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Resource Following Pokemon 1.4.1

WolfPP

Discord wolfppontes
Member
Joined
Aug 24, 2018
Posts
136
Hello, I am new to making anything with essentials and rpg maker. I need help making the events that will let pokemon follow. The example is a little hard to understand
Little Hard? So, let's draw.
First, open your RPG MAKER:
Example Image
Then, into the map where you want to show the following pokemon for the fist time, create a event and put "Dependent" into its name (can be an random area):
Example Image
Now, open you event and double click to open the option and find "Script" option:
Example Image
Then, write the code:
Code:
Expand Collapse Copy
pbPokemonFollow(Dependent's event number)
Example Image
Save clickin Apply-Ok or Ok and done.
 

pokemaster1794

Rookie
Member
Joined
Jun 2, 2019
Posts
3
Little Hard? So, let's draw.
First, open your RPG MAKER:
Example Image
Then, into the map where you want to show the following pokemon for the fist time, create a event and put "Dependent" into its name (can be an random area):
Example Image
Now, open you event and double click to open the option and find "Script" option:
Example Image
Then, write the code:
Code:
Expand Collapse Copy
pbPokemonFollow(Dependent's event number)
Example Image
Save clickin Apply-Ok or Ok and done.
Thank you!! That worked but now my pokemon are invisible so one problem solved another has popped up
 

WolfPP

Discord wolfppontes
Member
Joined
Aug 24, 2018
Posts
136
Because you didn't read the code:
Code:
Expand Collapse Copy
#Don't change

FOLLOWER_FILE_PATH = "Graphics/Characters/"

#The subfolder where your follower sprites are located

#Has to be within Graphics/Characters

FOLLOWER_FILE_DIR = ""

You need to put all OW sprites into Character Folder.
 

pokemaster1794

Rookie
Member
Joined
Jun 2, 2019
Posts
3
Because you didn't read the code:
Code:
Expand Collapse Copy
#Don't change

FOLLOWER_FILE_PATH = "Graphics/Characters/"

#The subfolder where your follower sprites are located

#Has to be within Graphics/Characters

FOLLOWER_FILE_DIR = ""

You need to put all OW sprites into Character Folder.
I read the code. I just had misplaced the OW sprites. It's working perfect now, thank you!
 
I've been adding a bunch of messages and thought I'd share to save everyone some typing. Yeah this includes the stuff from my old resource too!

Notes:
I prefer to use {2} for the player's name, so search and replace that text if you prefer messages to use "you" in messages. Same goes for me using {1} for the Pokemon's name, instead of ever using "your pokemon".
Sorry if there's repeats from the vanilla version, I'm just pasting straight from my game and hopefully there's at least a move route added.

Don't credit me, just go ahead and use any pieces you want!

Ruby:
Expand Collapse Copy
#===============================================================================
# *Weather Specific Messages
#=============================================================================== 
#Raining on a Fire type     
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:FIRE)
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems very upset the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is shivering...",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looks upset for some reason.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} tried to blow out a fireball, but couldn't.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} keeps trying to shake itself dry...",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1}'s flames are weaker than usual.",e.name,$Trainer.name))
        end

#Raining on a Rock type     
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:ROCK)
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems very upset the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} moved closer to {2} for comfort.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looks upset for some reason.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} doesn’t seem to like being all wet...",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} keeps trying to shake itself dry...",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is looking up at the sky and scowling.",e.name,$Trainer.name))
        end
        
#Raining on a Ground type     
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:GROUND)
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(7)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems very upset the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} moved closer to {2} for comfort.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looks upset for some reason.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} doesn’t seem to like being all wet...",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} keeps trying to shake itself dry...",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is looking up at the sky and scowling.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} seems to be having difficulty moving its body.",e.name,$Trainer.name))
        end
        
#Raining on a Water type           
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:WATER)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(9)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to be happy about the rain!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems to be very surprised that it’s raining!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is dancing and splashing around!",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} beamed happily at {2}!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is gazing up at the rainclouds.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("The rain only seems to make {1} more energetic!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("Raindrops keep falling on {1}.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} spat out a stream of water!",e.name,$Trainer.name))
        end
        
#Raining on a Grass type           
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:GRASS)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(5)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to be happy about the rain.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems to be very surprised that it’s raining!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The raindrops falling on {1} don't seem to bother it at all.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is looking up with its mouth gaping open.",e.name,$Trainer.name))
        end 

#Raining           
      elsif $game_screen.weather_type==PBFieldWeather::Rain
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is staring up at the sky.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} looks a bit surprised to see rain.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} keeps trying to shake itself dry.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The rain doesn't seem to bother {1} much.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is playing in a puddle!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is slipping in the water and almost fell over!",e.name,$Trainer.name))
        end 
  
#Storming on an Electric type         
      elsif $game_screen.weather_type==PBFieldWeather::Storm && e.hasType?(:ELECTRIC)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is staring up at the sky.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("The storm seems to be making {1} excited.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looked up at the sky and shouted loudly!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The storm only seems to be energizing {1}!",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is happily zapping and jumping in circles!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("The lightning doesn't bother {1} at all.",e.name,$Trainer.name))
          end
        
#Storming         
      elsif $game_screen.weather_type==PBFieldWeather::Storm
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(5)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is staring up at the sky.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("The storm seems to be making {1} a bit nervous.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The lightning startled {1}!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The weather seems to be putting {1} on edge.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} was startled by the lightning and snuggled up to {2}!",e.name,$Trainer.name))
        end

#Snowing on an Ice type         
      elsif $game_screen.weather_type==PBFieldWeather::Snow && e.hasType?(:ICE)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(5)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is watching the snow fall.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is thrilled by the snow!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is staring up at the sky with a smile.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The snow seems to have put {1} in a good mood.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is cheerful because of the cold!",e.name,$Trainer.name))
        end

#Snowing         
      elsif $game_screen.weather_type==PBFieldWeather::Snow
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is watching the snow fall.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is nipping at the falling snowflakes.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} wants to catch a snowflake in its' mouth.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is facinated by the snow.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1}’s teeth are chattering!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} made its body slightly smaller because of the cold...",e.name,$Trainer.name))
        end

