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Class "ItemConfigCard"⚓︎

Functions⚓︎

SetAvailabilityCondition⚓︎

void SetAvailabilityCondition ( function AvailabilityCondition )⚓︎

Sets an additional function that runs when IsAvailable() is called, internally or through the Lua API.

The function must return a boolean that determines whether or not the card is available.

This is function is only checked after the GreedModeAllowed, Achievement and Hidden check have all being passed, as such this cannot be used to overwrite those evaluations

Function Errors

If at any point the function errors whilst being executed, then it will be treated the same as if true was returned.

If this is not your intended behavior then it is suggested to wrap your actual function around a pcall or xpcall and return false if they fail.

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local function AvailabilityCondition()
    -- Your code here
end


local function AvailabilityWrapper()
    -- Call function with pcall to catch errors
    local success, result = pcall(AvailabilityCondition)

    if success then
        return result  -- Return result if no error
    else
        local errorMessage = 'Error whilst checking Availability of card "Your Card": ' .. result
        Console.PrintError(errorMessage) -- Print the error message
        Isaac.DebugString(errorMessage) -- Log the error message
        return false
    end
end

Isaac.GetItemConfig():GetCard(YourCardId):SetAvailabilityCondition(AvailabilityWrapper)

ClearAvailabilityCondition⚓︎

void ClearAvailabilityCondition ( )⚓︎

Sets the availability condition to nil, useful if the condition is no longer needed and increase performance.


GetAvailabilityCondition⚓︎

function GetAvailabilityCondition ( )⚓︎

Returns nil if no AvailabilityCondition is set or if it has been cleared.


Variables⚓︎

Hidden⚓︎

const boolean Hidden⚓︎


InitialWeight⚓︎

const float InitialWeight⚓︎


ModdedCardFront⚓︎

Sprite ModdedCardFront⚓︎


Weight⚓︎

float Weight⚓︎

Can be set to a value to increase or decrease the chance of this card being randomly picked