pmdsky-debug-py 10.1.12__py3-none-any.whl → 10.1.14__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.
@@ -6000,6 +6000,15 @@ class JpItcmArm9Functions:
6000
6000
  None,
6001
6001
  )
6002
6002
 
6003
+ IsGameModeRescue = Symbol(
6004
+ None,
6005
+ None,
6006
+ None,
6007
+ "IsGameModeRescue",
6008
+ "Returns true if the value of GAME_MODE is GAME_MODE_RESCUE.\n\nreturn: True if GAME_MODE is GAME_MODE_RESCUE.",
6009
+ None,
6010
+ )
6011
+
6003
6012
  InitScriptVariableValues = Symbol(
6004
6013
  None,
6005
6014
  None,
@@ -11454,12 +11463,12 @@ class JpItcmItcmFunctions:
11454
11463
  None,
11455
11464
  )
11456
11465
 
11457
- ShouldMonsterRunAwayVariationOutlawCheck = Symbol(
11466
+ ShouldMonsterRunAwayAndShowEffectOutlawCheck = Symbol(
11458
11467
  [0x23F8],
11459
11468
  [0x1FFA3F8],
11460
11469
  None,
11461
- "ShouldMonsterRunAwayVariationOutlawCheck",
11462
- "Calls ShouldMonsterRunAwayVariation. If the result is true, returns true. Otherwise, returns true only if the monster's behavior field is equal to monster_behavior::BEHAVIOR_FLEEING_OUTLAW.\n\nr0: Entity pointer\nr1: ?\nreturn: True if ShouldMonsterRunAway returns true or the monster is a fleeing outlaw",
11470
+ "ShouldMonsterRunAwayAndShowEffectOutlawCheck",
11471
+ "Calls ShouldMonsterRunAwayAndShowEffect. If the result is true, returns true. Otherwise, returns true only if the monster's behavior field is equal to monster_behavior::BEHAVIOR_FLEEING_OUTLAW.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.\nreturn: True if ShouldMonsterRunAway returns true or the monster is a fleeing outlaw",
11463
11472
  None,
11464
11473
  )
11465
11474
 
@@ -11499,6 +11508,11 @@ class JpItcmItcmFunctions:
11499
11508
  None,
11500
11509
  )
11501
11510
 
11511
+ ShouldMonsterRunAwayVariationOutlawCheck = _Deprecated(
11512
+ "ShouldMonsterRunAwayVariationOutlawCheck",
11513
+ ShouldMonsterRunAwayAndShowEffectOutlawCheck,
11514
+ )
11515
+
11502
11516
 
11503
11517
  class JpItcmItcmData:
11504
11518
 
@@ -11530,8 +11544,8 @@ class JpItcmItcmData:
11530
11544
  )
11531
11545
 
11532
11546
  RENDER_3D_FUNCTIONS = Symbol(
11533
- None,
11534
- None,
11547
+ [0x120],
11548
+ [0x1FF8120],
11535
11549
  None,
11536
11550
  "RENDER_3D_FUNCTIONS",
11537
11551
  "Pointers to the 4 functions available for rendering a render_3d_element (in ITCM)\n\ntype: render_3d_element_fn_t[4]",
@@ -17439,6 +17453,15 @@ class JpItcmOverlay10Data:
17439
17453
  "int16_t",
17440
17454
  )
17441
17455
 
17456
+ AI_CONFUSED_NO_ATTACK_CHANCE = Symbol(
17457
+ None,
17458
+ None,
17459
+ None,
17460
+ "AI_CONFUSED_NO_ATTACK_CHANCE",
17461
+ "The percentage chance of the AI not attacking when it is confused.",
17462
+ "int16_t",
17463
+ )
17464
+
17442
17465
  LEECH_SEED_HP_DRAIN = Symbol(
17443
17466
  None,
17444
17467
  None,
@@ -18256,6 +18279,15 @@ class JpItcmOverlay10Data:
18256
18279
  "struct type_id_8[8]",
18257
18280
  )
18258
18281
 
18282
+ AI_REGULAR_ATTACK_WEIGHTS = Symbol(
18283
+ None,
18284
+ None,
18285
+ None,
18286
+ "AI_REGULAR_ATTACK_WEIGHTS",
18287
+ "The weight of the regular attack in the weighted random when the AI is deciding which move to use, depending on how many other attacks the AI can currently use.\nEach index in the array corresponds to the number of attacks (0-4) the AI can use (i.e., is enabled and has PP remaining).\n\ntype: uint16_t[5]",
18288
+ "int16_t[5]",
18289
+ )
18290
+
18259
18291
  LAST_RESORT_DAMAGE_MULT_TABLE = Symbol(
18260
18292
  None,
18261
18293
  None,
@@ -23593,6 +23625,15 @@ class JpItcmOverlay29Functions:
23593
23625
  None,
23594
23626
  )
23595
23627
 
