pmdsky-debug-py 10.0.32__py3-none-any.whl → 10.0.34__py3-none-any.whl

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- RELEASE = "v0.10.0+d1468a6b9a"
1
+ RELEASE = "v0.10.0+ab7b4ed209"
pmdsky_debug_py/eu.py CHANGED
@@ -16605,7 +16605,7 @@ class EuOverlay10Functions:
16605
16605
  [0x22C0244],
16606
16606
  None,
16607
16607
  "AnimationHasMoreFrames",
16608
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16608
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16609
16609
  None,
16610
16610
  )
16611
16611
 
@@ -22490,7 +22490,7 @@ class EuOverlay29Functions:
22490
22490
  [0x22E0CF0],
22491
22491
  None,
22492
22492
  "GetFloorType",
22493
- "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 appears to mean the current floor is a fixed floor\n 2 means the current floor has a rescue point\n\nreturn: floor type",
22493
+ "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 means the current floor is a fixed floor with warp zones enabled\n 2 means the current floor has a rescue point\n\nreturn: floor type",
22494
22494
  None,
22495
22495
  )
22496
22496
 
@@ -22873,6 +22873,15 @@ class EuOverlay29Functions:
22873
22873
  None,
22874
22874
  )
22875
22875
 
22876
+ ShouldDisplayEntityAdvanced = Symbol(
22877
+ [0x9D00],
22878
+ [0x22E6880],
22879
+ None,
22880
+ "ShouldDisplayEntityAdvanced",
22881
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22882
+ None,
22883
+ )
22884
+
22876
22885
  PlayEffectAnimation0x1A9 = Symbol(
22877
22886
  [0x9F60, 0x9FAC, 0x9FF8, 0xA044, 0xA2F4, 0xA340],
22878
22887
  [0x22E6AE0, 0x22E6B2C, 0x22E6B78, 0x22E6BC4, 0x22E6E74, 0x22E6EC0],
@@ -24643,7 +24652,7 @@ class EuOverlay29Functions:
24643
24652
  [0x2301244],
24644
24653
  None,
24645
24654
  "CheckVariousStatuses2",
24646
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24655
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24647
24656
  None,
24648
24657
  )
24649
24658
 
@@ -30283,6 +30292,33 @@ class EuOverlay31Functions:
30283
30292
  None,
30284
30293
  )
30285
30294
 
30295
+ CreateStairsMenuState = Symbol(
30296
+ [0x6B4],
30297
+ [0x2383AD4],
30298
+ None,
30299
+ "CreateStairsMenuState",
30300
+ "Called when the leader steps on any stairs tile (regular, warp zone, rescue point, hidden stairs).\n\nAllocates a stairs_menu struct on the heap with information for HandleStairsMenu, which will be pointed to by STAIRS_MENU_PTR.\n\nr0: Entity pointer (in practice, always the leader)",
30301
+ None,
30302
+ )
30303
+
30304
+ StairsSubheadingCallback = Symbol(
30305
+ [0x748],
30306
+ [0x2383B68],
30307
+ None,
30308
+ "StairsSubheadingCallback",
30309
+ "Callback function passed to CreateAdvancedTextBox for creating the subheading for the stairs menu.\n\nr0: window_id",
30310
+ None,
30311
+ )
30312
+
30313
+ HandleStairsMenu = Symbol(
30314
+ [0x79C],
30315
+ [0x2383BBC],
30316
+ None,
30317
+ "HandleStairsMenu",
30318
+ "Handles displaying the stairs menu and is called on each frame while it is open, also updating the leader's action fields.\n\nUses a switch statement based on the state field in stairs_menu to determine what actions to take.\n\nreturn: int",
30319
+ None,
30320
+ )
30321
+
30286
30322
  MovesMenu = Symbol(
30287
30323
  [0x29A0],
30288
30324
  [0x2385DC0],
@@ -31974,6 +32010,15 @@ class EuRamData:
31974
32010
  "struct floor_generation_status",
31975
32011
  )
31976
32012
 
32013
+ STAIRS_MENU_PTR = Symbol(
32014
+ [0x38AEC4],
32015
+ [0x238AEC4],
32016
+ 0x4,
32017
+ "STAIRS_MENU_PTR",
32018
+ "Pointer to the stairs_menu struct.",
32019
+ "struct stairs_menu*",
32020
+ )
32021
+
31977
32022
 
