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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)