23628
+ PlayEffectAnimation0x29 = Symbol(
23629
+ None,
23630
+ None,
23631
+ None,
23632
+ "PlayEffectAnimation0x29",
23633
+ "Calls PlayEffectAnimation with data from animation ID 0x29.\n\nr0: entity pointer",
23634
+ None,
23635
+ )
23636
+
23596
23637
  PlayEffectAnimation0x18E = Symbol(
23597
23638
  None,
23598
23639
  None,
@@ -24106,6 +24147,15 @@ class JpItcmOverlay29Functions:
24106
24147
  None,
24107
24148
  )
24108
24149
 
24150
+ SetActionStruggle = Symbol(
24151
+ None,
24152
+ None,
24153
+ None,
24154
+ "SetActionStruggle",
24155
+ "Sets a monster's action to action::ACTION_STRUGGLE, with a specified direction.\n\nr0: Pointer to the monster's action field\nr1: Direction in which to use the move. Gets stored in monster::action::direction.",
24156
+ None,
24157
+ )
24158
+
24109
24159
  SetActionUseMovePlayer = Symbol(
24110
24160
  None,
24111
24161
  None,
@@ -25393,6 +25443,15 @@ class JpItcmOverlay29Functions:
25393
25443
  None,
25394
25444
  )
25395
25445
 
25446
+ MonsterCannotAttack = Symbol(
25447
+ None,
25448
+ None,
25449
+ None,
25450
+ "MonsterCannotAttack",
25451
+ "Returns 0 if the entity has any of these conditions: sleep, nightmare, napping, frozen, wrapped/wrapping, petrified, cringe, paused, infatuated, paralysis. Also returns 0 if ShouldMonsterRunAway returns 1.\n\nr0: Entity pointer\nr1: If true, ignore sleep conditions (sleep, nightmare, napping) when checking if the entity cannot attack.\nreturn: bool",
25452
+ None,
25453
+ )
25454
+
25396
25455
  CanMonsterMoveInDirection = Symbol(
25397
25456
  None,
25398
25457
  None,
@@ -25447,12 +25506,21 @@ class JpItcmOverlay29Functions:
25447
25506
  None,
25448
25507
  )
25449
25508
 
25450
- ShouldMonsterRunAwayVariation = Symbol(
25509
+ ShouldMonsterRunAwayAndShowEffect = Symbol(
25451
25510
  None,
25452
25511
  None,
25453
25512
  None,
25454
- "ShouldMonsterRunAwayVariation",
25455
- "Calls ShouldMonsterRunAway and returns its result. It also calls another function if the result was true.\n\nr0: Entity pointer\nr1: ?\nreturn: Result of the call to ShouldMonsterRunAway",
25513
+ "ShouldMonsterRunAwayAndShowEffect",
25514
+ "Calls ShouldMonsterRunAway and returns its result. It also calls DisplayRunAwayIfTriggered if the result was true.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.\nreturn: Result of the call to ShouldMonsterRunAway",
25515
+ None,
25516
+ )
25517
+
25518
+ DisplayRunAwayIfTriggered = Symbol(
25519
+ None,
25520
+ None,
25521
+ None,
25522
+ "DisplayRunAwayIfTriggered",
25523
+ "If the Run Away ability has triggered on the entity and r1 is true, displays the visual 'poof' effect indicating Run Away.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.",
25456
25524
  None,
25457
25525
  )
25458
25526
 
@@ -27346,6 +27414,15 @@ class JpItcmOverlay29Functions:
27346
27414
  None,
27347
27415
  )
27348
27416
 
27417
+ TargetRegularAttack = Symbol(
27418
+ None,
27419
+ None,
27420
+ None,
27421
+ "TargetRegularAttack",
27422
+ "Decides which direction the AI will use its regular attack in.\n\nr0: User entity pointer\nr1: [output] direction that the regular attack should be targeted at.\nr2: If true, the AI will ignore enemies that are petrified. If false, the AI will include petrified enemies when targeting.\nreturn: True if there is a target for the regular attack, false if there is no target.",
27423
+ None,
27424
+ )
27425
+
27349
27426
  IsTargetInRange = Symbol(
27350
27427
  None,
27351
27428
  None,
@@ -29996,6 +30073,10 @@ class JpItcmOverlay29Functions:
29996
30073
  None,
29997
30074
  )
29998
30075
 
