Afterbirth+ Documentation
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      • Class "RoomConfig::Entry"
      • Class "ItemConfig::Card"
      • Class "PlayerTypes::PosVel"
      • enums
        • Enum "DoorVariant"
        • CollectibleType
        • Enum "ActionTriggers"
        • Enum "Card"
        • Enum "NpcState"
        • Enum "EffectVariant"
        • Enum "EntityGridCollisionClass"
        • Enum "EntityFlag"
        • Enum "LocustSubtypes"
        • Enum "LevelCurse"
        • Enum "GridRooms"
        • Enum "TrinketType"
        • Enum "SortingLayer"
        • Enum "ItemType"
        • Enum "GridCollisionClass"
        • Enum "ModCallbacks"
        • Enum "DoorSlot"
        • Enum "CacheFlag"
        • Enum "PillEffect"
        • Enum "EntityCollisionClass"
        • Enum "ItemPoolType"
        • Enum "PickupPrice"
        • Enum "InputHook"
        • Enum "ButtonAction"
        • Enum "PlayerSpriteLayer"
        • Enum "Keyboard"
        • Enum "GameStateFlag"
        • Enum "PillColor"
        • Enum "CoinSubType"
        • Enum "PlayerForm"
        • Enum "PickupVariant"
        • Enum "GridEntityType"
        • Enum "EntityPartition"
        • Enum "SeedEffect"
        • Enum "RoomShape"
        • Enum "Mouse"
        • Enum "TearFlags"
        • Enum "Music"
        • Enum "BabySubType"
        • Enum "BombVariant"
        • Enum "DoorState"
        • Enum "Challenge"
        • Enum "TearVariant"
        • Enum "EntityType"
        • Enum "SoundEffect"
        • Enum "FamiliarVariant"
        • Enum "PlayerType"
        • Enum "Difficulty"
        • Enum "DamageFlag"
        • Enum "Direction"
        • Enum "KeySubType"
        • Enum "LaserOffset"
        • Enum "ProjectileFlags"
        • Enum "LevelStage"
        • Enum "PlayerItemState"
        • Enum "LevelStateFlag"
        • Enum "ChestSubType"
        • Enum "ProjectileVariant"
        • Enum "WeaponType"
        • Enum "RoomType"
        • Enum "NullItemID"
        • Enum "StageType"
        • Enum "HeartSubType"
        • Enum "BombSubType"
      • Class "Isaac"
      • Class "ProjectileParams"
      • Class "Font"
      • Class "ItemPool"
      • Class "GridEntityRock"
      • tutorials
        • Class "[Tutorial]Rendertext"
        • Tutorial: Example Project
        • Class "XMLFiledocumentation"
        • Class "Writingscreenshaders"
        • Class "DebugConsole"
        • [Tutorial] Adding Costumes to items without LUA
        • Class "Usingadditional.luaFiles"
        • [Tutorial] Debugging with ZeroBrane Studio
      • Class "CppContainer::Vector::ItemConfigList"
      • Class "EntityProjectile"
      • Class "CppContainer::ArrayProxy"
      • Class "CppContainer::Vector::CardConfigList"
      • Class "PathFinder"
      • Class "ItemConfig::PillEffect"
      • Class "CppContainer::Vector::EffectList"
      • Class "RoomDescriptor"
      • Class "GridEntity"
      • Class "GridEntityPoop"
      • PLACEHOLDER
      • Class "TearParams"
      • Class "GridEntityPit"
      • Class "EntityFamiliar"
      • Class "MusicManager"
      • Class "SFXManager"
      • Lua API Documentation for The Binding of Isaac - Afterbirth+
      • Class "GridEntityTNT"
      • Class "EntityRef"
      • Class "Sprite"
      • Class "EntityBomb"
      • Class "EntityTear"
      • Class "QueueItemData"
      • Class "EntityPlayer"
      • Class "Vector"
      • Class "Entity"
      • Class "ItemConfig::Config"
      • Class "CppContainer::ArrayProxy::RoomList"
      • Class "RNG"
      • Class "EntityPtr"
      • Class "Input"
      • Class "EntityPickup"
      • Class "EntityLaser"
      • Class "GridEntityPressurePlate"
      • Class "CppContainer::Vector::VectorList"
      • Class "Room"
      • Class "CppContainer::Vector::CostumeConfigList"
      • Class "GridEntityDesc"
      • Class "Level"
      • Class "RoomConfig::Spawn"
      • Class "Color"
      • Class "KColor"
      • Class "TemporaryEffect"
      • Class "EntityKnife"
      • Class "Seeds"
      • Class "CppContainer::EntityList"
      • Class "GridEntityDoor"
      • Class "ShockwaveParams"
      • Class "ItemConfig::Costume"
      • Class "GridEntitySpikes"
      • Class "EntityEffect"
      • Class "CppContainer::Vector::PillConfigList"
      • Class "EntityNPC"
      • Class "RoomDescriptorData"
      • Class "ItemConfig::Item"
      • Class "RoomConfig::Room"
      • Class "Game"
      • Class "TemporaryEffects"
      • Class "PlayerTypes::ActiveItemDesc"
      • Class "Global Functions"
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On this page
  • Functions
  • GetCard () {: aria-label='Functions' }
  • GetCards () {: aria-label='Functions' }
  • GetCollectible () {: aria-label='Functions' }
  • GetCollectibles () {: aria-label='Functions' }
  • GetCostumes () {: aria-label='Functions' }
  • GetNullItem () {: aria-label='Functions' }
  • GetNullItems () {: aria-label='Functions' }
  • GetPillEffect () {: aria-label='Functions' }
  • GetPillEffects () {: aria-label='Functions' }
  • GetTrinket () {: aria-label='Functions' }
  • GetTrinkets () {: aria-label='Functions' }
  • IsValidCollectible () {: aria-label='Functions' }
  • ShouldAddCostumeOnPickup () {: aria-label='Functions' }