31978
32023
  class EuRamSection:
31979
32024
  name = "ram"
@@ -16354,7 +16354,7 @@ class EuItcmOverlay10Functions:
16354
16354
  None,
16355
16355
  None,
16356
16356
  "AnimationHasMoreFrames",
16357
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16357
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16358
16358
  None,
16359
16359
  )
16360
16360
 
@@ -21989,7 +21989,7 @@ class EuItcmOverlay29Functions:
21989
21989
  None,
21990
21990
  None,
21991
21991
  "GetFloorType",
21992
- "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 appears to mean the current floor is a fixed floor\n 2 means the current floor has a rescue point\n\nreturn: floor type",
21992
+ "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 means the current floor is a fixed floor with warp zones enabled\n 2 means the current floor has a rescue point\n\nreturn: floor type",
21993
21993
  None,
21994
21994
  )
21995
21995
 
@@ -22344,6 +22344,15 @@ class EuItcmOverlay29Functions:
22344
22344
  None,
22345
22345
  )
22346
22346
 
22347
+ ShouldDisplayEntityAdvanced = Symbol(
22348
+ None,
22349
+ None,
22350
+ None,
22351
+ "ShouldDisplayEntityAdvanced",
22352
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22353
+ None,
22354
+ )
22355
+
22347
22356
  PlayEffectAnimation0x1A9 = Symbol(
22348
22357
  None,
22349
22358
  None,
@@ -24068,7 +24077,7 @@ class EuItcmOverlay29Functions:
24068
24077
  None,
24069
24078
  None,
24070
24079
  "CheckVariousStatuses2",
24071
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24080
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24072
24081
  None,
24073
24082
  )
24074
24083
 
@@ -29605,6 +29614,33 @@ class EuItcmOverlay31Functions:
29605
29614
  None,
29606
29615
  )
29607
29616
 
29617
+ CreateStairsMenuState = Symbol(
29618
+ None,
29619
+ None,
29620
+ None,
29621
+ "CreateStairsMenuState",
29622
+ "Called when the leader steps on any stairs tile (regular, warp zone, rescue point, hidden stairs).\n\nAllocates a stairs_menu struct on the heap with information for HandleStairsMenu, which will be pointed to by STAIRS_MENU_PTR.\n\nr0: Entity pointer (in practice, always the leader)",
29623
+ None,
29624
+ )
29625
+
29626
+ StairsSubheadingCallback = Symbol(
29627
+ None,
29628
+ None,
29629
+ None,
29630
+ "StairsSubheadingCallback",
29631
+ "Callback function passed to CreateAdvancedTextBox for creating the subheading for the stairs menu.\n\nr0: window_id",
29632
+ None,
29633
+ )
29634
+
29635
+ HandleStairsMenu = Symbol(
29636
+ None,
29637
+ None,
29638
+ None,
29639
+ "HandleStairsMenu",
29640
+ "Handles displaying the stairs menu and is called on each frame while it is open, also updating the leader's action fields.\n\nUses a switch statement based on the state field in stairs_menu to determine what actions to take.\n\nreturn: int",
29641
+ None,
29642
+ )
29643
+
29608
29644
  MovesMenu = Symbol(
29609
29645
  None,
29610
29646
  None,
@@ -31252,6 +31288,15 @@ class EuItcmRamData:
31252
31288
  "struct floor_generation_status",
31253
31289
  )
31254
31290
 
31291
+ STAIRS_MENU_PTR = Symbol(
31292
+ None,
31293
+ None,
31294
+ None,
31295
+ "STAIRS_MENU_PTR",
31296
+ "Pointer to the stairs_menu struct.",
31297
+ "struct stairs_menu*",
31298
+ )
31299
+
31255
31300
 
31256
31301
  class EuItcmRamSection:
31257
31302
  name = "ram"
pmdsky_debug_py/jp.py CHANGED
@@ -16600,7 +16600,7 @@ class JpOverlay10Functions:
16600
16600
  [0x22C10A8],
16601
16601
  None,
16602
16602
  "AnimationHasMoreFrames",
16603
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16603
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16604
16604
  None,
16605
16605
  )
16606
16606
 