30076
+ ShouldMonsterRunAwayVariation = _Deprecated(
30077
+ "ShouldMonsterRunAwayVariation", ShouldMonsterRunAwayAndShowEffect
30078
+ )
30079
+
29999
30080
 
30000
30081
  class JpItcmOverlay29Data:
30001
30082
 
@@ -30593,6 +30674,15 @@ class JpItcmOverlay29Data:
30593
30674
  "uint16_t",
30594
30675
  )
30595
30676
 
30677
+ DIRECTIONAL_BIT_MASKS = Symbol(
30678
+ None,
30679
+ None,
30680
+ None,
30681
+ "DIRECTIONAL_BIT_MASKS",
30682
+ "An array of one-hot bit masks corresponding to each direction_id. Used alongside tile->walkable_neighbor_flags to determine whether it's possible to move to a tile.",
30683
+ "uint8_t[8]",
30684
+ )
30685
+
30596
30686
  MONSTER_TREATMENT_DATA = Symbol(
30597
30687
  None,
30598
30688
  None,
@@ -32622,6 +32712,15 @@ class JpItcmRamData:
32622
32712
  "struct loaded_attack_sprite_data*",
32623
32713
  )
32624
32714
 
32715
+ MOBILITY_TYPE_TO_DUNGEON_MOBILITY_TYPE = Symbol(
32716
+ None,
32717
+ None,
32718
+ None,
32719
+ "MOBILITY_TYPE_TO_DUNGEON_MOBILITY_TYPE",
32720
+ "[Runtime] Used by GetMobilityTypeCheckSlip to determine if a monster with a mobility type of MOBILITY_WATER or MOBILITY_LAVA can cross the current dungeon's liquid (lava or water). Only the values at indexes 4 (MOBILITY_LAVA) and 5 (MOBILITY_WATER) are used. If the mobility type can cross the liquid in the current dungeon, the array value at the mobility type's index is MOBILITY_WATER. If not, the array value is MOBILITY_NORMAL.",
32721
+ "enum mobility_type[8]",
32722
+ )
32723
+
32625
32724
  AI_THROWN_ITEM_DIRECTION_IS_USED = Symbol(
32626
32725
  None,
32627
32726
  None,
pmdsky_debug_py/na.py CHANGED
@@ -6046,6 +6046,15 @@ class NaArm9Functions:
6046
6046
  None,
6047
6047
  )
6048
6048
 
6049
+ IsGameModeRescue = Symbol(
6050
+ [0x4AFF8],
6051
+ [0x204AFF8],
6052
+ None,
6053
+ "IsGameModeRescue",
6054
+ "Returns true if the value of GAME_MODE is GAME_MODE_RESCUE.\n\nreturn: True if GAME_MODE is GAME_MODE_RESCUE.",
6055
+ None,
6056
+ )
6057
+
6049
6058
  InitScriptVariableValues = Symbol(
6050
6059
  [0x4B04C],
6051
6060
  [0x204B04C],
@@ -8954,8 +8963,8 @@ class NaArm9Functions:
8954
8963
  )
8955
8964
 
8956
8965
  GenerateMissionDetailsStruct = Symbol(
8957
- None,
8958
- None,
8966
+ [0x60150],
8967
+ [0x2060150],
8959
8968
  None,
8960
8969
  "GenerateMissionDetailsStruct",
8961
8970
  "Generates a mission_details struct, to be used for printing mission details such as the title, summary, and objective.\n\nr0: mission struct pointer\nr1: [output] mission_details struct pointer\nr2: ?\nr3: ?",
@@ -8981,8 +8990,8 @@ class NaArm9Functions:
8981
8990
  )
8982
8991
 
8983
8992
  AppendMissionTitle = Symbol(
8984
- None,
8985
- None,
8993
+ [0x60A10],
8994
+ [0x2060A10],
8986
8995
  None,
8987
8996
  "AppendMissionTitle",
8988
8997
  "Generates the mission title of a mission, and appends it to the string location.\n\nr0: [output] output buffer\nr1: intermediate buffer, filled then concatenated to output buffer\nr2: pointer to preprocessor args\nr3: pointer to mission_details struct",
@@ -8990,8 +8999,8 @@ class NaArm9Functions:
8990
8999
  )
8991
9000
 