#Blizzard on an Ice type         
      elsif $game_screen.weather_type==PBFieldWeather::Blizzard && e.hasType?(:ICE)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is watching the hail fall.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} isn't bothered at all by the hail.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is staring up at the sky with a smile.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The hail seems to have put {1} in a good mood.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is gnawing on a piece of hail.",e.name,$Trainer.name))
        end
        
#Blizzard         
      elsif $game_screen.weather_type==PBFieldWeather::Blizzard
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(5)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is getting pelted by hail!",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} wants to avoid the hail.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The hail is hitting {1} painfully.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks unhappy.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("Waah! {1} shivered!",e.name,$Trainer.name))
        end
 
#Sandstorm on a Ground type       
      elsif $game_screen.weather_type==PBFieldWeather::Sandstorm && e.hasType?(:GROUND) 
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is coated in sand.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("The weather doesn't seem to bother {1} at all!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The sand can't slow {1} down!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is enjoying the weather.",e.name,$Trainer.name))
        end
 
#Sandstorm on a Rock type       
      elsif $game_screen.weather_type==PBFieldWeather::Sandstorm && e.hasType?(:ROCK) 
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is coated in sand.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("The weather doesn't seem to bother {1} at all!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The sand can't slow {1} down!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is enjoying the weather.",e.name,$Trainer.name))
        end
        
#Sandstorm on a Steel type       
      elsif $game_screen.weather_type==PBFieldWeather::Sandstorm && e.hasType?(:STEEL) 
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is coated in sand, but doesn't seem to mind.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems unbothered by the sandstorm.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The sand doesn't slow {1} down.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} doesn't seem to mind the weather.",e.name,$Trainer.name))
        end
        
#Sandstorm       
      elsif $game_screen.weather_type==PBFieldWeather::Sandstorm 
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is covered in sand...",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} spat out a mouthful of sand!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is squinting through the sandstorm.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The sand seems to be bothering {1}.",e.name,$Trainer.name))
        end
        
#Sun on a Fire type       
      elsif $game_screen.weather_type==PBFieldWeather::Sun && e.hasType?(:FIRE)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(10)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to be happy about the great weather!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is enjoying the heat.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks thrilled by the sunshine!",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("The bright sunlight doesn't seem to bother {1} at all.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} emitted fire and shouted!",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is vigorously breathing fire!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} blew out a fireball.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} blew out a couple of fireballs.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is breathing out fire!",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is hot and cheerful!",e.name,$Trainer.name))
        end

#Sun on a Grass type         
      elsif $game_screen.weather_type==PBFieldWeather::Sun && e.hasType?(:GRASS)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(9)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems pleased to be out in the sunshine.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is sunning itself.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is soaking up the sunshine.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("The bright sunlight doesn't seem to bother {1} at all.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} sent a ring-shaped cloud of spores into the air!",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is feeling eager!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is stretched out its body and is relaxing in the sunshine.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is giving off a floral scent.",e.name,$Trainer.name))
        end

#Sun on a Dark type       
      elsif $game_screen.weather_type==PBFieldWeather::Sun && e.hasType?(:DARK)
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is glaring up at the sky.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems personally offended by the sunshine.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The bright sunshine seems to bothering {1}.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks upset for some reason.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is trying to stay in {2}'s shadow.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} keeps looking for shelter from the sunlight.",e.name,$Trainer.name))
        end
        
#Sunny Day         
      elsif $game_screen.weather_type==PBFieldWeather::Sun
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(8)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is squinting in the bright sunshine.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is starting to sweat.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems a little uncomfortable in this weather.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks a little overheated.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("The bright sunlight seems to be bothering {1} a little.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} seems very hot...",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} shielded its vision against the sparkling light!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} seems to be unhappy that it’s hot...",e.name,$Trainer.name))
        end
Ruby:
Expand Collapse Copy
#===============================================================================
# *Map Specific Messages
#===============================================================================     
#Map's name has "Pokémon Center" in it
      elsif mapname.include?("Pokémon Center")
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(11)
            if random3==0
          Kernel.pbMessage(_INTL("{1} looks happy to see the nurse.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} looks a little better just being in the Pokémon Center.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems fascinated by the healing machinery.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks like it wants to take a nap.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is relaxing.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} chirped a greeting at the nurse.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is watching {2} with a playful gaze.",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} feels safer just by being in the Pokémon Center.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} seems to be completely at ease.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is making itself comfortable.",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("There's a content expression on {1}'s face.",e.name,$Trainer.name))
        end
      
#Map's name has "Forest" in it
      elsif mapname.include?("Forest")
            $scene.spriteset.addUserAnimation(Emo_sing, pos_x, pos_y-2)
            pbWait(50)
            random3=rand(23)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems highly interested in the trees.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to enjoy the buzzing of the bug Pokémon.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is jumping around restlessly in the forest.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is wandering around and listening to the different sounds.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is munching at the grass.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is wandering around and enjoying the forest scenery.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} seems highly interested in the trees.",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is playing around, plucking bits of grass.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is staring at the light coming through the trees.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is playing around with a leaf!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} seems to relax as it hears the sound of rustling leaves...",e.name,$Trainer.name))
      elsif random3=11
          Kernel.pbMessage(_INTL("{1} seems to be listening to the sound of rustling leaves.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is playing around, touching the leaves.",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} seems completely at ease.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} is standing perfectly still and might be imitating a tree...",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} got tangled in the branches and almost fell down!",e.name,$Trainer.name))
      elsif random3==16
          Kernel.pbMessage(_INTL("{1} was surprised when it got hit by a branch!",e.name,$Trainer.name))
      elsif random3==17
          Kernel.pbMessage(_INTL("{1} is playing around in the fallen leaves.",e.name,$Trainer.name))
      elsif random3==18
          Kernel.pbMessage(_INTL("{1} is wandering around and enjoying the forest scenery.",e.name,$Trainer.name))
      elsif random3==19
          Kernel.pbMessage(_INTL("{1} is munching at the grass.",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} is playing around, pulling out the grass!",e.name,$Trainer.name))
      elsif random3==21
          Kernel.pbMessage(_INTL("{1} is playing around, plucking bits of grass.",e.name,$Trainer.name))
      elsif random3==22
          Kernel.pbMessage(_INTL("{1} is looking around restlessly at the forest.",e.name,$Trainer.name))
        end

