LootItems

Wait for each quantity (default 1) in bags plus the saved character bank. A completed questID also satisfies its entry; no virtual loot or remembered counts.

Value shape
table
Scope
step

Technical descriptions are preserved in source English. Field names and Lua examples are unchanged.

Source clarification

The lower Resource conditions section contains an obsolete claim that LootItems can use virtual loot or remembered completion. The current option table and implementation count current bags plus saved character-bank contents; a completed questID can also satisfy an entry. Do not use the conflicting paragraph as an API rule.

Examples

Source example. Replace IDs and values for your route; this website does not execute Lua.

Lua · 01
LootItems = { { questID = 86644, itemID = 244143, quantity = 1 } }
Lua · 02
LootItems = { { itemID = 2589, quantity = 10 } }

Documented parameters

Documented parametersBehavior & detailsValue shape
questIDShown in the source example; this does not establish a required field.number
itemIDShown in the source example; this does not establish a required field.number
quantityShown in the source example; this does not establish a required field.number

Behavior & details

Forms shown in the documentation, not an exhaustive runtime schema. Constant runtime types are not inferred.

Action / Progression Options

An action waits for completion; a failed step condition skips the step. Use one main action per step.

Item handling fallback

Cached item names take priority; text or Text supplies fallback advice. Localization keys and literal text are accepted.

Main actions

Use separate SellItems and Repair steps with the same coordinates; only one main action per step.

LootItems, Collection

Character-bank counts are saved while the bank is accessible and reused after closing/reloading. Moving items between bags and bank does not increase the combined count.

Comparisons

<, <=, >, >=, ==, ~=. Missing numeric data fails the comparison unless explicitly allowed.

Collection objective vs filter

LootItems = { { itemID = 2589, quantity = 10 } } waits for ten cloth; ItemCount = { itemID = 2589, count = 10 } skips another action unless ten are already owned.

Resource conditions and Hardcore routes

Steps can use these filters with the existing AnyOf composition:

Resource conditions and Hardcore routes
Money = { operator = ">=", copper = 10000 },
ItemCount = { itemIDs = { 6948 }, operator = ">=", count = 1 },
EquippedItemStat = {
    { slot = 16, stat = "QUALITY", operator = "<", value = 7, precision = 1, allowMissing = true },
    { slot = 16, stat = "ITEM_MOD_DAMAGE_PER_SECOND_SHORT", operator = "<", value = 1.9, precision = 1, allowMissing = true },
},
EquippedItem = {
    { slot = 16, itemID = 2493 },
    { slot = 17, invert = true },
},
Hardcore = false,
Resource conditions and Hardcore routes

Equipment condition lists use AND: every entry must pass. invert, precision and

allowMissing apply to their own entry. Single-object conditions remain supported;

use AnyOf for alternatives and Not to negate the whole list. Lists must not be empty.

Resource conditions and Hardcore routes

Operators are <, <=, >, >=, == and ~=. Money uses copper, not gold.

ItemCount accepts either itemID or a summed itemIDs list; the default operator

is >=. Equipped items are included by the game API. includeBank = true includes

bank items; includeUsableToys = true counts an owned usable toy when its item count

is zero. EquippedItemStat reads a stat token, QUALITY or LEVEL from an equipment

slot. Optional precision rounds before comparing; allowMissing = true keeps

the step eligible when the equipment stat is unavailable. Otherwise missing data

does not satisfy a resource filter. These are step filters, not route visibility

conditions. Like other step filters, failing them skips the step; they do not wait

for the player to acquire resources.

Resource conditions and Hardcore routes

Hardcore = true/false uses C_GameRules.IsHardcoreActive; clients without that

API are treated as non-Hardcore. Source death shortcuts are restricted to

non-Hardcore characters. Voluntary self-found choices remain explicit review notes.

Money, bag and equipment events refresh relevant active steps through a coalesced

timer. Unrelated steps do not rebuild on those events.

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