8992
9001
  AppendMissionSummary = Symbol(
8993
- None,
8994
- None,
9002
+ [0x60EB4],
9003
+ [0x2060EB4],
8995
9004
  None,
8996
9005
  "AppendMissionSummary",
8997
9006
  "Generates the mission title of a mission, and appends it to the string location.\n\nr0: [output] main string location\nr1: temporary string buffer, concatenated to main string\nr2: window_id for DrawTextInWindow\nr3: y offset for DrawTextInWindow\nstack[0]: pointer to preprocessor args\nstack[1]: pointer to mission_details struct",
@@ -11520,12 +11529,12 @@ class NaItcmFunctions:
11520
11529
  None,
11521
11530
  )
11522
11531
 
11523
- ShouldMonsterRunAwayVariationOutlawCheck = Symbol(
11532
+ ShouldMonsterRunAwayAndShowEffectOutlawCheck = Symbol(
11524
11533
  [0x2390],
11525
11534
  [0x20B5710],
11526
11535
  None,
11527
- "ShouldMonsterRunAwayVariationOutlawCheck",
11528
- "Calls ShouldMonsterRunAwayVariation. If the result is true, returns true. Otherwise, returns true only if the monster's behavior field is equal to monster_behavior::BEHAVIOR_FLEEING_OUTLAW.\n\nr0: Entity pointer\nr1: ?\nreturn: True if ShouldMonsterRunAway returns true or the monster is a fleeing outlaw",
11536
+ "ShouldMonsterRunAwayAndShowEffectOutlawCheck",
11537
+ "Calls ShouldMonsterRunAwayAndShowEffect. If the result is true, returns true. Otherwise, returns true only if the monster's behavior field is equal to monster_behavior::BEHAVIOR_FLEEING_OUTLAW.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.\nreturn: True if ShouldMonsterRunAway returns true or the monster is a fleeing outlaw",
11529
11538
  None,
11530
11539
  )
11531
11540
 
@@ -11565,6 +11574,11 @@ class NaItcmFunctions:
11565
11574
  None,
11566
11575
  )
11567
11576
 
11577
+ ShouldMonsterRunAwayVariationOutlawCheck = _Deprecated(
11578
+ "ShouldMonsterRunAwayVariationOutlawCheck",
11579
+ ShouldMonsterRunAwayAndShowEffectOutlawCheck,
11580
+ )
11581
+
11568
11582
 
11569
11583
  class NaItcmData:
11570
11584
 
@@ -17690,6 +17704,15 @@ class NaOverlay10Data:
17690
17704
  "int16_t",
17691
17705
  )
17692
17706
 
17707
+ AI_CONFUSED_NO_ATTACK_CHANCE = Symbol(
17708
+ [0x7B00],
17709
+ [0x22C4580],
17710
+ 0x2,
17711
+ "AI_CONFUSED_NO_ATTACK_CHANCE",
17712
+ "The percentage chance of the AI not attacking when it is confused.",
17713
+ "int16_t",
17714
+ )
17715
+
17693
17716
  LEECH_SEED_HP_DRAIN = Symbol(
17694
17717
  [0x7B08],
17695
17718
  [0x22C4588],
@@ -18522,6 +18545,15 @@ class NaOverlay10Data:
18522
18545
  "struct type_id_8[8]",
18523
18546
  )
18524
18547
 
18548
+ AI_REGULAR_ATTACK_WEIGHTS = Symbol(
18549
+ [0x7E80],
18550
+ [0x22C4900],
18551
+ 0xA,
18552
+ "AI_REGULAR_ATTACK_WEIGHTS",
18553
+ "The weight of the regular attack in the weighted random when the AI is deciding which move to use, depending on how many other attacks the AI can currently use.\nEach index in the array corresponds to the number of attacks (0-4) the AI can use (i.e., is enabled and has PP remaining).\n\ntype: uint16_t[5]",
18554
+ "int16_t[5]",
18555
+ )
18556
+
18525
18557
  LAST_RESORT_DAMAGE_MULT_TABLE = Symbol(
18526
18558
  [0x7EC4],
18527
18559
  [0x22C4944],
@@ -24120,6 +24152,15 @@ class NaOverlay29Functions:
24120
24152
  None,
24121
24153
  )
24122
24154
 