#Map's name has "Gym" in it
      elsif mapname.include?("Gym")
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(14)
            if random3==0
          Kernel.pbMessage(_INTL("{1} looks eager to battle!",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is looking at {2} with a determined gleam in its' eye.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is trying to intimidate the other trainers.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1}'s body is ready.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} trusts {2} to come up with a winning strategy.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is keeping an eye on the gym leader.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is ready to pick a fight with someone.",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} looks like it might be preparing for a big showdown!",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} let out a battle cry!",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} wants to show off how strong it is!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} nodded slowly.",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is...doing warm-up exercises?",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is growling quietly in contemplation...",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("Looks like {1} is prepared for a big showdown!",e.name,$Trainer.name))
        end 

#Map's name has "Beach" in it
     elsif mapname.include?("Beach")
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(15)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the scenery.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to enjoy the sound of the waves moving the sand.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looks like it wants to swim!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} can barely look away from the ocean.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is staring longingly at the water.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} keeps trying to shove {2} towards the water.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is excited to be looking at the sea!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is staring at the sea.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is happily watching the waves!",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is listening intently to the sound of the waves.",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is playing on the sand!",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is staring intently at the surging sea.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is happily watching the waves!",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} is staring at {2}'s footprints in the sand.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} is rolling around in the sand.",e.name,$Trainer.name))
        end

