pmdsky-debug-py 10.0.40__py3-none-any.whl → 10.0.42__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+4fb855866e"
1
+ RELEASE = "v0.10.0+7aad0b4f98"
pmdsky_debug_py/eu.py CHANGED
@@ -23530,6 +23530,15 @@ class EuOverlay29Functions:
23530
23530
  None,
23531
23531
  )
23532
23532
 
23533
+ IsDungeonEndReasonFailure = Symbol(
23534
+ [0x10D74],
23535
+ [0x22ED8F4],
23536
+ None,
23537
+ "IsDungeonEndReasonFailure",
23538
+ "Checks if the damage_source of the dungeon ending is because of a failure to complete the dungeon.\nSpecifically checks fainted_monster_dungeon_end_reason to be less than DAMAGE_SOURCE_ESCAPE.\n\nreturn: bool",
23539
+ None,
23540
+ )
23541
+
23533
23542
  SetForcedLossReason = Symbol(
23534
23543
  [0x10E38],
23535
23544
  [0x22ED9B8],
@@ -23557,6 +23566,15 @@ class EuOverlay29Functions:
23557
23566
  None,
23558
23567
  )
23559
23568
 
23569
+ AreLateGameTrapsEnabledWrapper = Symbol(
23570
+ [0x11698],
23571
+ [0x22EE218],
23572
+ None,
23573
+ "AreLateGameTrapsEnabledWrapper",
23574
+ "A wrapper around AreLateGameTrapsEnabled that passes the fixed room for the floor.\n\nreturn: bool",
23575
+ None,
23576
+ )
23577
+
23560
23578
  SpawnEnemyTrapAtPos = Symbol(
23561
23579
  [0x117A0],
23562
23580
  [0x22EE320],
@@ -24153,6 +24171,24 @@ class EuOverlay29Functions:
24153
24171
  None,
24154
24172
  )
24155
24173
 
24174
+ ReevaluateSnatchMonster = Symbol(
24175
+ [0x1D7FC],
24176
+ [0x22FA37C],
24177
+ None,
24178
+ "ReevaluateSnatchMonster",
24179
+ "Checks if any monster on the floor has the snatch status and stores the corresponding info\nonto the dungeon struct. This is only called when reinitalizing a dungeon from a quicksave.\nNormally, the game will try to prevent multiple monsters from having snatch, but will pick\nthe first one in the list if multiple have the status.\n\nNo params.",
24180
+ None,
24181
+ )
24182
+
24183
+ GetRandomExplorerMazeMonster = Symbol(
24184
+ [0x1D878],
24185
+ [0x22FA3F8],
24186
+ None,
24187
+ "GetRandomExplorerMazeMonster",
24188
+ "Checks if any enemy monsters on the floor have the behavior BEHAVIOR_EXPLORER_MAZE_1, \nBEHAVIOR_EXPLORER_MAZE_2, BEHAVIOR_EXPLORER_MAZE_3 or BEHAVIOR_EXPLORER_MAZE_4 and returns\none at random. If none can be found, it returns NULL.\n\nreturn: monster entity pointer",
24189
+ None,
24190
+ )
24191
+
24156
24192
  RestorePpAllMovesSetFlags = Symbol(
24157
24193
  [0x1D900],
24158
24194
  [0x22FA480],
@@ -25088,6 +25124,24 @@ class EuOverlay29Functions:
25088
25124
  None,
25089
25125
  )
25090
25126
 
25127
+ DetermineAllMonsterShadow = Symbol(
25128
+ [0x28A10],
25129
+ [0x2305590],
25130
+ None,
25131
+ "DetermineAllMonsterShadow",
25132
+ "Change all monsters' shadows to be appropriate for their sizes and the tile they're\nstanding on. It simply calls DetermineMontersShadow for all monsters in the dungeon.\n\nNo params.",
25133
+ None,
25134
+ )
25135
+
25136
+ DetermineMonsterShadow = Symbol(
25137
+ [0x28A58],
25138
+ [0x23055D8],
25139
+ None,
25140
+ "DetermineMonsterShadow",
25141
+ "Changes the monster's shadow to be appropriate for its size and the tile it's standing on.\nIf the tile is a floor and it's a water tileset, it changes the monster to use the water\nshadows. If the tile is secondary terrain and secondary terrain is water, it also uses the\nwater shadows. If the tile is a chasm, it changes nothing and returns 6. Otherwise, use\nthe default land shadow.\n\nr0: monster entity pointer\nreturn: the type of shadow used?",
25142
+ None,
25143
+ )
25144
+
25091
25145
  DisplayActions = Symbol(
25092
25146
  [0x28E8C],
25093
25147
  [0x2305A0C],
@@ -25318,7 +25372,7 @@ class EuOverlay29Functions:
25318
25372
  [0x2308D6C],
25319
25373
  None,
25320
25374
  "RunMonsterAi",
25321
- "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: ?",
25375
+ "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: Unused",
25322
25376
  None,
25323
25377
  )
25324
25378
 