24155
+ PlayEffectAnimation0x29 = Symbol(
24156
+ [0xA068],
24157
+ [0x22E62A8],
24158
+ None,
24159
+ "PlayEffectAnimation0x29",
24160
+ "Calls PlayEffectAnimation with data from animation ID 0x29.\n\nr0: entity pointer",
24161
+ None,
24162
+ )
24163
+
24123
24164
  PlayEffectAnimation0x18E = Symbol(
24124
24165
  [0xA198],
24125
24166
  [0x22E63D8],
@@ -24633,6 +24674,15 @@ class NaOverlay29Functions:
24633
24674
  None,
24634
24675
  )
24635
24676
 
24677
+ SetActionStruggle = Symbol(
24678
+ [0xFA34],
24679
+ [0x22EBC74],
24680
+ None,
24681
+ "SetActionStruggle",
24682
+ "Sets a monster's action to action::ACTION_STRUGGLE, with a specified direction.\n\nr0: Pointer to the monster's action field\nr1: Direction in which to use the move. Gets stored in monster::action::direction.",
24683
+ None,
24684
+ )
24685
+
24636
24686
  SetActionUseMovePlayer = Symbol(
24637
24687
  [0xFA58],
24638
24688
  [0x22EBC98],
@@ -25966,6 +26016,15 @@ class NaOverlay29Functions:
25966
26016
  None,
25967
26017
  )
25968
26018
 
26019
+ MonsterCannotAttack = Symbol(
26020
+ [0x24B8C],
26021
+ [0x2300DCC],
26022
+ None,
26023
+ "MonsterCannotAttack",
26024
+ "Returns 0 if the entity has any of these conditions: sleep, nightmare, napping, frozen, wrapped/wrapping, petrified, cringe, paused, infatuated, paralysis. Also returns 0 if ShouldMonsterRunAway returns 1.\n\nr0: Entity pointer\nr1: If true, ignore sleep conditions (sleep, nightmare, napping) when checking if the entity cannot attack.\nreturn: bool",
26025
+ None,
26026
+ )
26027
+
25969
26028
  CanMonsterMoveInDirection = Symbol(
25970
26029
  [0x24C38],
25971
26030
  [0x2300E78],
@@ -26020,12 +26079,21 @@ class NaOverlay29Functions:
26020
26079
  None,
26021
26080
  )
26022
26081
 
26023
- ShouldMonsterRunAwayVariation = Symbol(
26082
+ ShouldMonsterRunAwayAndShowEffect = Symbol(
26024
26083
  [0x25468],
26025
26084
  [0x23016A8],
26026
26085
  None,
26027
- "ShouldMonsterRunAwayVariation",
26028
- "Calls ShouldMonsterRunAway and returns its result. It also calls another function if the result was true.\n\nr0: Entity pointer\nr1: ?\nreturn: Result of the call to ShouldMonsterRunAway",
26086
+ "ShouldMonsterRunAwayAndShowEffect",
26087
+ "Calls ShouldMonsterRunAway and returns its result. It also calls DisplayRunAwayIfTriggered if the result was true.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.\nreturn: Result of the call to ShouldMonsterRunAway",
26088
+ None,
26089
+ )
26090
+
26091
+ DisplayRunAwayIfTriggered = Symbol(
26092
+ [0x25498],
26093
+ [0x23016D8],
26094
+ None,
26095
+ "DisplayRunAwayIfTriggered",
26096
+ "If the Run Away ability has triggered on the entity and r1 is true, displays the visual 'poof' effect indicating Run Away.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.",
26029
26097
  None,
26030
26098
  )
26031
26099
 
@@ -27919,6 +27987,15 @@ class NaOverlay29Functions:
27919
27987
  None,
27920
27988
  )
27921
27989
 
27990
+ TargetRegularAttack = Symbol(
27991
+ [0x3E220],
27992
+ [0x231A460],
27993
+ None,
27994
+ "TargetRegularAttack",
27995
+ "Decides which direction the AI will use its regular attack in.\n\nr0: User entity pointer\nr1: [output] direction that the regular attack should be targeted at.\nr2: If true, the AI will ignore enemies that are petrified. If false, the AI will include petrified enemies when targeting.\nreturn: True if there is a target for the regular attack, false if there is no target.",
27996
+ None,
27997
+ )
27998
+
27922
27999
  IsTargetInRange = Symbol(
27923
28000
  [0x3E454],
27924
28001
  [0x231A694],
@@ -30574,6 +30651,10 @@ class NaOverlay29Functions:
30574
30651
  None,
30575
30652
  )
30576
30653
 