Random Messages if none of the above apply
Ruby:
Expand Collapse Copy
#Music Note Emoji       
      elsif random1==0
            $scene.spriteset.addUserAnimation(Emo_sing, pos_x, pos_y-2)
            pbWait(50)
            random3=rand(30)
           if random3==0
          Kernel.pbMessage(_INTL("{1} seems to want to play with {2}.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is singing and humming.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is looking up at {2} with a happy expression.",e.name,$Trainer.name))
      elsif random3==3
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} swayed and danced around as it pleased.",e.name,$Trainer.name))
      elsif random3==4
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is jumping around in a carefree way!",e.name,$Trainer.name))
      elsif random3==5
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is showing off its agility!",e.name,$Trainer.name))
      elsif random3==6
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,PBMoveRoute::TurnUp])
          Kernel.pbMessage(_INTL("{1} is moving around happily!",e.name,$Trainer.name))
      elsif random3==7
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("Whoa! {1} suddenly started dancing in happiness!",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is steadily keeping up with {2}!",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} seems to want to play with {2}.",e.name,$Trainer.name))
      elsif random3==10
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is happy skipping about.",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is playfully nibbling at the ground.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is playfully nipping at {2}'s feet!",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} is following {2} very closely!",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} turns around and looks at {2}.",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} is working hard to show off its mighty power!",e.name))
      elsif random3==16
          Kernel.pbMessage(_INTL("{1} looks like it wants to run around!",e.name,$Trainer.name))
      elsif random3==17
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("Whoa! {1} suddenly danced in happiness!",e.name,$Trainer.name))
      elsif random3==18
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is wandering around enjoying the scenery.",e.name,$Trainer.name))
      elsif random3==19
          Kernel.pbMessage(_INTL("{1} seems to be enjoying this a little bit!",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} is cheerful!",e.name,$Trainer.name))
      elsif random3==21
          Kernel.pbMessage(_INTL("{1} seems to be singing something?",e.name,$Trainer.name))
      elsif random3==22
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is dancing around happily!",e.name,$Trainer.name))
      elsif random3==23
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is having fun dancing a lively jig!",e.name,$Trainer.name))
      elsif random3==24
          Kernel.pbMessage(_INTL("{1} is so happy, it started singing!",e.name,$Trainer.name))
      elsif random3==25
          Kernel.pbMessage(_INTL("{1} looked up and howled!",e.name,$Trainer.name))
            elsif random3==26
          Kernel.pbMessage(_INTL("{1} seems to be feeling optimistic.",e.name,$Trainer.name))
            elsif random3==27
          Kernel.pbMessage(_INTL("It looks like {1} feels like dancing!",e.name,$Trainer.name))
            elsif random3==28
          Kernel.pbMessage(_INTL("{1} Suddenly started to sing! It seems to be feeling great.",e.name,$Trainer.name))
            elsif random3==29
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("It looks like {1} wants to dance with {2}!",e.name,$Trainer.name))
        end
Ruby:
Expand Collapse Copy
#Hate/Angry Face emoji           
      elsif random1==1
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(10)
            if random3==0
          Kernel.pbMessage(_INTL("{1} let out a roar!",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is making a face like it's angry!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems to be angry for some reason.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} chewed on {2}'s feet.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} turned to face the other way, showing a defiant expression.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} let out a roar!",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is trying to intimidate {2}'s foes!",e.name,$Trainer.name))
            elsif random3==7
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} wants to pick a fight!",e.name,$Trainer.name))
            elsif random3==8
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is ready to fight!",e.name,$Trainer.name))
            elsif random3==9
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("It looks like {1} will fight just about anyone right now!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is growling in a way that sounds almost like speech...",e.name,$Trainer.name))   
        end
Ruby:
Expand Collapse Copy
#... Emoji           
      elsif random1==2
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(36)
            if random3==0
              Kernel.pbMessage(_INTL("{1} is looking down steadily.",e.name,$Trainer.name))
      elsif random3==1
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is sniffing around.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is concentrating deeply.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} faced {2} and nodded.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is glaring straight into {2}'s eyes.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is looking down steadily.",e.name,$Trainer.name))
      elsif random3==6
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is surveying the area.",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} focused with a sharp gaze!",e.name,$Trainer.name))
      elsif random3==8
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is looking around absentmindedly.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} yawned very loudly!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is relaxing comfortably.",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is focusing its attention on {2}.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is staring intently at nothing.",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} is concentrating.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} faced {2} and nodded.",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} is looking at {2}'s footprints.",e.name,$Trainer.name))
      elsif random3==16
          Kernel.pbMessage(_INTL("{1} is staring straight into {2}'s eyes.",e.name,$Trainer.name))
      elsif random3==17
          Kernel.pbMessage(_INTL("{1} seems to want to play and is gazing at {2} expectedly.",e.name,$Trainer.name))
      elsif random3==18
          Kernel.pbMessage(_INTL("{1} seems to be thinking deeply about something.",e.name,$Trainer.name))
            elsif random3==19
          Kernel.pbMessage(_INTL("{1} isn't paying attention to {2}...Seems it's thinking about something else.",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} seems to be feeling serious.",e.name,$Trainer.name))
            elsif random3==21
          Kernel.pbMessage(_INTL("{1} seems disinterested.",e.name,$Trainer.name))
            elsif random3==22
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1}'s mind seems to be elsewhere.",e.name,$Trainer.name))
            elsif random3==23
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} seems to be observing the surroundings instead of watching {2}.",e.name,$Trainer.name))
            elsif random3==24
          Kernel.pbMessage(_INTL("{1} looks a bit bored.",e.name,$Trainer.name))
            elsif random3==25
          Kernel.pbMessage(_INTL("{1} has an intense look on its' face.",e.name,$Trainer.name))
            elsif random3==26
          Kernel.pbMessage(_INTL("{1} is staring off into the distance.",e.name,$Trainer.name))
            elsif random3==27
          Kernel.pbMessage(_INTL("{1} seems to be carefully examining {2}'s face.",e.name,$Trainer.name))
            elsif random3==28
          Kernel.pbMessage(_INTL("{1} seems to be trying to communicate with its' eyes.",e.name,$Trainer.name))
            elsif random3==29
          Kernel.pbMessage(_INTL("...{1} seems to have sneezed!",e.name,$Trainer.name))
      elsif random3==30
          Kernel.pbMessage(_INTL("...{1} noticed that {2}'s shoes are a bit dirty.",e.name,$Trainer.name))
      elsif random3==31
          Kernel.pbMessage(_INTL("Seems {1} ate something strange, it's making an odd face... ",e.name,$Trainer.name))
      elsif random3==32
          Kernel.pbMessage(_INTL("{1} seems to be smelling something good.",e.name,$Trainer.name))
      elsif random3==33
          Kernel.pbMessage(_INTL("{1} noticed that {2}' Bag has a little dirt on it...",e.name,$Trainer.name))
      elsif random3==34
          Kernel.pbMessage(_INTL("...",e.name,$Trainer.name))
      elsif random3==35
          Kernel.pbMessage(_INTL("...... ...... ...... ...... ...... ...... ...... ...... ...... ...... ...... {1} silently nodded!",e.name,$Trainer.name))
              end
Ruby:
Expand Collapse Copy
#Happy Face emoji           
      elsif random1==3
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(29)
            if random3==0
          Kernel.pbMessage(_INTL("{1} began poking {2}.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} looks very happy.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} happily cuddled up to {2}.",e.name,$Trainer.name))
      elsif random3==3
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is so happy that it can't stand still.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} looks like it wants to lead!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is coming along happily.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} seems to be feeling great about walking with {2}!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is glowing with health.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} looks very happy.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} put in extra effort just for {2}!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is smelling the scents of the surounding air.",e.name,$Trainer.name))
      elsif random3==11
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is jumping for joy!",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is still feeling great!",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} stretched out its body and is relaxing.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} is doing its' best to keep up with {2}.",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} is happily cuddling up to {2}!",e.name,$Trainer.name))
      elsif random3==16
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is full of energy!",e.name,$Trainer.name))
      elsif random3==17
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is so happy that it can't stand still!",e.name,$Trainer.name))
      elsif random3==18
          Kernel.pbMessage(_INTL("{1} is very eager!",e.name,$Trainer.name))
      elsif random3==19
          Kernel.pbMessage(_INTL("{1} is wandering around and listening to the different sounds.",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} gives {2} a happy look and a smile.",e.name,$Trainer.name))
      elsif random3==21
          Kernel.pbMessage(_INTL("{1} started breathing roughly through its nose in excitement!",e.name,$Trainer.name))
      elsif random3==22
          Kernel.pbMessage(_INTL("{1} is trembling with eagerness!",e.name,$Trainer.name))
      elsif random3==23
          Kernel.pbMessage(_INTL("{1} is so happy, it started rolling around.",e.name,$Trainer.name))
      elsif random3==24
          Kernel.pbMessage(_INTL("{1} looks thrilled at getting attention from {2}.",e.name,$Trainer.name))
            elsif random3==24
          Kernel.pbMessage(_INTL("{1} seems very pleased that {2} is noticing it!",e.name,$Trainer.name))
            elsif random3==25
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} started wriggling its' entire body with excitement!",e.name,$Trainer.name))
            elsif random3==26
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is so excited that it can't seem to stay still!",e.name,$Trainer.name))
            elsif random3==27
          Kernel.pbMessage(_INTL("It seems like {1} can barely keep itself from hugging {2}!",e.name,$Trainer.name))
      elsif random3==28
          Kernel.pbMessage(_INTL("{1} is keeping close to {2}'s feet",e.name,$Trainer.name)) 
        end
Ruby:
Expand Collapse Copy
#Heart Emoji
      elsif random1==4
            $scene.spriteset.addUserAnimation(Emo_love, pos_x, pos_y-2)
            pbWait(70)
           random3=rand(23)
            if random3==0
          Kernel.pbMessage(_INTL("{1} suddenly started walking closer to {2}.",e.name,$Trainer.name))
      elsif random3==1
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("Woah! {1} suddenly hugged {2}.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is rubbing up against {2}.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is keeping close to {2}.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} blushed.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} loves spending time with {2}!",e.name,$Trainer.name))
      elsif random3==6
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is suddenly playful!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is rubbing against {2}'s legs!",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} blushes.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is regarding {2} with adoration!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} seems to want some affection from {2}.",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} seems to want some attention from {2}.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} seems happy travelling with {2}.",e.name,$Trainer.name))
            elsif random3==13
          Kernel.pbMessage(_INTL("{1} seems to be feeling affectionate towards {2}.",e.name,$Trainer.name))
            elsif random3==14
          Kernel.pbMessage(_INTL("{1} is looking at {2} with loving eyes.",e.name,$Trainer.name))
            elsif random3==15
          Kernel.pbMessage(_INTL("{1} looks like it wants a treat from {2}.",e.name,$Trainer.name))
            elsif random3==16
          Kernel.pbMessage(_INTL("{1} looks like it wants {2} to pet it!",e.name,$Trainer.name))
            elsif random3==17
          Kernel.pbMessage(_INTL("{1} is rubbing itself against {2} affectionately.",e.name,$Trainer.name))
            elsif random3==18
          Kernel.pbMessage(_INTL("{1} bumps its' head gently against {2}'s hand.",e.name,$Trainer.name))
            elsif random3==19
          Kernel.pbMessage(_INTL("{1} rolls over and looks at {2} expectantly.",e.name,$Trainer.name))
            elsif random3==20
          Kernel.pbMessage(_INTL("{1} is looking at {2} with trusting eyes.",e.name,$Trainer.name))
            elsif random3==21
          Kernel.pbMessage(_INTL("{1} seems to be begging {2} for some affection!",e.name,$Trainer.name))
      elsif random3==22
          Kernel.pbMessage(_INTL("{1} mimicked {2}!",e.name,$Trainer.name))   
        end
Ruby:
Expand Collapse Copy
#No Emoji           
      elsif random1==5
           random3=rand(25)
            if random3==0
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} spun around in a circle!",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} let out a battle cry.",e.name,$Trainer.name))
      elsif random3==2
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is on the lookout!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is standing patiently.",e.name,$Trainer.name))
      elsif random3==4
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is looking around restlessly.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is wandering around.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} yawned loudly!",e.name,$Trainer.name))
      elsif random3==7
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is looking around restlessly.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is steadily poking at the ground around {2}'s feet.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is looking at {2} and smiling.",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is very eager!",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is staring intently into the distance.",e.name,$Trainer.name))
      elsif random3==12
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is on the lookout!",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} is keeping up with {2}.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} looks pleased with itself.",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} is still going strong!",e.name,$Trainer.name))
      elsif random3==16
          Kernel.pbMessage(_INTL("{1} is walking in sync with {2}.",e.name,$Trainer.name))
      elsif random3==17
                        FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} started spinning around in circles.",e.name,$Trainer.name))
      elsif random3==18
          Kernel.pbMessage(_INTL("{1} looks at {2} with anticipation.",e.name,$Trainer.name))
      elsif random3==19
          Kernel.pbMessage(_INTL("{1} fell down and looks a little embarrassed.",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} is waiting to see what {2} will do.",e.name,$Trainer.name))
      elsif random3==21
          Kernel.pbMessage(_INTL("{1} is calmly watching {2}.",e.name,$Trainer.name))
            elsif random3==22
          Kernel.pbMessage(_INTL("{1} is looking to {2} for some kind of cue.",e.name,$Trainer.name))
            elsif random3==23
          Kernel.pbMessage(_INTL("{1} is staying in place, waiting for {2} to make a move.",e.name,$Trainer.name))
            elsif random3==24
          Kernel.pbMessage(_INTL("{1} obidiently sat down at {2}'s feet.",e.name,$Trainer.name))
      elsif random3==25
                        FollowingMoveRoute([
        PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} jumped in surprise!",e.name,$Trainer.name))   
      elsif random3==26
                        FollowingMoveRoute([
        PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} jumped a little!",e.name,$Trainer.name))   
        