@@ -23001,6 +23001,15 @@ class EuItcmOverlay29Functions:
23001
23001
  None,
23002
23002
  )
23003
23003
 
23004
+ IsDungeonEndReasonFailure = Symbol(
23005
+ None,
23006
+ None,
23007
+ None,
23008
+ "IsDungeonEndReasonFailure",
23009
+ "Checks if the damage_source of the dungeon ending is because of a failure to complete the dungeon.\nSpecifically checks fainted_monster_dungeon_end_reason to be less than DAMAGE_SOURCE_ESCAPE.\n\nreturn: bool",
23010
+ None,
23011
+ )
23012
+
23004
23013
  SetForcedLossReason = Symbol(
23005
23014
  None,
23006
23015
  None,
@@ -23028,6 +23037,15 @@ class EuItcmOverlay29Functions:
23028
23037
  None,
23029
23038
  )
23030
23039
 
23040
+ AreLateGameTrapsEnabledWrapper = Symbol(
23041
+ None,
23042
+ None,
23043
+ None,
23044
+ "AreLateGameTrapsEnabledWrapper",
23045
+ "A wrapper around AreLateGameTrapsEnabled that passes the fixed room for the floor.\n\nreturn: bool",
23046
+ None,
23047
+ )
23048
+
23031
23049
  SpawnEnemyTrapAtPos = Symbol(
23032
23050
  None,
23033
23051
  None,
@@ -23604,6 +23622,24 @@ class EuItcmOverlay29Functions:
23604
23622
  None,
23605
23623
  )
23606
23624
 
23625
+ ReevaluateSnatchMonster = Symbol(
23626
+ None,
23627
+ None,
23628
+ None,
23629
+ "ReevaluateSnatchMonster",
23630
+ "Checks if any monster on the floor has the snatch status and stores the corresponding info\nonto the dungeon struct. This is only called when reinitalizing a dungeon from a quicksave.\nNormally, the game will try to prevent multiple monsters from having snatch, but will pick\nthe first one in the list if multiple have the status.\n\nNo params.",
23631
+ None,
23632
+ )
23633
+
23634
+ GetRandomExplorerMazeMonster = Symbol(
23635
+ None,
23636
+ None,
23637
+ None,
23638
+ "GetRandomExplorerMazeMonster",
23639
+ "Checks if any enemy monsters on the floor have the behavior BEHAVIOR_EXPLORER_MAZE_1, \nBEHAVIOR_EXPLORER_MAZE_2, BEHAVIOR_EXPLORER_MAZE_3 or BEHAVIOR_EXPLORER_MAZE_4 and returns\none at random. If none can be found, it returns NULL.\n\nreturn: monster entity pointer",
23640
+ None,
23641
+ )
23642
+
23607
23643
  RestorePpAllMovesSetFlags = Symbol(
23608
23644
  None,
23609
23645
  None,
@@ -24513,6 +24549,24 @@ class EuItcmOverlay29Functions:
24513
24549
  None,
24514
24550
  )
24515
24551
 