30654
+ ShouldMonsterRunAwayVariation = _Deprecated(
30655
+ "ShouldMonsterRunAwayVariation", ShouldMonsterRunAwayAndShowEffect
30656
+ )
30657
+
30577
30658
 
30578
30659
  class NaOverlay29Data:
30579
30660
 
@@ -31269,6 +31350,15 @@ class NaOverlay29Data:
31269
31350
  "uint16_t",
31270
31351
  )
31271
31352
 
31353
+ DIRECTIONAL_BIT_MASKS = Symbol(
31354
+ [0x76558],
31355
+ [0x2352798],
31356
+ 0x8,
31357
+ "DIRECTIONAL_BIT_MASKS",
31358
+ "An array of one-hot bit masks corresponding to each direction_id. Used alongside tile->walkable_neighbor_flags to determine whether it's possible to move to a tile.",
31359
+ "uint8_t[8]",
31360
+ )
31361
+
31272
31362
  MONSTER_TREATMENT_DATA = Symbol(
31273
31363
  [0x76560],
31274
31364
  [0x23527A0],
@@ -33342,6 +33432,15 @@ class NaRamData:
33342
33432
  "struct loaded_attack_sprite_data*",
33343
33433
  )
33344
33434
 
33435
+ MOBILITY_TYPE_TO_DUNGEON_MOBILITY_TYPE = Symbol(
33436
+ [0x37C9B8],
33437
+ [0x237C9B8],
33438
+ 0x8,
33439
+ "MOBILITY_TYPE_TO_DUNGEON_MOBILITY_TYPE",
33440
+ "[Runtime] Used by GetMobilityTypeCheckSlip to determine if a monster with a mobility type of MOBILITY_WATER or MOBILITY_LAVA can cross the current dungeon's liquid (lava or water). Only the values at indexes 4 (MOBILITY_LAVA) and 5 (MOBILITY_WATER) are used. If the mobility type can cross the liquid in the current dungeon, the array value at the mobility type's index is MOBILITY_WATER. If not, the array value is MOBILITY_NORMAL.",
33441
+ "enum mobility_type[8]",
33442
+ )
33443
+
33345
33444
  AI_THROWN_ITEM_DIRECTION_IS_USED = Symbol(
33346
33445
  [0x37C9D0],
33347
33446
  [0x237C9D0],
@@ -6000,6 +6000,15 @@ class NaItcmArm9Functions:
6000
6000
  None,
6001
6001
  )
6002
6002
 
6003
+ IsGameModeRescue = Symbol(
6004
+ None,
6005
+ None,
6006
+ None,
6007
+ "IsGameModeRescue",
6008
+ "Returns true if the value of GAME_MODE is GAME_MODE_RESCUE.\n\nreturn: True if GAME_MODE is GAME_MODE_RESCUE.",
6009
+ None,
6010
+ )
6011
+
6003
6012
  InitScriptVariableValues = Symbol(
6004
6013
  None,
6005
6014
  None,
@@ -11454,12 +11463,12 @@ class NaItcmItcmFunctions:
11454
11463
  None,
11455
11464
  )
11456
11465
 
11457
- ShouldMonsterRunAwayVariationOutlawCheck = Symbol(
11466
+ ShouldMonsterRunAwayAndShowEffectOutlawCheck = Symbol(
11458
11467
  [0x2390],
11459
11468
  [0x1FFA390],
11460
11469
  None,
11461
- "ShouldMonsterRunAwayVariationOutlawCheck",
11462
- "Calls ShouldMonsterRunAwayVariation. If the result is true, returns true. Otherwise, returns true only if the monster's behavior field is equal to monster_behavior::BEHAVIOR_FLEEING_OUTLAW.\n\nr0: Entity pointer\nr1: ?\nreturn: True if ShouldMonsterRunAway returns true or the monster is a fleeing outlaw",
11470
+ "ShouldMonsterRunAwayAndShowEffectOutlawCheck",
11471
+ "Calls ShouldMonsterRunAwayAndShowEffect. If the result is true, returns true. Otherwise, returns true only if the monster's behavior field is equal to monster_behavior::BEHAVIOR_FLEEING_OUTLAW.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.\nreturn: True if ShouldMonsterRunAway returns true or the monster is a fleeing outlaw",
11463
11472
  None,
11464
11473
  )
11465
11474
 
