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Class "PersistentGameData"⚓︎

Info

You can get this class by using the following functions:

Example Code
1
local persistentGameData = Isaac.GetPersistentGameData()
Warning

This class' functions should not be called until the game fully initializes! Make sure not to try using them outside of callbacks

Functions⚓︎

AddBestiaryKill ()⚓︎

void AddBestiaryKill ( int Type, int Variant = 0 )⚓︎


AddBossKilled ()⚓︎

void AddBossKilled ( BossType Boss)⚓︎

Marks this boss as killed and unlocks its relevant alternate floor if conditions are met.


GetBestiaryDeathCount ()⚓︎

int GetBestiaryDeathCount ( int Type, int Variant )⚓︎


GetBestiaryEncounterCount ()⚓︎

int GetBestiaryEncounterCount ( int Type, int Variant )⚓︎


GetBestiaryKillCount ()⚓︎

int GetBestiaryKillCount ( int Type, int Variant )⚓︎


GetEventCounter ()⚓︎

int GetEventCounter ( EventCounter EventCounter )⚓︎


IncreaseEventCounter ()⚓︎

void IncreaseEventCounter ( EventCounter EventCounter, int Count )⚓︎


IsBossKilled ()⚓︎

boolean IsBossKilled ( BossType Boss)⚓︎

Returns whether this boss was marked as killed (for purposes of unlock tracking).


IsChallengeCompleted ()⚓︎

boolean IsChallengeCompleted ( Challenge ChallengeId )⚓︎

Checks if a challenge is completed.


IsItemInCollection ()⚓︎

boolean IsItemInCollection ( CollectibleType CollectibleId )⚓︎

Checks if an item is in the collection. Aka. its at least picked up once in any run.


TryUnlock ()⚓︎

boolean TryUnlock ( Achievement Unlock, boolean BlockPaperPopup = false )⚓︎

Returns true if successful, false if unlocking failed or the secret was already unlocked.

Setting BlockPaperPopup to true prevents popping up the achievement paper for modded achievements.


Unlocked ()⚓︎

boolean Unlocked ( Achievement Unlock )⚓︎

Checks if achievement is unlocked.