@@ -22481,7 +22481,7 @@ class JpOverlay29Functions:
22481
22481
  [0x22E1A48],
22482
22482
  None,
22483
22483
  "GetFloorType",
22484
- "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 appears to mean the current floor is a fixed floor\n 2 means the current floor has a rescue point\n\nreturn: floor type",
22484
+ "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 means the current floor is a fixed floor with warp zones enabled\n 2 means the current floor has a rescue point\n\nreturn: floor type",
22485
22485
  None,
22486
22486
  )
22487
22487
 
@@ -22864,6 +22864,15 @@ class JpOverlay29Functions:
22864
22864
  None,
22865
22865
  )
22866
22866
 
22867
+ ShouldDisplayEntityAdvanced = Symbol(
22868
+ [0x9C60],
22869
+ [0x22E7540],
22870
+ None,
22871
+ "ShouldDisplayEntityAdvanced",
22872
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22873
+ None,
22874
+ )
22875
+
22867
22876
  PlayEffectAnimation0x1A9 = Symbol(
22868
22877
  [0x9EC0, 0x9F0C, 0x9F58, 0x9FA4, 0xA254, 0xA2A0],
22869
22878
  [0x22E77A0, 0x22E77EC, 0x22E7838, 0x22E7884, 0x22E7B34, 0x22E7B80],
@@ -24634,7 +24643,7 @@ class JpOverlay29Functions:
24634
24643
  [0x2301BFC],
24635
24644
  None,
24636
24645
  "CheckVariousStatuses2",
24637
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24646
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24638
24647
  None,
24639
24648
  )
24640
24649
 
@@ -30176,6 +30185,33 @@ class JpOverlay31Functions:
30176
30185
  None,
30177
30186
  )
30178
30187
 
30188
+ CreateStairsMenuState = Symbol(
30189
+ [0x6B4],
30190
+ [0x2384154],
30191
+ None,
30192
+ "CreateStairsMenuState",
30193
+ "Called when the leader steps on any stairs tile (regular, warp zone, rescue point, hidden stairs).\n\nAllocates a stairs_menu struct on the heap with information for HandleStairsMenu, which will be pointed to by STAIRS_MENU_PTR.\n\nr0: Entity pointer (in practice, always the leader)",
30194
+ None,
30195
+ )
30196
+
30197
+ StairsSubheadingCallback = Symbol(
30198
+ [0x748],
30199
+ [0x23841E8],
30200
+ None,
30201
+ "StairsSubheadingCallback",
30202
+ "Callback function passed to CreateAdvancedTextBox for creating the subheading for the stairs menu.\n\nr0: window_id",
30203
+ None,
30204
+ )
30205
+
30206
+ HandleStairsMenu = Symbol(
30207
+ [0x79C],
30208
+ [0x238423C],
30209
+ None,
30210
+ "HandleStairsMenu",
30211
+ "Handles displaying the stairs menu and is called on each frame while it is open, also updating the leader's action fields.\n\nUses a switch statement based on the state field in stairs_menu to determine what actions to take.\n\nreturn: int",
30212
+ None,
30213
+ )
30214
+
30179
30215
  MovesMenu = Symbol(
30180
30216
  [0x2990],
30181
30217
  [0x2386430],
@@ -31862,6 +31898,15 @@ class JpRamData:
31862
31898
  "struct floor_generation_status",
31863
31899
  )
31864
31900
 
31901
+ STAIRS_MENU_PTR = Symbol(
31902
+ None,
31903
+ None,
31904
+ None,
31905
+ "STAIRS_MENU_PTR",
31906
+ "Pointer to the stairs_menu struct.",
31907
+ "struct stairs_menu*",
31908
+ )
31909
+
31865
31910
 
31866
31911
  class JpRamSection:
31867
31912
  name = "ram"
@@ -16354,7 +16354,7 @@ class JpItcmOverlay10Functions:
16354
16354
  None,
16355
16355
  None,
16356
16356
  "AnimationHasMoreFrames",
16357
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16357
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16358
16358
  None,
16359
16359
  )
16360
16360
 
@@ -21989,7 +21989,7 @@ class JpItcmOverlay29Functions:
21989
21989
  None,
21990
21990
  None,
21991
21991
  "GetFloorType",
21992
- "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 appears to mean the current floor is a fixed floor\n 2 means the current floor has a rescue point\n\nreturn: floor type",
21992
+ "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 means the current floor is a fixed floor with warp zones enabled\n 2 means the current floor has a rescue point\n\nreturn: floor type",
21993
21993
  None,
21994
21994
  )
21995
21995
 