24552
+ DetermineAllMonsterShadow = Symbol(
24553
+ None,
24554
+ None,
24555
+ None,
24556
+ "DetermineAllMonsterShadow",
24557
+ "Change all monsters' shadows to be appropriate for their sizes and the tile they're\nstanding on. It simply calls DetermineMontersShadow for all monsters in the dungeon.\n\nNo params.",
24558
+ None,
24559
+ )
24560
+
24561
+ DetermineMonsterShadow = Symbol(
24562
+ None,
24563
+ None,
24564
+ None,
24565
+ "DetermineMonsterShadow",
24566
+ "Changes the monster's shadow to be appropriate for its size and the tile it's standing on.\nIf the tile is a floor and it's a water tileset, it changes the monster to use the water\nshadows. If the tile is secondary terrain and secondary terrain is water, it also uses the\nwater shadows. If the tile is a chasm, it changes nothing and returns 6. Otherwise, use\nthe default land shadow.\n\nr0: monster entity pointer\nreturn: the type of shadow used?",
24567
+ None,
24568
+ )
24569
+
24516
24570
  DisplayActions = Symbol(
24517
24571
  None,
24518
24572
  None,
@@ -24743,7 +24797,7 @@ class EuItcmOverlay29Functions:
24743
24797
  None,
24744
24798
  None,
24745
24799
  "RunMonsterAi",
24746
- "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: ?",
24800
+ "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: Unused",
24747
24801
  None,
24748
24802
  )
24749
24803
 
pmdsky_debug_py/jp.py CHANGED
@@ -23521,6 +23521,15 @@ class JpOverlay29Functions:
23521
23521
  None,
23522
23522
  )
23523
23523
 
23524
+ IsDungeonEndReasonFailure = Symbol(
23525
+ [0x10CC8],
23526
+ [0x22EE5A8],
23527
+ None,
23528
+ "IsDungeonEndReasonFailure",
23529
+ "Checks if the damage_source of the dungeon ending is because of a failure to complete the dungeon.\nSpecifically checks fainted_monster_dungeon_end_reason to be less than DAMAGE_SOURCE_ESCAPE.\n\nreturn: bool",
23530
+ None,
23531
+ )
23532
+
23524
23533
  SetForcedLossReason = Symbol(
23525
23534
  [0x10D8C],
23526
23535
  [0x22EE66C],
@@ -23548,6 +23557,15 @@ class JpOverlay29Functions:
23548
23557
  None,
23549
23558
  )
23550
23559
 
23560
+ AreLateGameTrapsEnabledWrapper = Symbol(
23561
+ [0x115EC],
23562
+ [0x22EEECC],
23563
+ None,
23564
+ "AreLateGameTrapsEnabledWrapper",
23565
+ "A wrapper around AreLateGameTrapsEnabled that passes the fixed room for the floor.\n\nreturn: bool",
23566
+ None,
23567
+ )
23568
+
23551
23569
  SpawnEnemyTrapAtPos = Symbol(
23552
23570
  [0x116F4],
23553
23571
  [0x22EEFD4],
@@ -24144,6 +24162,24 @@ class JpOverlay29Functions:
24144
24162
  None,
24145
24163
  )
24146
24164
 
24165
+ ReevaluateSnatchMonster = Symbol(
24166
+ [0x1D648],
24167
+ [0x22FAF28],
24168
+ None,
24169
+ "ReevaluateSnatchMonster",
24170
+ "Checks if any monster on the floor has the snatch status and stores the corresponding info\nonto the dungeon struct. This is only called when reinitalizing a dungeon from a quicksave.\nNormally, the game will try to prevent multiple monsters from having snatch, but will pick\nthe first one in the list if multiple have the status.\n\nNo params.",
24171
+ None,
24172
+ )
24173
+
24174
+ GetRandomExplorerMazeMonster = Symbol(
24175
+ [0x1D6C4],
24176
+ [0x22FAFA4],
24177
+ None,
24178
+ "GetRandomExplorerMazeMonster",
24179
+ "Checks if any enemy monsters on the floor have the behavior BEHAVIOR_EXPLORER_MAZE_1, \nBEHAVIOR_EXPLORER_MAZE_2, BEHAVIOR_EXPLORER_MAZE_3 or BEHAVIOR_EXPLORER_MAZE_4 and returns\none at random. If none can be found, it returns NULL.\n\nreturn: monster entity pointer",
24180
+ None,
24181
+ )
24182
+
24147
24183
  RestorePpAllMovesSetFlags = Symbol(
24148
24184
  [0x1D74C],
24149
24185
  [0x22FB02C],
@@ -25079,6 +25115,24 @@ class JpOverlay29Functions:
25079
25115
  None,
25080
25116
  )
25081
25117
 
