Class "PersistentGameData"⚓︎
Info
You can get this class by using the following functions:
Example Code
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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.