@@ -22344,6 +22344,15 @@ class JpItcmOverlay29Functions:
22344
22344
  None,
22345
22345
  )
22346
22346
 
22347
+ ShouldDisplayEntityAdvanced = Symbol(
22348
+ None,
22349
+ None,
22350
+ None,
22351
+ "ShouldDisplayEntityAdvanced",
22352
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22353
+ None,
22354
+ )
22355
+
22347
22356
  PlayEffectAnimation0x1A9 = Symbol(
22348
22357
  None,
22349
22358
  None,
@@ -24068,7 +24077,7 @@ class JpItcmOverlay29Functions:
24068
24077
  None,
24069
24078
  None,
24070
24079
  "CheckVariousStatuses2",
24071
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24080
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24072
24081
  None,
24073
24082
  )
24074
24083
 
@@ -29605,6 +29614,33 @@ class JpItcmOverlay31Functions:
29605
29614
  None,
29606
29615
  )
29607
29616
 
29617
+ CreateStairsMenuState = Symbol(
29618
+ None,
29619
+ None,
29620
+ None,
29621
+ "CreateStairsMenuState",
29622
+ "Called when the leader steps on any stairs tile (regular, warp zone, rescue point, hidden stairs).\n\nAllocates a stairs_menu struct on the heap with information for HandleStairsMenu, which will be pointed to by STAIRS_MENU_PTR.\n\nr0: Entity pointer (in practice, always the leader)",
29623
+ None,
29624
+ )
29625
+
29626
+ StairsSubheadingCallback = Symbol(
29627
+ None,
29628
+ None,
29629
+ None,
29630
+ "StairsSubheadingCallback",
29631
+ "Callback function passed to CreateAdvancedTextBox for creating the subheading for the stairs menu.\n\nr0: window_id",
29632
+ None,
29633
+ )
29634
+
29635
+ HandleStairsMenu = Symbol(
29636
+ None,
29637
+ None,
29638
+ None,
29639
+ "HandleStairsMenu",
29640
+ "Handles displaying the stairs menu and is called on each frame while it is open, also updating the leader's action fields.\n\nUses a switch statement based on the state field in stairs_menu to determine what actions to take.\n\nreturn: int",
29641
+ None,
29642
+ )
29643
+
29608
29644
  MovesMenu = Symbol(
29609
29645
  None,
29610
29646
  None,
@@ -31252,6 +31288,15 @@ class JpItcmRamData:
31252
31288
  "struct floor_generation_status",
31253
31289
  )
31254
31290
 
31291
+ STAIRS_MENU_PTR = Symbol(
31292
+ None,
31293
+ None,
31294
+ None,
31295
+ "STAIRS_MENU_PTR",
31296
+ "Pointer to the stairs_menu struct.",
31297
+ "struct stairs_menu*",
31298
+ )
31299
+
31255
31300
 
31256
31301
  class JpItcmRamSection:
31257
31302
  name = "ram"
pmdsky_debug_py/na.py CHANGED
@@ -16605,7 +16605,7 @@ class NaOverlay10Functions:
16605
16605
  [0x22BF904],
16606
16606
  None,
16607
16607
  "AnimationHasMoreFrames",
16608
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16608
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16609
16609
  None,
16610
16610
  )
16611
16611
 
@@ -22488,7 +22488,7 @@ class NaOverlay29Functions:
22488
22488
  [0x22E03B0],
22489
22489
  None,
22490
22490
  "GetFloorType",
22491
- "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 appears to mean the current floor is a fixed floor\n 2 means the current floor has a rescue point\n\nreturn: floor type",
22491
+ "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 means the current floor is a fixed floor with warp zones enabled\n 2 means the current floor has a rescue point\n\nreturn: floor type",
22492
22492
  None,
22493
22493
  )
22494
22494
 
@@ -22871,6 +22871,15 @@ class NaOverlay29Functions:
22871
22871
  None,
22872
22872
  )
22873
22873
 
