How to Write a Match/Pickit

History:

Notes:

Expression:

Property Value Examples
Type Types / Kind and Type Hierarchy Type = Any
Type >= TwistedEssenceOfSuffering & Type <= FesteringEssenceOfDestruction
Kind Kinds / Kind and Type Hierarchy Kind = Helm
Kind = Quest
Class Classes Class = Normal
Class < Elite
Name Uniques / Sets / Runewords Name = Vampiregaze
Quality Qualities Quality >= Inferior & Quality <= Superior
Quality >= Rare
Quality = Unique
Identified..Identified
!Identified
Ebugged / EtherealBugged..Ebugged
!Ebugged
EtherealBugged
!EtherealBugged
Upped / Upgraded..Upped
!Upped
Upgraded
!Upgraded
UpgradedFromNormal..UpgradedFromNormal
!UpgradedFromNormal
UpgradedFromExceptional..UpgradedFromExceptional
!UpgradedFromExceptional
Eth / Ethereal..Eth
!Eth
Ethereal
!Ethereal
Indestructible..Indestructible
!Indestructible
SocketsIntegerSockets
Sockets > 0
Sockets = 0
Sockets <= 2
UsedSocketsIntegerUsedSockets > 0
UsedSockets = 0
UsedSockets <= 2
Graphic / Graphics / Gfx Graphics Graphic = Cross
Graphics = DNA
Gfx = Sloop
Level / iLvl / LvlIntegerLevel > 85
iLvl > 85
Lvl > 85
LevelReq / LevelRequirementIntegerLevelReq > 85
LevelRequirement > 85
DefenseIntegerDefense > 200
DurabilityIntegerDurability > 0
MaxDurabilityIntegerMaxDurability > 0
NumStats / NumberOfStatsIntegerNumStats = 2
AllRes / AllResist / AllResists, AllResistancesIntegerAllRes > 10
AllResist > 10
AllResists > 10
AllResistances > 10
AllStat / AllStats / AllAttribs / AllAttributesIntegerAllStat > 10
AllStats > 10
AllAttribs > 10
AllAttributes > 10
ClassSkillsBonus Player Type, Level ClassSkillsBonus >= Sorceress, 1
ClassSkillsBonus = Paladin, 3
ChargedSkill
SingleSkill
NonClassSkill
Aura
Skill Aura >= Meditation, 16
SkillOnAttack
SkillOnKill
SkillOnDeath
SkillOnStriking
SkillOnLevelUp
SkillOnGetHit
Skill, Level [, % Chance]
If you include % chance, the op must be = or !=
SkillOnLevelUp >= Any, 1
SkillOnGetHit >= ChargedBolt, 4
SkillOnStriking = Volcano, 18, 5
SkillTabBonus Skill Tab SkillTabBonus = PaladinCombat, 1
ElementalSkillBonus Damage Type, Level ElementalSkillBonus = Fire, 2
Reanimate NPC, % Chance Reanimate = Returned, 10
Damage
FireDamage / FireMinDamage
LightDamage / LightMinDamage
MagicDamage / MagicMinDamage
Min [, Max]
If you include Max, the op must be = or !=
FireDamage > 10
FireDamage = 232, 323
ColdDamage / ColdMinDamage
PoisonDamage / PoisonMinDamage
Min [, Frames]
Max is implicitly equivalent to Min
If you include Length, the op must be = or !=

Min [, Max [, Frames]]
If you include , the op must be = or !=

Min and Max are calculated with the following formula:
FLOOR([Internal Value] * [Frames] / 256) = [Visual Value] where Frames = 25 * Seconds
eg. FLOOR(385 * 300 / 256) = 451
PoisonDamage = 385, 300 (451 damage over 12 seconds)
ColdMinDamage = 1, 3, 25 (1-3 damage over 1 second)
Basic Stats Integer MaxManaPercent = 25
ColdLength = 25
LifeLeech >= 5
LifeLeech (equivalent to LifeLeech > 0)
!LifeLeech (equivalent to LifeLeech = 0)