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<title>Questie-X - Developer Documentation</title>
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<body>
<div class="hero">
<img src="QuestieXlogo.png" alt="Questie-X Logo" width="400" />
<p class="subtitle">A universal WoW quest-helper with a plugin architecture for any private server.</p>
<div style="display: flex; justify-content: center; gap: 10px;">
<code>Version: v1.3.1</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>
</div>
</div>
<div class="container">
<!-- QuestieLearner Engine -->
<section id="questielearner">
<h2>QuestieLearner: Autonomous Data Engine</h2>
<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>
<div class="grid">
<div class="card">
<h4>Autonomous Acquisition</h4>
<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>
</div>
<div class="card">
<h4>3.3.5a Coordinate Scaling</h4>
<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>
</div>
</div>
<h3>Universal Cross-Link Engine</h3>
<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>
</section>
<!-- Data Integrity -->
<section id="integrity">
<h2>Data Integrity & Confidence</h2>
<p>To ensure database quality in crowd-sourced environments, Questie-X implements a multi-tier verification model.</p>
<div class="grid">
<div class="card">
<h4>Match Count (mc) System</h4>
<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>
</div>
<div class="card">
<h4>Stale Data Cleanup</h4>
<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>
</div>
</div>
<div class="important">
<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.
</div>
</section>
<!-- Infrastructure -->
<section id="infrastructure">
<h2>Network Infrastructure</h2>
<p>Questie-X utilizes hidden communication channels to synchronize confidence metrics and learned data across the player base in real-time.</p>
<ul>
<li><strong>Global Data Sync</strong>: Learned kills and interactions are broadcasted via hidden global channels, allowing the community to effectively crowd-source the verification of spawn data.</li>
<li><strong>Zero-Noise Heartbeat</strong>: Communication is optimized to utilize hidden channels exclusively (removing GUILD channel noise), ensuring zero impact on player guild chat logs while maintaining real-time confidence updates for learned NPCs.</li>
</ul>
</section>
<!-- 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>
<!-- 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>
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<p>Maintained by Xurkon</p>
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