22874
+ ShouldDisplayEntityAdvanced = Symbol(
22875
+ [0x9C90],
22876
+ [0x22E5ED0],
22877
+ None,
22878
+ "ShouldDisplayEntityAdvanced",
22879
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22880
+ None,
22881
+ )
22882
+
22874
22883
  PlayEffectAnimation0x1A9 = Symbol(
22875
22884
  [0x9EF0, 0x9F3C, 0x9F88, 0x9FD4, 0xA284, 0xA2D0],
22876
22885
  [0x22E6130, 0x22E617C, 0x22E61C8, 0x22E6214, 0x22E64C4, 0x22E6510],
@@ -24641,7 +24650,7 @@ class NaOverlay29Functions:
24641
24650
  [0x2300818],
24642
24651
  None,
24643
24652
  "CheckVariousStatuses2",
24644
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24653
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24645
24654
  None,
24646
24655
  )
24647
24656
 
@@ -30281,6 +30290,33 @@ class NaOverlay31Functions:
30281
30290
  None,
30282
30291
  )
30283
30292
 
30293
+ CreateStairsMenuState = Symbol(
30294
+ [0x6B4],
30295
+ [0x2382ED4],
30296
+ None,
30297
+ "CreateStairsMenuState",
30298
+ "Called when the leader steps on any stairs tile (regular, warp zone, rescue point, hidden stairs).\n\nAllocates a stairs_menu struct on the heap with information for HandleStairsMenu, which will be pointed to by STAIRS_MENU_PTR.\n\nr0: Entity pointer (in practice, always the leader)",
30299
+ None,
30300
+ )
30301
+
30302
+ StairsSubheadingCallback = Symbol(
30303
+ [0x748],
30304
+ [0x2382F68],
30305
+ None,
30306
+ "StairsSubheadingCallback",
30307
+ "Callback function passed to CreateAdvancedTextBox for creating the subheading for the stairs menu.\n\nr0: window_id",
30308
+ None,
30309
+ )
30310
+
30311
+ HandleStairsMenu = Symbol(
30312
+ [0x79C],
30313
+ [0x2382FBC],
30314
+ None,
30315
+ "HandleStairsMenu",
30316
+ "Handles displaying the stairs menu and is called on each frame while it is open, also updating the leader's action fields.\n\nUses a switch statement based on the state field in stairs_menu to determine what actions to take.\n\nreturn: int",
30317
+ None,
30318
+ )
30319
+
30284
30320
  MovesMenu = Symbol(
30285
30321
  [0x29A0],
30286
30322
  [0x23851C0],
@@ -31972,6 +32008,15 @@ class NaRamData:
31972
32008
  "struct floor_generation_status",
31973
32009
  )
31974
32010
 
32011
+ STAIRS_MENU_PTR = Symbol(
32012
+ None,
32013
+ None,
32014
+ None,
32015
+ "STAIRS_MENU_PTR",
32016
+ "Pointer to the stairs_menu struct.",
32017
+ "struct stairs_menu*",
32018
+ )
32019
+
31975
32020
 
31976
32021
  class NaRamSection:
31977
32022
  name = "ram"
@@ -16354,7 +16354,7 @@ class NaItcmOverlay10Functions:
16354
16354
  None,
16355
16355
  None,
16356
16356
  "AnimationHasMoreFrames",
16357
- "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16357
+ "Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.\nIf the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.\n\nr0: ?\nreturn: whether or not the animation still has more frames left?",
16358
16358
  None,
16359
16359
  )
16360
16360
 
@@ -21989,7 +21989,7 @@ class NaItcmOverlay29Functions:
21989
21989
  None,
21990
21990
  None,
21991
21991
  "GetFloorType",
21992
- "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 appears to mean the current floor is a fixed floor\n 2 means the current floor has a rescue point\n\nreturn: floor type",
21992
+ "Get the current floor type.\n\nFloor types:\n 0 appears to mean the current floor is 'normal'\n 1 means the current floor is a fixed floor with warp zones enabled\n 2 means the current floor has a rescue point\n\nreturn: floor type",
21993
21993
  None,
21994
21994
  )
21995
21995
 
@@ -22344,6 +22344,15 @@ class NaItcmOverlay29Functions:
22344
22344
  None,
22345
22345
  )
22346
22346
 