25118
+ DetermineAllMonsterShadow = Symbol(
25119
+ [0x287D4],
25120
+ [0x23060B4],
25121
+ None,
25122
+ "DetermineAllMonsterShadow",
25123
+ "Change all monsters' shadows to be appropriate for their sizes and the tile they're\nstanding on. It simply calls DetermineMontersShadow for all monsters in the dungeon.\n\nNo params.",
25124
+ None,
25125
+ )
25126
+
25127
+ DetermineMonsterShadow = Symbol(
25128
+ [0x2881C],
25129
+ [0x23060FC],
25130
+ None,
25131
+ "DetermineMonsterShadow",
25132
+ "Changes the monster's shadow to be appropriate for its size and the tile it's standing on.\nIf the tile is a floor and it's a water tileset, it changes the monster to use the water\nshadows. If the tile is secondary terrain and secondary terrain is water, it also uses the\nwater shadows. If the tile is a chasm, it changes nothing and returns 6. Otherwise, use\nthe default land shadow.\n\nr0: monster entity pointer\nreturn: the type of shadow used?",
25133
+ None,
25134
+ )
25135
+
25082
25136
  DisplayActions = Symbol(
25083
25137
  [0x28C50],
25084
25138
  [0x2306530],
@@ -25309,7 +25363,7 @@ class JpOverlay29Functions:
25309
25363
  [0x2309874],
25310
25364
  None,
25311
25365
  "RunMonsterAi",
25312
- "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: ?",
25366
+ "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: Unused",
25313
25367
  None,
25314
25368
  )
25315
25369
 
@@ -23001,6 +23001,15 @@ class JpItcmOverlay29Functions:
23001
23001
  None,
23002
23002
  )
23003
23003
 
23004
+ IsDungeonEndReasonFailure = Symbol(
23005
+ None,
23006
+ None,
23007
+ None,
23008
+ "IsDungeonEndReasonFailure",
23009
+ "Checks if the damage_source of the dungeon ending is because of a failure to complete the dungeon.\nSpecifically checks fainted_monster_dungeon_end_reason to be less than DAMAGE_SOURCE_ESCAPE.\n\nreturn: bool",
23010
+ None,
23011
+ )
23012
+
23004
23013
  SetForcedLossReason = Symbol(
23005
23014
  None,
23006
23015
  None,
@@ -23028,6 +23037,15 @@ class JpItcmOverlay29Functions:
23028
23037
  None,
23029
23038
  )
23030
23039
 
23040
+ AreLateGameTrapsEnabledWrapper = Symbol(
23041
+ None,
23042
+ None,
23043
+ None,
23044
+ "AreLateGameTrapsEnabledWrapper",
23045
+ "A wrapper around AreLateGameTrapsEnabled that passes the fixed room for the floor.\n\nreturn: bool",
23046
+ None,
23047
+ )
23048
+
23031
23049
  SpawnEnemyTrapAtPos = Symbol(
23032
23050
  None,
23033
23051
  None,
@@ -23604,6 +23622,24 @@ class JpItcmOverlay29Functions:
23604
23622
  None,
23605
23623
  )
23606
23624
 
23625
+ ReevaluateSnatchMonster = Symbol(
23626
+ None,
23627
+ None,
23628
+ None,
23629
+ "ReevaluateSnatchMonster",
23630
+ "Checks if any monster on the floor has the snatch status and stores the corresponding info\nonto the dungeon struct. This is only called when reinitalizing a dungeon from a quicksave.\nNormally, the game will try to prevent multiple monsters from having snatch, but will pick\nthe first one in the list if multiple have the status.\n\nNo params.",
23631
+ None,
23632
+ )
23633
+
23634
+ GetRandomExplorerMazeMonster = Symbol(
23635
+ None,
23636
+ None,
23637
+ None,
23638
+ "GetRandomExplorerMazeMonster",
23639
+ "Checks if any enemy monsters on the floor have the behavior BEHAVIOR_EXPLORER_MAZE_1, \nBEHAVIOR_EXPLORER_MAZE_2, BEHAVIOR_EXPLORER_MAZE_3 or BEHAVIOR_EXPLORER_MAZE_4 and returns\none at random. If none can be found, it returns NULL.\n\nreturn: monster entity pointer",
23640
+ None,
23641
+ )
23642
+
23607
23643
  RestorePpAllMovesSetFlags = Symbol(
23608
23644
  None,
23609
23645
  None,
@@ -24513,6 +24549,24 @@ class JpItcmOverlay29Functions:
24513
24549
  None,
24514
24550
  )
24515
24551
 
