LootMoney

Wait for cash plus carried items' estimated vendor value to reach copper; shows a progress bar. Excludes banks and uncached prices. See resource fields below.

值的格式
table
作用范围
step

技术说明保留英文原文。字段名称和 Lua 示例保持不变。

原文说明

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。

Lua · 01
LootMoney = { copper = 10, includeEquipped = true }

已记录的参数

已记录的参数行为与详情值的格式
copperRequired as explicitly documented; see the associated field notes.number
includeEquippedShown in the source example; this does not establish a required field.boolean

行为与详情

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.

Main actions

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

LootMoney

Use it as the main objective. Money checks spendable cash; it is not a replacement for this collection objective.

Comparisons

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

LootMoney, VendorMoney

Required copper (positive for LootMoney, nonnegative for VendorMoney). Bags include stack quantities and reagent bags; banks and unsellable items are excluded. Uncached vendor prices count as zero.

Vendor equipment value

Equipment excluded by default. includeEquipped = true includes all gear; equippedSlots = { 16 } includes selected slots. This estimates value without selling or unequipping anything. VendorMoney.operator defaults to >=.

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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