          end
 

Invatorzen

Umbra Dev
Member
Joined
Aug 5, 2017
Posts
63
I've been adding a bunch of messages and thought I'd share to save everyone some typing. Yeah this includes the stuff from my old resource too!

Notes:
I prefer to use {2} for the player's name, so search and replace that text if you prefer messages to use "you" in messages. Same goes for me using {1} for the Pokemon's name, instead of ever using "your pokemon".
Sorry if there's repeats from the vanilla version, I'm just pasting straight from my game and hopefully there's at least a move route added.

Don't credit me, just go ahead and use any pieces you want!

Ruby:
Expand Collapse Copy
#===============================================================================
# *Weather Specific Messages
#===============================================================================
#Raining on a Fire type    
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:FIRE)
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems very upset the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is shivering...",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looks upset for some reason.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} tried to blow out a fireball, but couldn't.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} keeps trying to shake itself dry...",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1}'s flames are weaker than usual.",e.name,$Trainer.name))
        end

#Raining on a Rock type    
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:ROCK)
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems very upset the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} moved closer to {2} for comfort.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looks upset for some reason.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} doesn’t seem to like being all wet...",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} keeps trying to shake itself dry...",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is looking up at the sky and scowling.",e.name,$Trainer.name))
        end
       
#Raining on a Ground type    
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:GROUND)
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(7)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems very upset the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} moved closer to {2} for comfort.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looks upset for some reason.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} doesn’t seem to like being all wet...",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} keeps trying to shake itself dry...",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is looking up at the sky and scowling.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} seems to be having difficulty moving its body.",e.name,$Trainer.name))
        end
       
#Raining on a Water type          
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:WATER)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(9)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to be happy about the rain!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems to be very surprised that it’s raining!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is dancing and splashing around!",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} beamed happily at {2}!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is gazing up at the rainclouds.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("The rain only seems to make {1} more energetic!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("Raindrops keep falling on {1}.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} spat out a stream of water!",e.name,$Trainer.name))
        end
       
#Raining on a Grass type          
      elsif $game_screen.weather_type==PBFieldWeather::Rain && e.hasType?(:GRASS)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(5)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to be happy about the rain.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems to be very surprised that it’s raining!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The raindrops falling on {1} don't seem to bother it at all.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is looking up with its mouth gaping open.",e.name,$Trainer.name))
        end

#Raining          
      elsif $game_screen.weather_type==PBFieldWeather::Rain
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is staring up at the sky.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} looks a bit surprised to see rain.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} keeps trying to shake itself dry.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The rain doesn't seem to bother {1} much.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is playing in a puddle!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is slipping in the water and almost fell over!",e.name,$Trainer.name))
        end
 
#Storming on an Electric type        
      elsif $game_screen.weather_type==PBFieldWeather::Storm && e.hasType?(:ELECTRIC)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is staring up at the sky.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("The storm seems to be making {1} excited.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looked up at the sky and shouted loudly!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The storm only seems to be energizing {1}!",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is happily zapping and jumping in circles!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("The lightning doesn't bother {1} at all.",e.name,$Trainer.name))
          end
       
#Storming        
      elsif $game_screen.weather_type==PBFieldWeather::Storm
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(5)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is staring up at the sky.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("The storm seems to be making {1} a bit nervous.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The lightning startled {1}!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The weather seems to be putting {1} on edge.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} was startled by the lightning and snuggled up to {2}!",e.name,$Trainer.name))
        end

#Snowing on an Ice type        
      elsif $game_screen.weather_type==PBFieldWeather::Snow && e.hasType?(:ICE)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(5)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is watching the snow fall.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is thrilled by the snow!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is staring up at the sky with a smile.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The snow seems to have put {1} in a good mood.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is cheerful because of the cold!",e.name,$Trainer.name))
        end