24552
+ DetermineAllMonsterShadow = Symbol(
24553
+ None,
24554
+ None,
24555
+ None,
24556
+ "DetermineAllMonsterShadow",
24557
+ "Change all monsters' shadows to be appropriate for their sizes and the tile they're\nstanding on. It simply calls DetermineMontersShadow for all monsters in the dungeon.\n\nNo params.",
24558
+ None,
24559
+ )
24560
+
24561
+ DetermineMonsterShadow = Symbol(
24562
+ None,
24563
+ None,
24564
+ None,
24565
+ "DetermineMonsterShadow",
24566
+ "Changes the monster's shadow to be appropriate for its size and the tile it's standing on.\nIf the tile is a floor and it's a water tileset, it changes the monster to use the water\nshadows. If the tile is secondary terrain and secondary terrain is water, it also uses the\nwater shadows. If the tile is a chasm, it changes nothing and returns 6. Otherwise, use\nthe default land shadow.\n\nr0: monster entity pointer\nreturn: the type of shadow used?",
24567
+ None,
24568
+ )
24569
+
24516
24570
  DisplayActions = Symbol(
24517
24571
  None,
24518
24572
  None,
@@ -24743,7 +24797,7 @@ class JpItcmOverlay29Functions:
24743
24797
  None,
24744
24798
  None,
24745
24799
  "RunMonsterAi",
24746
- "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: ?",
24800
+ "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: Unused",
24747
24801
  None,
24748
24802
  )
24749
24803
 
pmdsky_debug_py/na.py CHANGED
@@ -23528,6 +23528,15 @@ class NaOverlay29Functions:
23528
23528
  None,
23529
23529
  )
23530
23530
 
23531
+ IsDungeonEndReasonFailure = Symbol(
23532
+ [0x10D04],
23533
+ [0x22ECF44],
23534
+ None,
23535
+ "IsDungeonEndReasonFailure",
23536
+ "Checks if the damage_source of the dungeon ending is because of a failure to complete the dungeon.\nSpecifically checks fainted_monster_dungeon_end_reason to be less than DAMAGE_SOURCE_ESCAPE.\n\nreturn: bool",
23537
+ None,
23538
+ )
23539
+
23531
23540
  SetForcedLossReason = Symbol(
23532
23541
  [0x10DC8],
23533
23542
  [0x22ED008],
@@ -23555,6 +23564,15 @@ class NaOverlay29Functions:
23555
23564
  None,
23556
23565
  )
23557
23566
 
23567
+ AreLateGameTrapsEnabledWrapper = Symbol(
23568
+ [0x11628],
23569
+ [0x22ED868],
23570
+ None,
23571
+ "AreLateGameTrapsEnabledWrapper",
23572
+ "A wrapper around AreLateGameTrapsEnabled that passes the fixed room for the floor.\n\nreturn: bool",
23573
+ None,
23574
+ )
23575
+
23558
23576
  SpawnEnemyTrapAtPos = Symbol(
23559
23577
  [0x11730],
23560
23578
  [0x22ED970],
@@ -24151,6 +24169,24 @@ class NaOverlay29Functions:
24151
24169
  None,
24152
24170
  )
24153
24171
 
24172
+ ReevaluateSnatchMonster = Symbol(
24173
+ [0x1D730],
24174
+ [0x22F9970],
24175
+ None,
24176
+ "ReevaluateSnatchMonster",
24177
+ "Checks if any monster on the floor has the snatch status and stores the corresponding info\nonto the dungeon struct. This is only called when reinitalizing a dungeon from a quicksave.\nNormally, the game will try to prevent multiple monsters from having snatch, but will pick\nthe first one in the list if multiple have the status.\n\nNo params.",
24178
+ None,
24179
+ )
24180
+
24181
+ GetRandomExplorerMazeMonster = Symbol(
24182
+ [0x1D7AC],
24183
+ [0x22F99EC],
24184
+ None,
24185
+ "GetRandomExplorerMazeMonster",
24186
+ "Checks if any enemy monsters on the floor have the behavior BEHAVIOR_EXPLORER_MAZE_1, \nBEHAVIOR_EXPLORER_MAZE_2, BEHAVIOR_EXPLORER_MAZE_3 or BEHAVIOR_EXPLORER_MAZE_4 and returns\none at random. If none can be found, it returns NULL.\n\nreturn: monster entity pointer",
24187
+ None,
24188
+ )
24189
+
24154
24190
  RestorePpAllMovesSetFlags = Symbol(
24155
24191
  [0x1D834],
24156
24192
  [0x22F9A74],
@@ -25086,6 +25122,24 @@ class NaOverlay29Functions:
25086
25122
  None,
25087
25123
  )
25088
25124
 
