>A tiered pruning engine tracks "Last Seen" (ls) timestamps. <strong>Unconfirmed</strong> data is automatically aged out after 90 days, while <strong>Verified</strong> entries are protected from expiration.</p>
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</div>
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</div>
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<div class="important">
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<strong>Confidence Gating:</strong> Map pins and tooltips for learned data are gated by confidence settings, preventing "one-off" anomalies or visual clutter from unconfirmed spawns.
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</div>
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</section>
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<!-- Database Robustness -->
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<section id="robustness">
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<h2>Database Robustness & Argument Handling</h2>
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<p>Questie-X v1.5.0 introduces significant stability improvements to the core database lookup engine, ensuring compatibility with third-party plugins and malformed server data.</p>
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<div class="grid">
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<div class="card">
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<h4>Polymorphic Argument Handling</h4>
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<p>Lookup functions like <code>GetQuest</code>, <code>GetNPC</code>, and <code>GetItem</code> now support both numeric and string-based IDs, as well as colon-syntax calls (<code>QuestieDB:GetQuest</code>). This eliminates fatal errors caused by third-party plugins passing unformatted data.</p>
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</div>
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<div class="card">
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<h4>Override Key Normalization</h4>
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<p>The override system now performs dual-type lookups, checking both numeric and string keys for every entity. This guarantees that custom data from server-specific plugins is correctly resolved regardless of how IDs are stored internally.</p>
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</div>
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</div>
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<div class="important">
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<strong>Nil Guards:</strong> All core database accessors now feature strict guards against <code>nil</code> or <code>0</code> IDs, preventing "rawdata is nil" debug spam during heavy initialization phases on custom servers.
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</div>
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</section>
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<!-- Zone Mapping & Performance -->
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<section id="performance">
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<h2>Zone Mapping & Performance</h2>
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<p>Questie-X v1.5.0 introduces a centralized mapping architecture to handle the complexities of custom server world data while optimizing memory usage.</p>
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<div class="grid">
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<div class="card">
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<h4>Centralized Zone Mapping</h4>
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<p>All AreaID to UiMapID relationships are now consolidated into the <code>QuestieX_WotLKDB</code> layer. This ensures that custom zones (seasonal, arena, or event maps) are immediately recognized by the coordinate engine without core modifications.</p>
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</div>
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<div class="card">
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<h4>Memory Optimization</h4>
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<p>By moving to a pre-compiled mapping constant, the engine avoids thousands of redundant table allocations during map sweeps, resulting in a 40% reduction in lookup overhead during peak quest-processing phases.</p>
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</div>
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</div>
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<div class="important">
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<strong>Compatibility First:</strong> This refactor restores pixel-perfect map pins on Project Ascension by bridging the gap between legacy zone IDs and modern UI map requirements at the earliest point of execution.
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</div>
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</section>
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<!-- Infrastructure -->
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<section id="infrastructure">
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<h2>Network Infrastructure</h2>
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<p>Questie-X utilizes hidden communication channels to synchronize confidence metrics and learned data across the player base in real-time.</p>
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<div class="grid">
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<div class="card">
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<h4>Global Data Sync</h4>
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<p>Learned kills and interactions are broadcasted via hidden global channels, allowing the community to effectively crowd-source the verification of spawn data.</p>
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</div>
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<div class="card">
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<h4>Zero-Noise Heartbeat</h4>
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<p>Communication is optimized to utilize hidden channels exclusively, ensuring zero impact on guild chat while maintaining real-time confidence updates.</p>
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</div>
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</div>
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</section>
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<!-- Database Architecture -->
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<section id="database">
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<h2>Ebonhold Database Architecture</h2>
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<p>To support custom servers without polluting the base WotLK database, Questie now implements a modular
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override system. This allows custom quests, NPCs, and objects to be defined in a safe namespace that
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persists across upstream updates.</p>
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<h3>1. Directory Structure</h3>
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<pre><code>Database/Ebonhold/
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├── EbonholdLoader.lua # Main injection hook
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├── Zones/
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│ └── EbonholdZoneTables.lua # Custom AreaID/MapID mappings
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└── Ebonhold/
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├── EbonholdQuestDB.lua # Custom Quest definitions
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└── EbonholdNpcDB.lua # Custom NPC spawn overrides</code></pre>
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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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<code>QuestieDB.questData</code> directly, it populates the override tables which are checked during
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quest retrieval.
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</p>
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<pre><code>-- EbonholdLoader.lua snippet
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local function InjectOverrides()
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for id, data in pairs(EbonholdDB.questData) do
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QuestieDB.questDataOverrides[id] = data
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end
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end</code></pre>
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</section>
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<!-- Custom Quest Implementation -->
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<section id="custom-quests">
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<h2>Custom Quest Implementation</h2>
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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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<div class="important">
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<strong>Developer Note:</strong> Using <code>killCreditObjective</code> (Index [10][5]) ensures that all
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participating NPC spawns appear on the map, but only <strong>one</strong> counter appears in the
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tracker.
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</div>
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<pre><code>-- Example implementation (EbonholdQuestDB.lua)
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[50064] = {
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[1] = "Heart of the Dragonflights",
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[10] = {
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nil, nil, nil, nil,
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{ -- killCreditObjective
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{
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{ 26276, 26277, 26322, ... }, -- All NPC IDs
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26322, -- Root ID (Icon/Text)
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"Dragonkin slain" -- Display Text
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}
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}
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},
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[30] = 30, -- Objective Count
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}</code></pre>
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</section>
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<p>Maintained by Xurkon</p>
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