@@ -11499,6 +11508,11 @@ class NaItcmItcmFunctions:
11499
11508
  None,
11500
11509
  )
11501
11510
 
11511
+ ShouldMonsterRunAwayVariationOutlawCheck = _Deprecated(
11512
+ "ShouldMonsterRunAwayVariationOutlawCheck",
11513
+ ShouldMonsterRunAwayAndShowEffectOutlawCheck,
11514
+ )
11515
+
11502
11516
 
11503
11517
  class NaItcmItcmData:
11504
11518
 
@@ -17439,6 +17453,15 @@ class NaItcmOverlay10Data:
17439
17453
  "int16_t",
17440
17454
  )
17441
17455
 
17456
+ AI_CONFUSED_NO_ATTACK_CHANCE = Symbol(
17457
+ None,
17458
+ None,
17459
+ None,
17460
+ "AI_CONFUSED_NO_ATTACK_CHANCE",
17461
+ "The percentage chance of the AI not attacking when it is confused.",
17462
+ "int16_t",
17463
+ )
17464
+
17442
17465
  LEECH_SEED_HP_DRAIN = Symbol(
17443
17466
  None,
17444
17467
  None,
@@ -18256,6 +18279,15 @@ class NaItcmOverlay10Data:
18256
18279
  "struct type_id_8[8]",
18257
18280
  )
18258
18281
 
18282
+ AI_REGULAR_ATTACK_WEIGHTS = Symbol(
18283
+ None,
18284
+ None,
18285
+ None,
18286
+ "AI_REGULAR_ATTACK_WEIGHTS",
18287
+ "The weight of the regular attack in the weighted random when the AI is deciding which move to use, depending on how many other attacks the AI can currently use.\nEach index in the array corresponds to the number of attacks (0-4) the AI can use (i.e., is enabled and has PP remaining).\n\ntype: uint16_t[5]",
18288
+ "int16_t[5]",
18289
+ )
18290
+
18259
18291
  LAST_RESORT_DAMAGE_MULT_TABLE = Symbol(
18260
18292
  None,
18261
18293
  None,
@@ -23593,6 +23625,15 @@ class NaItcmOverlay29Functions:
23593
23625
  None,
23594
23626
  )
23595
23627
 
23628
+ PlayEffectAnimation0x29 = Symbol(
23629
+ None,
23630
+ None,
23631
+ None,
23632
+ "PlayEffectAnimation0x29",
23633
+ "Calls PlayEffectAnimation with data from animation ID 0x29.\n\nr0: entity pointer",
23634
+ None,
23635
+ )
23636
+
23596
23637
  PlayEffectAnimation0x18E = Symbol(
23597
23638
  None,
23598
23639
  None,
@@ -24106,6 +24147,15 @@ class NaItcmOverlay29Functions:
24106
24147
  None,
24107
24148
  )
24108
24149
 
24150
+ SetActionStruggle = Symbol(
24151
+ None,
24152
+ None,
24153
+ None,
24154
+ "SetActionStruggle",
24155
+ "Sets a monster's action to action::ACTION_STRUGGLE, with a specified direction.\n\nr0: Pointer to the monster's action field\nr1: Direction in which to use the move. Gets stored in monster::action::direction.",
24156
+ None,
24157
+ )
24158
+
24109
24159
  SetActionUseMovePlayer = Symbol(
24110
24160
  None,
24111
24161
  None,
@@ -25393,6 +25443,15 @@ class NaItcmOverlay29Functions:
25393
25443
  None,
25394
25444
  )
25395
25445
 
25446
+ MonsterCannotAttack = Symbol(
25447
+ None,
25448
+ None,
25449
+ None,
25450
+ "MonsterCannotAttack",
25451
+ "Returns 0 if the entity has any of these conditions: sleep, nightmare, napping, frozen, wrapped/wrapping, petrified, cringe, paused, infatuated, paralysis. Also returns 0 if ShouldMonsterRunAway returns 1.\n\nr0: Entity pointer\nr1: If true, ignore sleep conditions (sleep, nightmare, napping) when checking if the entity cannot attack.\nreturn: bool",
25452
+ None,
25453
+ )
25454
+
25396
25455
  CanMonsterMoveInDirection = Symbol(
25397
25456
  None,
25398
25457
  None,
@@ -25447,12 +25506,21 @@ class NaItcmOverlay29Functions:
25447
25506
  None,
25448
25507
  )
25449
25508
 