25125
+ DetermineAllMonsterShadow = Symbol(
25126
+ [0x28924],
25127
+ [0x2304B64],
25128
+ None,
25129
+ "DetermineAllMonsterShadow",
25130
+ "Change all monsters' shadows to be appropriate for their sizes and the tile they're\nstanding on. It simply calls DetermineMontersShadow for all monsters in the dungeon.\n\nNo params.",
25131
+ None,
25132
+ )
25133
+
25134
+ DetermineMonsterShadow = Symbol(
25135
+ [0x2896C],
25136
+ [0x2304BAC],
25137
+ None,
25138
+ "DetermineMonsterShadow",
25139
+ "Changes the monster's shadow to be appropriate for its size and the tile it's standing on.\nIf the tile is a floor and it's a water tileset, it changes the monster to use the water\nshadows. If the tile is secondary terrain and secondary terrain is water, it also uses the\nwater shadows. If the tile is a chasm, it changes nothing and returns 6. Otherwise, use\nthe default land shadow.\n\nr0: monster entity pointer\nreturn: the type of shadow used?",
25140
+ None,
25141
+ )
25142
+
25089
25143
  DisplayActions = Symbol(
25090
25144
  [0x28DA0],
25091
25145
  [0x2304FE0],
@@ -25316,7 +25370,7 @@ class NaOverlay29Functions:
25316
25370
  [0x2308340],
25317
25371
  None,
25318
25372
  "RunMonsterAi",
25319
- "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: ?",
25373
+ "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: Unused",
25320
25374
  None,
25321
25375
  )
25322
25376
 
@@ -23001,6 +23001,15 @@ class NaItcmOverlay29Functions:
23001
23001
  None,
23002
23002
  )
23003
23003
 
23004
+ IsDungeonEndReasonFailure = Symbol(
23005
+ None,
23006
+ None,
23007
+ None,
23008
+ "IsDungeonEndReasonFailure",
23009
+ "Checks if the damage_source of the dungeon ending is because of a failure to complete the dungeon.\nSpecifically checks fainted_monster_dungeon_end_reason to be less than DAMAGE_SOURCE_ESCAPE.\n\nreturn: bool",
23010
+ None,
23011
+ )
23012
+
23004
23013
  SetForcedLossReason = Symbol(
23005
23014
  None,
23006
23015
  None,
@@ -23028,6 +23037,15 @@ class NaItcmOverlay29Functions:
23028
23037
  None,
23029
23038
  )
23030
23039
 
23040
+ AreLateGameTrapsEnabledWrapper = Symbol(
23041
+ None,
23042
+ None,
23043
+ None,
23044
+ "AreLateGameTrapsEnabledWrapper",
23045
+ "A wrapper around AreLateGameTrapsEnabled that passes the fixed room for the floor.\n\nreturn: bool",
23046
+ None,
23047
+ )
23048
+
23031
23049
  SpawnEnemyTrapAtPos = Symbol(
23032
23050
  None,
23033
23051
  None,
@@ -23604,6 +23622,24 @@ class NaItcmOverlay29Functions:
23604
23622
  None,
23605
23623
  )
23606
23624
 
