安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








if you wanna edit this to work with car battery and skip hidden items feel free to
Have fun!
Trying to figure out what causing it
function isItemUnlocked(collectibleID, itemPoolOfItem)
local itemPool = Game():GetItemPool()
for i= 1, Isaac.GetItemConfig():GetCollectibles().Size-1 do
if i ~= collectibleID then
itemPool:AddRoomBlacklist(i)
end
end
local room = Game():GetRoom()
local isUnlocked = false
for i = 0,50 do
local collID = itemPool:GetCollectible(itemPoolOfItem, false)
if collID == collectibleID then
isUnlocked = true
break
end
end
itemPool:ResetRoomBlacklist()
return isUnlocked
end
for example, Death Certificate has the id 628, so if you call "isCollectibleUnlocked(628,-1)" it should check if death certificate is unlocked (im pretty sure item pool -1 is every item pool combined, i have only ever used that function for treasure room pools)