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Class "ItemConfig::Config"

PreviousClass "Entity"NextClass "CppContainer::ArrayProxy::RoomList"

Last updated 4 years ago

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Functions

GetCard () {: aria-label='Functions' }

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GetCard ( int ID ) {: .copyable aria-label='Functions' }

GetCards () {: aria-label='Functions' }

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CardList GetCards ( ) {: .copyable aria-label='Functions' }

GetCollectible () {: aria-label='Functions' }

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GetCollectible ( int ID ) {: .copyable aria-label='Functions' }

Returns the Itemobject of a given CollectibleID.

???- example "Example Code" This Code gets the highest possible collectibleid including modded items. It uses the Binary Search algorithm to do it. Using GetCollectible(): (recommended!)

    function GetMaxCollectibleID()
    local id = CollectibleType.NUM_COLLECTIBLES-1
    local step = 16
    while step > 0 do
    if Isaac.GetItemConfig():GetCollectible(id+step) ~= nil then
    id = id + step
    else
    step = step // 2
    end
    end

    return id
    end
Using GetCollectibles(): (**Crashes on Mac OS)**
```lua 
function GetMaxCollectibleID()
return Isaac.GetItemConfig():GetCollectibles().Size -1
end

```

GetCollectibles () {: aria-label='Functions' }

ItemList GetCollectibles ( ) {: .copyable aria-label='Functions' }

Returns the List of all Collectibles.

???- example "Example Code" This Code gets the highest possible collectibleid including modded items.

    function GetMaxCollectibleID()
    return Isaac.GetItemConfig():GetCollectibles().Size -1
    end

???+ bug "Bugs" The objects stored in the returned list cant be accessed correctly and are therefore useless.

GetCostumes () {: aria-label='Functions' }

CostumeList GetCostumes ( ) {: .copyable aria-label='Functions' }

???+ bug "Bugs" The Vector/Table returned by this function is always empty!

GetNullItem () {: aria-label='Functions' }

GetNullItems () {: aria-label='Functions' }

ItemList GetNullItems ( ) {: .copyable aria-label='Functions' }

GetPillEffect () {: aria-label='Functions' }

GetPillEffects () {: aria-label='Functions' }

PillList GetPillEffects ( ) {: .copyable aria-label='Functions' }

GetTrinket () {: aria-label='Functions' }

GetTrinkets () {: aria-label='Functions' }

ItemList GetTrinkets ( ) {: .copyable aria-label='Functions' }

IsValidCollectible () {: aria-label='Functions' }

Function to check if a given item id is a valid collectible id (aka. this item exists). Returns True when it exists and False when it doesnt.

???- example "Example Code" This Code checks, if the item "Sad Onion" (ID: 1) exists.

    ItemConfig.Config.IsValidCollectible(1)

???+ bug "Bugs" This function returns false for modded items! Use itemConfig:GetCollectible() instead.

ShouldAddCostumeOnPickup () {: aria-label='Functions' }

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GetNullItem ( int ID ) {: .copyable aria-label='Functions' }

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GetPillEffect ( PillEffectID ) {: .copyable aria-label='Functions' }

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GetTrinket ( int ID ) {: .copyable aria-label='Functions' }

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static boolean IsValidCollectible ( ID ) {: .copyable aria-label='Functions' }

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static boolean ShouldAddCostumeOnPickup ( Config ) {: .copyable aria-label='Functions' }

Card
Item
Item
PillEffect
PillEffect
Item
CollectibleType
Item