23625
+ ReevaluateSnatchMonster = Symbol(
23626
+ None,
23627
+ None,
23628
+ None,
23629
+ "ReevaluateSnatchMonster",
23630
+ "Checks if any monster on the floor has the snatch status and stores the corresponding info\nonto the dungeon struct. This is only called when reinitalizing a dungeon from a quicksave.\nNormally, the game will try to prevent multiple monsters from having snatch, but will pick\nthe first one in the list if multiple have the status.\n\nNo params.",
23631
+ None,
23632
+ )
23633
+
23634
+ GetRandomExplorerMazeMonster = Symbol(
23635
+ None,
23636
+ None,
23637
+ None,
23638
+ "GetRandomExplorerMazeMonster",
23639
+ "Checks if any enemy monsters on the floor have the behavior BEHAVIOR_EXPLORER_MAZE_1, \nBEHAVIOR_EXPLORER_MAZE_2, BEHAVIOR_EXPLORER_MAZE_3 or BEHAVIOR_EXPLORER_MAZE_4 and returns\none at random. If none can be found, it returns NULL.\n\nreturn: monster entity pointer",
23640
+ None,
23641
+ )
23642
+
23607
23643
  RestorePpAllMovesSetFlags = Symbol(
23608
23644
  None,
23609
23645
  None,
@@ -24513,6 +24549,24 @@ class NaItcmOverlay29Functions:
24513
24549
  None,
24514
24550
  )
24515
24551
 
24552
+ DetermineAllMonsterShadow = Symbol(
24553
+ None,
24554
+ None,
24555
+ None,
24556
+ "DetermineAllMonsterShadow",
24557
+ "Change all monsters' shadows to be appropriate for their sizes and the tile they're\nstanding on. It simply calls DetermineMontersShadow for all monsters in the dungeon.\n\nNo params.",
24558
+ None,
24559
+ )
24560
+
24561
+ DetermineMonsterShadow = Symbol(
24562
+ None,
24563
+ None,
24564
+ None,
24565
+ "DetermineMonsterShadow",
24566
+ "Changes the monster's shadow to be appropriate for its size and the tile it's standing on.\nIf the tile is a floor and it's a water tileset, it changes the monster to use the water\nshadows. If the tile is secondary terrain and secondary terrain is water, it also uses the\nwater shadows. If the tile is a chasm, it changes nothing and returns 6. Otherwise, use\nthe default land shadow.\n\nr0: monster entity pointer\nreturn: the type of shadow used?",
24567
+ None,
24568
+ )
24569
+
24516
24570
  DisplayActions = Symbol(
24517
24571
  None,
24518
24572
  None,
@@ -24743,7 +24797,7 @@ class NaItcmOverlay29Functions:
24743
24797
  None,
24744
24798
  None,
24745
24799
  "RunMonsterAi",
24746
- "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: ?",
24800
+ "Runs the AI for a single monster to determine whether the monster can act and which action it should perform if so\n\nr0: Pointer to monster\nr1: Unused",
24747
24801
  None,
24748
24802
  )
24749
24803
 
@@ -14215,6 +14215,11 @@ class Overlay29FunctionsProtocol(Protocol):
14215
14215
  None,
14216
14216
  ]
14217
14217
 
14218
+ IsDungeonEndReasonFailure: Symbol[
14219
+ Optional[list[int]],
14220
+ None,
14221
+ ]
14222
+
14218
14223
  SetForcedLossReason: Symbol[
14219
14224
  Optional[list[int]],
14220
14225
  None,
@@ -14230,6 +14235,11 @@ class Overlay29FunctionsProtocol(Protocol):
14230
14235
  None,
14231
14236
  ]
14232
14237
 
14238
+ AreLateGameTrapsEnabledWrapper: Symbol[
14239
+ Optional[list[int]],
14240
+ None,
14241
+ ]
14242
+
14233
14243
  SpawnEnemyTrapAtPos: Symbol[
14234
14244
  Optional[list[int]],
14235
14245
  None,
@@ -14550,6 +14560,16 @@ class Overlay29FunctionsProtocol(Protocol):
14550
14560
  None,
14551
14561
  ]
14552
14562
 
14563
+ ReevaluateSnatchMonster: Symbol[
14564
+ Optional[list[int]],
14565
+ None,
14566
+ ]
14567
+
14568
+ GetRandomExplorerMazeMonster: Symbol[
14569
+ Optional[list[int]],
14570
+ None,
14571
+ ]
14572
+
14553
14573
  RestorePpAllMovesSetFlags: Symbol[
14554
14574
  Optional[list[int]],
14555
14575
  None,
@@ -15055,6 +15075,16 @@ class Overlay29FunctionsProtocol(Protocol):
15055
15075
  None,
15056
15076
  ]
15057
15077
 
