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Turn head down after landing on space (#21)
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@ -3,59 +3,61 @@ BoardSpaceScripts:: ; used only for BANK(BoardSpaceScripts)
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BlueSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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wait 400
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scall LandedInRegularSpaceScript
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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RedSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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wait 400
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scall LandedInRegularSpaceScript
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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GreenSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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wait 400
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scall LandedInRegularSpaceScript
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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ItemSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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wait 400
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scall LandedInRegularSpaceScript
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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PokemonSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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wait 600
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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wait 200
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loadpikachudata
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startbattle
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reloadmapafterbattle
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wait 100
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scall LandedInRegularSpaceScript
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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MinigameSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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wait 600
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scall LandedInRegularSpaceScript
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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wait 200
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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EndSpaceScript::
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; fading out will kick before reaching HandleMapBackground, so update sprites after any change
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scall ArriveToRegularSpaceScript
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wait 400
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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playmusic MUSIC_TRAINER_VICTORY
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wait 600
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callasm .FadeOutSlow ; 800 ms
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@ -75,16 +77,19 @@ EndSpaceScript::
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GreySpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript
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wait 300
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turnobject PLAYER, DOWN
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wait 100
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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ArriveToRegularSpaceScript:
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playsound SFX_PRESENT
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callasm ArriveToRegularSpace
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callasm .ArriveToRegularSpace
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end
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ArriveToRegularSpace:
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.ArriveToRegularSpace:
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; load new space
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ld a, [wCurSpaceNextSpace]
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ld [wCurSpace], a
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@ -103,11 +108,17 @@ ArriveToRegularSpace:
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; update sprites
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jp UpdateActiveSprites
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LandedInRegularSpaceScript:
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callasm LandedInRegularSpace
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LandedInRegularSpaceScript_BeforeSpaceEffect:
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wait 300
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turnobject PLAYER, DOWN
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wait 100
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end
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LandedInRegularSpace:
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LandedInRegularSpaceScript_AfterSpaceEffect:
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callasm .LandedInRegularSpace
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end
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.LandedInRegularSpace:
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; disable the space effect (turn the space into a grey space)
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ld a, [wCurSpaceXCoord]
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add 4
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