#Snowing        
      elsif $game_screen.weather_type==PBFieldWeather::Snow
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is watching the snow fall.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is nipping at the falling snowflakes.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} wants to catch a snowflake in its' mouth.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is facinated by the snow.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1}’s teeth are chattering!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} made its body slightly smaller because of the cold...",e.name,$Trainer.name))
        end

#Blizzard on an Ice type        
      elsif $game_screen.weather_type==PBFieldWeather::Blizzard && e.hasType?(:ICE)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is watching the hail fall.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} isn't bothered at all by the hail.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is staring up at the sky with a smile.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The hail seems to have put {1} in a good mood.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is gnawing on a piece of hail.",e.name,$Trainer.name))
        end
       
#Blizzard        
      elsif $game_screen.weather_type==PBFieldWeather::Blizzard
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(5)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is getting pelted by hail!",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} wants to avoid the hail.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The hail is hitting {1} painfully.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks unhappy.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("Waah! {1} shivered!",e.name,$Trainer.name))
        end

#Sandstorm on a Ground type      
      elsif $game_screen.weather_type==PBFieldWeather::Sandstorm && e.hasType?(:GROUND)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is coated in sand.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("The weather doesn't seem to bother {1} at all!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The sand can't slow {1} down!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is enjoying the weather.",e.name,$Trainer.name))
        end

#Sandstorm on a Rock type      
      elsif $game_screen.weather_type==PBFieldWeather::Sandstorm && e.hasType?(:ROCK)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is coated in sand.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("The weather doesn't seem to bother {1} at all!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The sand can't slow {1} down!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is enjoying the weather.",e.name,$Trainer.name))
        end
       
#Sandstorm on a Steel type      
      elsif $game_screen.weather_type==PBFieldWeather::Sandstorm && e.hasType?(:STEEL)
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is coated in sand, but doesn't seem to mind.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems unbothered by the sandstorm.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The sand doesn't slow {1} down.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} doesn't seem to mind the weather.",e.name,$Trainer.name))
        end
       
#Sandstorm      
      elsif $game_screen.weather_type==PBFieldWeather::Sandstorm
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(4)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is covered in sand...",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} spat out a mouthful of sand!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is squinting through the sandstorm.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("The sand seems to be bothering {1}.",e.name,$Trainer.name))
        end
       
#Sun on a Fire type      
      elsif $game_screen.weather_type==PBFieldWeather::Sun && e.hasType?(:FIRE)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(10)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to be happy about the great weather!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is enjoying the heat.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks thrilled by the sunshine!",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("The bright sunlight doesn't seem to bother {1} at all.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} emitted fire and shouted!",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is vigorously breathing fire!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} blew out a fireball.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} blew out a couple of fireballs.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is breathing out fire!",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is hot and cheerful!",e.name,$Trainer.name))
        end

#Sun on a Grass type        
      elsif $game_screen.weather_type==PBFieldWeather::Sun && e.hasType?(:GRASS)
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(9)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the weather.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems pleased to be out in the sunshine.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is sunning itself.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is soaking up the sunshine.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("The bright sunlight doesn't seem to bother {1} at all.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} sent a ring-shaped cloud of spores into the air!",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is feeling eager!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is stretched out its body and is relaxing in the sunshine.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is giving off a floral scent.",e.name,$Trainer.name))
        end

#Sun on a Dark type      
      elsif $game_screen.weather_type==PBFieldWeather::Sun && e.hasType?(:DARK)
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(6)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is glaring up at the sky.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems personally offended by the sunshine.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("The bright sunshine seems to bothering {1}.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks upset for some reason.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is trying to stay in {2}'s shadow.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} keeps looking for shelter from the sunlight.",e.name,$Trainer.name))
        end
       
#Sunny Day        
      elsif $game_screen.weather_type==PBFieldWeather::Sun
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(8)
            if random3==0
          Kernel.pbMessage(_INTL("{1} is squinting in the bright sunshine.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is starting to sweat.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems a little uncomfortable in this weather.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks a little overheated.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("The bright sunlight seems to be bothering {1} a little.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} seems very hot...",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} shielded its vision against the sparkling light!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} seems to be unhappy that it’s hot...",e.name,$Trainer.name))
        end
Ruby:
Expand Collapse Copy
#===============================================================================
# *Map Specific Messages
#===============================================================================    
#Map's name has "Pokémon Center" in it
      elsif mapname.include?("Pokémon Center")
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(11)
            if random3==0
          Kernel.pbMessage(_INTL("{1} looks happy to see the nurse.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} looks a little better just being in the Pokémon Center.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems fascinated by the healing machinery.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} looks like it wants to take a nap.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is relaxing.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} chirped a greeting at the nurse.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is watching {2} with a playful gaze.",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} feels safer just by being in the Pokémon Center.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} seems to be completely at ease.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is making itself comfortable.",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("There's a content expression on {1}'s face.",e.name,$Trainer.name))
        end
     
#Map's name has "Forest" in it
      elsif mapname.include?("Forest")
            $scene.spriteset.addUserAnimation(Emo_sing, pos_x, pos_y-2)
            pbWait(50)
            random3=rand(23)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems highly interested in the trees.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to enjoy the buzzing of the bug Pokémon.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is jumping around restlessly in the forest.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is wandering around and listening to the different sounds.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is munching at the grass.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is wandering around and enjoying the forest scenery.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} seems highly interested in the trees.",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is playing around, plucking bits of grass.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is staring at the light coming through the trees.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is playing around with a leaf!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} seems to relax as it hears the sound of rustling leaves...",e.name,$Trainer.name))
      elsif random3=11
          Kernel.pbMessage(_INTL("{1} seems to be listening to the sound of rustling leaves.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is playing around, touching the leaves.",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} seems completely at ease.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} is standing perfectly still and might be imitating a tree...",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} got tangled in the branches and almost fell down!",e.name,$Trainer.name))
      elsif random3==16
          Kernel.pbMessage(_INTL("{1} was surprised when it got hit by a branch!",e.name,$Trainer.name))
      elsif random3==17
          Kernel.pbMessage(_INTL("{1} is playing around in the fallen leaves.",e.name,$Trainer.name))
      elsif random3==18
          Kernel.pbMessage(_INTL("{1} is wandering around and enjoying the forest scenery.",e.name,$Trainer.name))
      elsif random3==19
          Kernel.pbMessage(_INTL("{1} is munching at the grass.",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} is playing around, pulling out the grass!",e.name,$Trainer.name))
      elsif random3==21
          Kernel.pbMessage(_INTL("{1} is playing around, plucking bits of grass.",e.name,$Trainer.name))
      elsif random3==22
          Kernel.pbMessage(_INTL("{1} is looking around restlessly at the forest.",e.name,$Trainer.name))
        end