22347
+ ShouldDisplayEntityAdvanced = Symbol(
22348
+ None,
22349
+ None,
22350
+ None,
22351
+ "ShouldDisplayEntityAdvanced",
22352
+ "Returns whether or not the entity should be displayed, using the same checks as ShouldDisplayEntity except also checking whether it is visible and whether the camera entity is blinded.\n\nr0: entity pointer\nreturn: bool",
22353
+ None,
22354
+ )
22355
+
22347
22356
  PlayEffectAnimation0x1A9 = Symbol(
22348
22357
  None,
22349
22358
  None,
@@ -24068,7 +24077,7 @@ class NaItcmOverlay29Functions:
24068
24077
  None,
24069
24078
  None,
24070
24079
  "CheckVariousStatuses2",
24071
- "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24080
+ "Returns 0 if none of these conditions holds for the given entity:\nblinded (checked only if blind_check == 1),\nasleep, frozen, paused, infatuated, wrapping, wrapped, biding, petrified, or terrified.\n\nr0: Entity pointer\nr1: If true, return 1 if entity is blinded\nreturn: bool",
24072
24081
  None,
24073
24082
  )
24074
24083
 
@@ -29605,6 +29614,33 @@ class NaItcmOverlay31Functions:
29605
29614
  None,
29606
29615
  )
29607
29616
 
29617
+ CreateStairsMenuState = Symbol(
29618
+ None,
29619
+ None,
29620
+ None,
29621
+ "CreateStairsMenuState",
29622
+ "Called when the leader steps on any stairs tile (regular, warp zone, rescue point, hidden stairs).\n\nAllocates a stairs_menu struct on the heap with information for HandleStairsMenu, which will be pointed to by STAIRS_MENU_PTR.\n\nr0: Entity pointer (in practice, always the leader)",
29623
+ None,
29624
+ )
29625
+
29626
+ StairsSubheadingCallback = Symbol(
29627
+ None,
29628
+ None,
29629
+ None,
29630
+ "StairsSubheadingCallback",
29631
+ "Callback function passed to CreateAdvancedTextBox for creating the subheading for the stairs menu.\n\nr0: window_id",
29632
+ None,
29633
+ )
29634
+
29635
+ HandleStairsMenu = Symbol(
29636
+ None,
29637
+ None,
29638
+ None,
29639
+ "HandleStairsMenu",
29640
+ "Handles displaying the stairs menu and is called on each frame while it is open, also updating the leader's action fields.\n\nUses a switch statement based on the state field in stairs_menu to determine what actions to take.\n\nreturn: int",
29641
+ None,
29642
+ )
29643
+
29608
29644
  MovesMenu = Symbol(
29609
29645
  None,
29610
29646
  None,
@@ -31252,6 +31288,15 @@ class NaItcmRamData:
31252
31288
  "struct floor_generation_status",
31253
31289
  )
31254
31290
 
31291
+ STAIRS_MENU_PTR = Symbol(
31292
+ None,
31293
+ None,
31294
+ None,
31295
+ "STAIRS_MENU_PTR",
31296
+ "Pointer to the stairs_menu struct.",
31297
+ "struct stairs_menu*",
31298
+ )
31299
+
31255
31300
 
31256
31301
  class NaItcmRamSection:
31257
31302
  name = "ram"
@@ -13850,6 +13850,11 @@ class Overlay29FunctionsProtocol(Protocol):
13850
13850
  None,
13851
13851
  ]
13852
13852
 
13853
+ ShouldDisplayEntityAdvanced: Symbol[
13854
+ Optional[list[int]],
13855
+ None,
13856
+ ]
13857
+
13853
13858
  PlayEffectAnimation0x1A9: Symbol[
13854
13859
  Optional[list[int]],
13855
13860
  None,
@@ -17908,6 +17913,21 @@ class Overlay31FunctionsProtocol(Protocol):
17908
17913
  None,
17909
17914
  ]
17910
17915
 
17916
+ CreateStairsMenuState: Symbol[
17917
+ Optional[list[int]],
17918
+ None,
17919
+ ]
17920
+
17921
+ StairsSubheadingCallback: Symbol[
17922
+ Optional[list[int]],
17923
+ None,
17924
+ ]
17925
+
17926
+ HandleStairsMenu: Symbol[
17927
+ Optional[list[int]],
17928
+ None,
17929
+ ]
17930
+
17911
17931
  MovesMenu: Symbol[
17912
17932
  Optional[list[int]],
17913
17933
  None,
@@ -18933,6 +18953,11 @@ class RamDataProtocol(Protocol):
18933
18953
  Optional[int],
18934
18954
  ]
18935
18955
 
18956
+ STAIRS_MENU_PTR: Symbol[
18957
+ Optional[list[int]],
18958
+ Optional[int],
18959
+ ]
18960
+
18936
18961
 