15078
+ DetermineAllMonsterShadow: Symbol[
15079
+ Optional[list[int]],
15080
+ None,
15081
+ ]
15082
+
15083
+ DetermineMonsterShadow: Symbol[
15084
+ Optional[list[int]],
15085
+ None,
15086
+ ]
15087
+
15058
15088
  DisplayActions: Symbol[
15059
15089
  Optional[list[int]],
15060
15090
  None,
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: pmdsky-debug-py
3
- Version: 10.0.40
3
+ Version: 10.0.42
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=ZB2mSjV3fxBWKCVHEZ1LrXBa9_01611yQgUE6uITKpA,31
3
+ pmdsky_debug_py/eu.py,sha256=xwGW10S-wzR1COUlnQdkrOBxLIy-5lhs2KD7Uix88FQ,1118161
4
+ pmdsky_debug_py/eu_itcm.py,sha256=WXOCBXCEcGhISLRG6n2Ftdo8EEgKlSmp29YTF1-AJX4,1067843
5
+ pmdsky_debug_py/jp.py,sha256=Eq2aKS3e0DRK8FfqTYaeK2enLccRqReOC4QnsxbFzgI,1114572
6
+ pmdsky_debug_py/jp_itcm.py,sha256=rSX4rDgK_kq2YFONNCAVMeTxpgySve3ov6HdiVoZnfM,1067833
7
+ pmdsky_debug_py/na.py,sha256=89nRt_EBQXxb0-H4XwIeQv9ni3lXmbDDpZK1Ju8G91c,1119105
8
+ pmdsky_debug_py/na_itcm.py,sha256=esTlinF54M1qLGdD-KdaM6o3GuX3EYvvaJjzVGrZ5Nc,1067863
9
+ pmdsky_debug_py/protocol.py,sha256=RqdXt_8GwIt_sXc4VJuBOGIPnNykV35XdOrHQM6W9kA,329208
10
+ pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
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+ pmdsky_debug_py-10.0.42.dist-info/METADATA,sha256=yY2poJEGm2OqKpOKm0WRNu14ZPsn9Cu4yfuv67ussMI,1374
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+ pmdsky_debug_py-10.0.42.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
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+ pmdsky_debug_py-10.0.42.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
+ pmdsky_debug_py-10.0.42.dist-info/RECORD,,
@@ -1,5 +1,5 @@
1
1
  Wheel-Version: 1.0
2
- Generator: setuptools (75.3.0)
2
+ Generator: setuptools (75.6.0)
3
3
  Root-Is-Purelib: true
4
4
  Tag: py3-none-any
5
5
 
@@ -1,14 +0,0 @@
1
- pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
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- pmdsky_debug_py/_release.py,sha256=jtq7OZpa680vP6g4YJx1pbzi6nRFxTRlOyA1N0ty6y4,31
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- pmdsky_debug_py/eu.py,sha256=Lqm8SeAaJHLvmS7lAdrBNaTKy1O_Jwi3fZZ52EB_nrM,1115614
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- pmdsky_debug_py/eu_itcm.py,sha256=3xZ6J8F9OI1pFHuIkNbKsxSW2DLM1Nzct6W11cGodwg,1065368
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- pmdsky_debug_py/jp.py,sha256=lfuDLUFmzQ-LVDKqO6M0-XvkBP9SkLtq-Qzefl3Lr40,1112025
6
- pmdsky_debug_py/jp_itcm.py,sha256=vN0oNwGsuQsqU1Z06t_2aVSeMLDsP0XAV9KM0YYRU9k,1065358
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- pmdsky_debug_py/na.py,sha256=dUVsFRfRWrIByYXIveQvb1Wr1LWuu5DQmw0gFfOI1QQ,1116558
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- pmdsky_debug_py/na_itcm.py,sha256=_SJIPDeQjkd9BcZVZjOY-0RCe9prLNQgbxnOcRMtRpM,1065388
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- pmdsky_debug_py/protocol.py,sha256=76fSbZRmdX99zm_MG0ISZu2RzRqHsXaGWFMttWDE6dc,328671
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- pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
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- pmdsky_debug_py-10.0.40.dist-info/RECORD,,