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Class "ItemConfigItem"⚓︎

Info

You can get this class by using the following function:

Example Code

Isaac.GetItemConfig():GetCollectible(CollectibleType.COLLECTIBLE_SAD_ONION)

Functions⚓︎


Has·Tags ()⚓︎

boolean HasTags ( int Tags )⚓︎

Returns true or false, depending on whether or not the item has the given tag.

Example Code

Returns if The Sad Onion has the tag "Bob" (for the Bob transformation)

1
Isaac.GetItemConfig():GetCollectible(1):HasTags(ItemConfig.TAG_BOB)


Is·Available ()⚓︎

boolean IsAvailable ( )⚓︎

Returns true if the item has been unlocked. Returns false if item has not been unlocked or if the item has been blocked from the run by item tags.


Is·Collectible ()⚓︎

boolean IsCollectible ( )⚓︎

Returns if the item is a collectible.


Is·Null ()⚓︎

boolean IsNull ( )⚓︎

Returns if the item is null.


Is·Trinket ()⚓︎

boolean IsTrinket ( )⚓︎

Returns if the item is a trinket.


Variables⚓︎

Achievement·ID⚓︎

int AchievementID⚓︎

Returns the ID of the achievement that unlocks the item. Returns -1 if the item is unlocked by default.


Add·Black·Hearts⚓︎

int AddBlackHearts⚓︎

Returns the number of black hearts the item adds to the player. 1 unit is one half black heart.


Add·Bombs⚓︎

int AddBombs⚓︎

Returns the number of bombs the item adds to the player.


Add·Coins⚓︎

int AddCoins⚓︎

Returns the number of coins the item adds to the player.


Add·Costume·On·Pickup⚓︎

boolean AddCostumeOnPickup⚓︎

Returns whether or not the item adds its costume on pickup.


Add·Hearts⚓︎

int AddHearts⚓︎

Returns the number of red hearts the item heals the player by. 1 unit is one half red heart.


Add·Keys⚓︎

int AddKeys⚓︎

Returns the number of keys the item adds to the player.


Add·Max·Hearts⚓︎

int AddMaxHearts⚓︎

Returns the number of empty heart containters the item adds to the player. 1 unit is one half red heart.


Add·Soul·Hearts⚓︎

int AddSoulHearts⚓︎

Returns the number of soul hearts the item adds to the player. 1 unit is one half soul heart.


Cache·Flags⚓︎

int CacheFlags⚓︎

Returns the CacheFlags set by the item.


Charge·Type⚓︎

int ChargeType⚓︎

The ChargeType of the item, shown in items.xml. If the item has no defined ChargeType, it will return 0

Charge Types
1
2
3
0: Normal
1: Timed
2: Special

Clear·Effects·On·Remove⚓︎

boolean ClearEffectsOnRemove⚓︎

Returns whether or not the item's effects should be removed when the item is removed.


Costume⚓︎

const Costume Costume⚓︎

Returns the costume given to the player by the item.


CraftingQuality⚓︎

int CraftingQuality⚓︎

The item's quality for the Bag of Crafting algorithm. Possible values are -1, 0, 1, 2, 3, and 4. A value of -1 indicates that the item is disabled from being craftable.


Description⚓︎

string Description⚓︎

Returns the item's description.

Warning

In Repentance, returns "#[ITEM_DESCRIPTION]" rather than the item's ingame description. (i.e. The Sad Onion will return #THE_SAD_ONION_DESCRIPTION)


Devil·Price⚓︎

int DevilPrice⚓︎

Returns the amount of hearts an item would cost at a devil deal. 1 unit is a full red heart. Any item that is not marked with a devil price will return 1

Example Code

Returns the number of hearts brimstone would cost at a devil deal.

1
Isaac.GetItemConfig():GetCollectible(118).DevilPrice


Discharged⚓︎

boolean Discharged⚓︎

This attribute got removed with Repentance.


Gfx·File·Name⚓︎

string GfxFileName⚓︎

Returns the path to the item's GFX.


Hidden⚓︎

boolean Hidden⚓︎

Returns if the item can appear in Death Certificate area. If true the item will not appear.


ID⚓︎

int ID⚓︎

Returns the item's ID.


Init·Charge⚓︎

int InitCharge⚓︎

Returns how much charge the item should have when picked up. -1 indicates the item is fully charged when collected.


Max·Charges⚓︎

int MaxCharges⚓︎

The maximum number of charges an active item could have.


Max·Cooldown⚓︎

int MaxCooldown⚓︎

Returns how many frames an active item's CollectibleEffect should last.


Name⚓︎

string Name⚓︎

Returns the item's name.

Warning

In Repentance, returns "#[ITEM_NAME]" rather than the item's ingame name. (i.e. The Sad Onion will return #THE_SAD_ONION_NAME)


Passive·Cache⚓︎

boolean PassiveCache⚓︎

Whether or not a cache evaluation is called when the item is picked up. (used in item's like "Mom's Box")


Persistent·Effect⚓︎

boolean PersistentEffect⚓︎

Returns whether or not an active item's CollectibleEffect should persist between rooms. Any item without this set will return false.


Quality⚓︎

int Quality⚓︎

Returns the item's quality. Possible values are 0, 1, 2, 3, 4.


Shop·Price⚓︎

int ShopPrice⚓︎

Returns the cost of the item at a shop. Returns 15 if the item has no defined price in items.xml.


Special⚓︎

boolean Special⚓︎

For the special collectible reroll system. (not applicable in Repentance)


Tags⚓︎

int Tags⚓︎

Returns the tags of the item.


Type⚓︎

ItemType Type⚓︎

The item's ItemType.



Last update: March 20, 2025