Collection
Require at least quantity items (default 1) in bags plus the saved character bank, using the same count as LootItems.
- 值的格式
- table
- 作用范围
- step-condition, parallel-group-condition, next-route-condition, prefab-condition
技术说明保留英文原文。字段名称和 Lua 示例保持不变。
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.
示例
源文件示例。请根据你的路线替换 ID 和数值;本网站不会执行 Lua。
Collection = { itemID = 5465, quantity = 50 }已记录的参数
| 已记录的参数 | 行为与详情 | 值的格式 |
|---|---|---|
itemID | Shown in the source example; this does not establish a required field. | number |
quantity | Shown in the source example; this does not establish a required field. | number |
行为与详情
Forms shown in the documentation, not an exhaustive runtime schema. Constant runtime types are not inferred.
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.
Filters and Conditions
Conditions on the same table combine with AND. Use AnyOf for alternatives, AllOf for repeated predicates and Not to invert a whole condition table.
Filters and Conditions
| Scope | Supported conditions / result |
|---|---|
Steps and parallelSteps[].conditions | All filters below; group conditions control insertion, while a failed step filter skips that step. |
Route conditions: visibility | InterfaceVersion, InterfaceVersionExact, DontHaveSpell, IsQuestReadyForTurnIn, HasAchievement, DontHaveAchievement, Faction, Race, Class, ClassNot, Event, AlliedRace, IsQuestCompleted, IsQuestUncompleted. Failure hides the route. |
Route conditions: availability | Numeric Level, MinLevel, MaxLevel, BeLvl, plus ClassSpec and Zones. Failure disables the route. |
Route-level AnyOf | Alternatives use step filters; failure hides the route, including failures of nested level conditions. |
Conditional nextRoute / prefab entries | Use step filters; these affect the suggestion or prefab membership. |
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.