#Map's name has "Gym" in it
      elsif mapname.include?("Gym")
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(14)
            if random3==0
          Kernel.pbMessage(_INTL("{1} looks eager to battle!",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is looking at {2} with a determined gleam in its' eye.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is trying to intimidate the other trainers.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1}'s body is ready.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} trusts {2} to come up with a winning strategy.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is keeping an eye on the gym leader.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is ready to pick a fight with someone.",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} looks like it might be preparing for a big showdown!",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} let out a battle cry!",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} wants to show off how strong it is!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} nodded slowly.",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is...doing warm-up exercises?",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is growling quietly in contemplation...",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("Looks like {1} is prepared for a big showdown!",e.name,$Trainer.name))
        end

#Map's name has "Beach" in it
     elsif mapname.include?("Beach")
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(15)
            if random3==0
          Kernel.pbMessage(_INTL("{1} seems to be enjoying the scenery.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} seems to enjoy the sound of the waves moving the sand.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} looks like it wants to swim!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} can barely look away from the ocean.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is staring longingly at the water.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} keeps trying to shove {2} towards the water.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is excited to be looking at the sea!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is staring at the sea.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is happily watching the waves!",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is listening intently to the sound of the waves.",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is playing on the sand!",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is staring intently at the surging sea.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is happily watching the waves!",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} is staring at {2}'s footprints in the sand.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} is rolling around in the sand.",e.name,$Trainer.name))
        end