18937
18962
  RamProtocol = SectionProtocol[
18938
18963
  RamFunctionsProtocol,
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: pmdsky-debug-py
3
- Version: 10.0.32
3
+ Version: 10.0.34
4
4
  Summary: pmdsky-debug symbols for Python.
5
5
  Author-email: Marco 'Capypara' Köpcke <hello@capypara.de>
6
6
  License: MIT
@@ -0,0 +1,14 @@
1
+ pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
+ pmdsky_debug_py/_release.py,sha256=6OMYvnNU4PviWoX-gRqMK8FNK2_nu-3cLs6YhZj_NnU,31
3
+ pmdsky_debug_py/eu.py,sha256=uT--sIL1VAoFiBrI_6etlTatGG0He5LXgXQ79opD7wk,1112492
4
+ pmdsky_debug_py/eu_itcm.py,sha256=Ez93puIEFqEGTdgbes8I07BW--IdD0TR09X36HZJHgo,1062425
5
+ pmdsky_debug_py/jp.py,sha256=kOQP4uAgdUifWz5VjRXOKInJeefbO2V0YHitUkqV9s0,1108931
6
+ pmdsky_debug_py/jp_itcm.py,sha256=6-R-WIBtp7Fws2jcsyHgh6XV743gHT8PgnqzcVHhkgg,1062415
7
+ pmdsky_debug_py/na.py,sha256=RUSiEzhYU-B3mJofkT-QAA4uphbvvmKzuEdX9Jgn9FI,1113488
8
+ pmdsky_debug_py/na_itcm.py,sha256=NYYbnZZwTNahKSzogfyF9Ils5Tg58pvxe4_seL8P3iE,1062445
9
+ pmdsky_debug_py/protocol.py,sha256=LBwV6wOra34aWWB3iUGmeDWEM51EoNo9Uz2teumayqg,327724
10
+ pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
+ pmdsky_debug_py-10.0.34.dist-info/METADATA,sha256=jPT5BnGsDM_7v7qMmbArxDHPRCyMWZPDxpc8p6m-4bI,1374
12
+ pmdsky_debug_py-10.0.34.dist-info/WHEEL,sha256=GV9aMThwP_4oNCtvEC2ec3qUYutgWeAzklro_0m4WJQ,91
13
+ pmdsky_debug_py-10.0.34.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
+ pmdsky_debug_py-10.0.34.dist-info/RECORD,,
@@ -1,14 +0,0 @@
1
- pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
- pmdsky_debug_py/_release.py,sha256=DB4JsYJiQAlvqpuOh8l8DqI-MwZ2S-FNTG0EpQgKOqU,31
3
- pmdsky_debug_py/eu.py,sha256=T-urDN7WN58hejZDiCMvOkRCtm519P85w1qa30g8QHg,1110663
4
- pmdsky_debug_py/eu_itcm.py,sha256=JQZcatpEZHIOh-rOIdcj2GdkY9fOJF0pjoKcxUHkbVM,1060649
5
- pmdsky_debug_py/jp.py,sha256=kS8hmPXsdCBLxahPXog0tJ75UAyxICbvHSS05GL8_Z4,1107114
6
- pmdsky_debug_py/jp_itcm.py,sha256=w6jCthmd4etTtddGzEfKWKS7OoPNOfd2lPhVl5VXFjg,1060639
7
- pmdsky_debug_py/na.py,sha256=irR0CYX5fkRswjE7dkDOqVdzzSdFT4vaRnjC9hjVdqo,1111671
8
- pmdsky_debug_py/na_itcm.py,sha256=pv3ZF47CozNGVdklxyKkStBt-AkH8QEzUPeFM1TdgwE,1060669
9
- pmdsky_debug_py/protocol.py,sha256=ry3I-YfSul5VT_MFmzDiQcObDyAYIhdONfYh_pbDOCE,327292
10
- pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
- pmdsky_debug_py-10.0.32.dist-info/METADATA,sha256=DKwOScHxRJkI3r6yJ2SIlpJYcZBhcvdX7uRpZwvRSz8,1374
12
- pmdsky_debug_py-10.0.32.dist-info/WHEEL,sha256=GV9aMThwP_4oNCtvEC2ec3qUYutgWeAzklro_0m4WJQ,91
13
- pmdsky_debug_py-10.0.32.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
- pmdsky_debug_py-10.0.32.dist-info/RECORD,,