25450
- ShouldMonsterRunAwayVariation = Symbol(
25509
+ ShouldMonsterRunAwayAndShowEffect = Symbol(
25451
25510
  None,
25452
25511
  None,
25453
25512
  None,
25454
- "ShouldMonsterRunAwayVariation",
25455
- "Calls ShouldMonsterRunAway and returns its result. It also calls another function if the result was true.\n\nr0: Entity pointer\nr1: ?\nreturn: Result of the call to ShouldMonsterRunAway",
25513
+ "ShouldMonsterRunAwayAndShowEffect",
25514
+ "Calls ShouldMonsterRunAway and returns its result. It also calls DisplayRunAwayIfTriggered if the result was true.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.\nreturn: Result of the call to ShouldMonsterRunAway",
25515
+ None,
25516
+ )
25517
+
25518
+ DisplayRunAwayIfTriggered = Symbol(
25519
+ None,
25520
+ None,
25521
+ None,
25522
+ "DisplayRunAwayIfTriggered",
25523
+ "If the Run Away ability has triggered on the entity and r1 is true, displays the visual 'poof' effect indicating Run Away.\n\nr0: Entity pointer\nr1: Boolean value. If true, display a visual 'poof' effect if the Run Away ability caused the monster to run away.",
25456
25524
  None,
25457
25525
  )
25458
25526
 
@@ -27346,6 +27414,15 @@ class NaItcmOverlay29Functions:
27346
27414
  None,
27347
27415
  )
27348
27416
 
27417
+ TargetRegularAttack = Symbol(
27418
+ None,
27419
+ None,
27420
+ None,
27421
+ "TargetRegularAttack",
27422
+ "Decides which direction the AI will use its regular attack in.\n\nr0: User entity pointer\nr1: [output] direction that the regular attack should be targeted at.\nr2: If true, the AI will ignore enemies that are petrified. If false, the AI will include petrified enemies when targeting.\nreturn: True if there is a target for the regular attack, false if there is no target.",
27423
+ None,
27424
+ )
27425
+
27349
27426
  IsTargetInRange = Symbol(
27350
27427
  None,
27351
27428
  None,
@@ -29996,6 +30073,10 @@ class NaItcmOverlay29Functions:
29996
30073
  None,
29997
30074
  )
29998
30075
 
30076
+ ShouldMonsterRunAwayVariation = _Deprecated(
30077
+ "ShouldMonsterRunAwayVariation", ShouldMonsterRunAwayAndShowEffect
30078
+ )
30079
+
29999
30080
 
30000
30081
  class NaItcmOverlay29Data:
30001
30082
 
@@ -30593,6 +30674,15 @@ class NaItcmOverlay29Data:
30593
30674
  "uint16_t",
30594
30675
  )
30595
30676
 
30677
+ DIRECTIONAL_BIT_MASKS = Symbol(
30678
+ None,
30679
+ None,
30680
+ None,
30681
+ "DIRECTIONAL_BIT_MASKS",
30682
+ "An array of one-hot bit masks corresponding to each direction_id. Used alongside tile->walkable_neighbor_flags to determine whether it's possible to move to a tile.",
30683
+ "uint8_t[8]",
30684
+ )
30685
+
30596
30686
  MONSTER_TREATMENT_DATA = Symbol(
30597
30687
  None,
30598
30688
  None,
@@ -32622,6 +32712,15 @@ class NaItcmRamData:
32622
32712
  "struct loaded_attack_sprite_data*",
32623
32713
  )
32624
32714
 
32715
+ MOBILITY_TYPE_TO_DUNGEON_MOBILITY_TYPE = Symbol(
32716
+ None,
32717
+ None,
32718
+ None,
32719
+ "MOBILITY_TYPE_TO_DUNGEON_MOBILITY_TYPE",
32720
+ "[Runtime] Used by GetMobilityTypeCheckSlip to determine if a monster with a mobility type of MOBILITY_WATER or MOBILITY_LAVA can cross the current dungeon's liquid (lava or water). Only the values at indexes 4 (MOBILITY_LAVA) and 5 (MOBILITY_WATER) are used. If the mobility type can cross the liquid in the current dungeon, the array value at the mobility type's index is MOBILITY_WATER. If not, the array value is MOBILITY_NORMAL.",
32721
+ "enum mobility_type[8]",
32722
+ )
32723
+
32625
32724
  AI_THROWN_ITEM_DIRECTION_IS_USED = Symbol(
32626
32725
  None,
32627
32726
  None,