Random Messages if none of the above apply
Ruby:
Expand Collapse Copy
#Music Note Emoji      
      elsif random1==0
            $scene.spriteset.addUserAnimation(Emo_sing, pos_x, pos_y-2)
            pbWait(50)
            random3=rand(30)
           if random3==0
          Kernel.pbMessage(_INTL("{1} seems to want to play with {2}.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is singing and humming.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is looking up at {2} with a happy expression.",e.name,$Trainer.name))
      elsif random3==3
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} swayed and danced around as it pleased.",e.name,$Trainer.name))
      elsif random3==4
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is jumping around in a carefree way!",e.name,$Trainer.name))
      elsif random3==5
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is showing off its agility!",e.name,$Trainer.name))
      elsif random3==6
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,PBMoveRoute::TurnUp])
          Kernel.pbMessage(_INTL("{1} is moving around happily!",e.name,$Trainer.name))
      elsif random3==7
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("Whoa! {1} suddenly started dancing in happiness!",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is steadily keeping up with {2}!",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} seems to want to play with {2}.",e.name,$Trainer.name))
      elsif random3==10
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is happy skipping about.",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is playfully nibbling at the ground.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is playfully nipping at {2}'s feet!",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} is following {2} very closely!",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} turns around and looks at {2}.",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} is working hard to show off its mighty power!",e.name))
      elsif random3==16
          Kernel.pbMessage(_INTL("{1} looks like it wants to run around!",e.name,$Trainer.name))
      elsif random3==17
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("Whoa! {1} suddenly danced in happiness!",e.name,$Trainer.name))
      elsif random3==18
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is wandering around enjoying the scenery.",e.name,$Trainer.name))
      elsif random3==19
          Kernel.pbMessage(_INTL("{1} seems to be enjoying this a little bit!",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} is cheerful!",e.name,$Trainer.name))
      elsif random3==21
          Kernel.pbMessage(_INTL("{1} seems to be singing something?",e.name,$Trainer.name))
      elsif random3==22
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is dancing around happily!",e.name,$Trainer.name))
      elsif random3==23
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is having fun dancing a lively jig!",e.name,$Trainer.name))
      elsif random3==24
          Kernel.pbMessage(_INTL("{1} is so happy, it started singing!",e.name,$Trainer.name))
      elsif random3==25
          Kernel.pbMessage(_INTL("{1} looked up and howled!",e.name,$Trainer.name))
            elsif random3==26
          Kernel.pbMessage(_INTL("{1} seems to be feeling optimistic.",e.name,$Trainer.name))
            elsif random3==27
          Kernel.pbMessage(_INTL("It looks like {1} feels like dancing!",e.name,$Trainer.name))
            elsif random3==28
          Kernel.pbMessage(_INTL("{1} Suddenly started to sing! It seems to be feeling great.",e.name,$Trainer.name))
            elsif random3==29
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("It looks like {1} wants to dance with {2}!",e.name,$Trainer.name))
        end
Ruby:
Expand Collapse Copy
#Hate/Angry Face emoji          
      elsif random1==1
            $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(10)
            if random3==0
          Kernel.pbMessage(_INTL("{1} let out a roar!",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} is making a face like it's angry!",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} seems to be angry for some reason.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} chewed on {2}'s feet.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} turned to face the other way, showing a defiant expression.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} let out a roar!",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} is trying to intimidate {2}'s foes!",e.name,$Trainer.name))
            elsif random3==7
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} wants to pick a fight!",e.name,$Trainer.name))
            elsif random3==8
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is ready to fight!",e.name,$Trainer.name))
            elsif random3==9
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("It looks like {1} will fight just about anyone right now!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is growling in a way that sounds almost like speech...",e.name,$Trainer.name))  
        end
Ruby:
Expand Collapse Copy
#... Emoji          
      elsif random1==2
            $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
            pbWait(100)
            random3=rand(36)
            if random3==0
              Kernel.pbMessage(_INTL("{1} is looking down steadily.",e.name,$Trainer.name))
      elsif random3==1
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is sniffing around.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is concentrating deeply.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} faced {2} and nodded.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} is glaring straight into {2}'s eyes.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is looking down steadily.",e.name,$Trainer.name))
      elsif random3==6
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is surveying the area.",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} focused with a sharp gaze!",e.name,$Trainer.name))
      elsif random3==8
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is looking around absentmindedly.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} yawned very loudly!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is relaxing comfortably.",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is focusing its attention on {2}.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is staring intently at nothing.",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} is concentrating.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} faced {2} and nodded.",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} is looking at {2}'s footprints.",e.name,$Trainer.name))
      elsif random3==16
          Kernel.pbMessage(_INTL("{1} is staring straight into {2}'s eyes.",e.name,$Trainer.name))
      elsif random3==17
          Kernel.pbMessage(_INTL("{1} seems to want to play and is gazing at {2} expectedly.",e.name,$Trainer.name))
      elsif random3==18
          Kernel.pbMessage(_INTL("{1} seems to be thinking deeply about something.",e.name,$Trainer.name))
            elsif random3==19
          Kernel.pbMessage(_INTL("{1} isn't paying attention to {2}...Seems it's thinking about something else.",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} seems to be feeling serious.",e.name,$Trainer.name))
            elsif random3==21
          Kernel.pbMessage(_INTL("{1} seems disinterested.",e.name,$Trainer.name))
            elsif random3==22
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1}'s mind seems to be elsewhere.",e.name,$Trainer.name))
            elsif random3==23
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} seems to be observing the surroundings instead of watching {2}.",e.name,$Trainer.name))
            elsif random3==24
          Kernel.pbMessage(_INTL("{1} looks a bit bored.",e.name,$Trainer.name))
            elsif random3==25
          Kernel.pbMessage(_INTL("{1} has an intense look on its' face.",e.name,$Trainer.name))
            elsif random3==26
          Kernel.pbMessage(_INTL("{1} is staring off into the distance.",e.name,$Trainer.name))
            elsif random3==27
          Kernel.pbMessage(_INTL("{1} seems to be carefully examining {2}'s face.",e.name,$Trainer.name))
            elsif random3==28
          Kernel.pbMessage(_INTL("{1} seems to be trying to communicate with its' eyes.",e.name,$Trainer.name))
            elsif random3==29
          Kernel.pbMessage(_INTL("...{1} seems to have sneezed!",e.name,$Trainer.name))
      elsif random3==30
          Kernel.pbMessage(_INTL("...{1} noticed that {2}'s shoes are a bit dirty.",e.name,$Trainer.name))
      elsif random3==31
          Kernel.pbMessage(_INTL("Seems {1} ate something strange, it's making an odd face... ",e.name,$Trainer.name))
      elsif random3==32
          Kernel.pbMessage(_INTL("{1} seems to be smelling something good.",e.name,$Trainer.name))
      elsif random3==33
          Kernel.pbMessage(_INTL("{1} noticed that {2}' Bag has a little dirt on it...",e.name,$Trainer.name))
      elsif random3==34
          Kernel.pbMessage(_INTL("...",e.name,$Trainer.name))
      elsif random3==35
          Kernel.pbMessage(_INTL("...... ...... ...... ...... ...... ...... ...... ...... ...... ...... ...... {1} silently nodded!",e.name,$Trainer.name))
              end
Ruby:
Expand Collapse Copy
#Happy Face emoji          
      elsif random1==3
            $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
            pbWait(70)
            random3=rand(29)
            if random3==0
          Kernel.pbMessage(_INTL("{1} began poking {2}.",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} looks very happy.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} happily cuddled up to {2}.",e.name,$Trainer.name))
      elsif random3==3
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is so happy that it can't stand still.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} looks like it wants to lead!",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is coming along happily.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} seems to be feeling great about walking with {2}!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is glowing with health.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} looks very happy.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} put in extra effort just for {2}!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is smelling the scents of the surounding air.",e.name,$Trainer.name))
      elsif random3==11
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is jumping for joy!",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} is still feeling great!",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} stretched out its body and is relaxing.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} is doing its' best to keep up with {2}.",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} is happily cuddling up to {2}!",e.name,$Trainer.name))
      elsif random3==16
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is full of energy!",e.name,$Trainer.name))
      elsif random3==17
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is so happy that it can't stand still!",e.name,$Trainer.name))
      elsif random3==18
          Kernel.pbMessage(_INTL("{1} is very eager!",e.name,$Trainer.name))
      elsif random3==19
          Kernel.pbMessage(_INTL("{1} is wandering around and listening to the different sounds.",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} gives {2} a happy look and a smile.",e.name,$Trainer.name))
      elsif random3==21
          Kernel.pbMessage(_INTL("{1} started breathing roughly through its nose in excitement!",e.name,$Trainer.name))
      elsif random3==22
          Kernel.pbMessage(_INTL("{1} is trembling with eagerness!",e.name,$Trainer.name))
      elsif random3==23
          Kernel.pbMessage(_INTL("{1} is so happy, it started rolling around.",e.name,$Trainer.name))
      elsif random3==24
          Kernel.pbMessage(_INTL("{1} looks thrilled at getting attention from {2}.",e.name,$Trainer.name))
            elsif random3==24
          Kernel.pbMessage(_INTL("{1} seems very pleased that {2} is noticing it!",e.name,$Trainer.name))
            elsif random3==25
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} started wriggling its' entire body with excitement!",e.name,$Trainer.name))
            elsif random3==26
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,
        PBMoveRoute::Jump,0,0,PBMoveRoute::Wait,10,PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is so excited that it can't seem to stay still!",e.name,$Trainer.name))
            elsif random3==27
          Kernel.pbMessage(_INTL("It seems like {1} can barely keep itself from hugging {2}!",e.name,$Trainer.name))
      elsif random3==28
          Kernel.pbMessage(_INTL("{1} is keeping close to {2}'s feet",e.name,$Trainer.name))
        end
Ruby:
Expand Collapse Copy
#Heart Emoji
      elsif random1==4
            $scene.spriteset.addUserAnimation(Emo_love, pos_x, pos_y-2)
            pbWait(70)
           random3=rand(23)
            if random3==0
          Kernel.pbMessage(_INTL("{1} suddenly started walking closer to {2}.",e.name,$Trainer.name))
      elsif random3==1
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("Woah! {1} suddenly hugged {2}.",e.name,$Trainer.name))
      elsif random3==2
          Kernel.pbMessage(_INTL("{1} is rubbing up against {2}.",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is keeping close to {2}.",e.name,$Trainer.name))
      elsif random3==4
          Kernel.pbMessage(_INTL("{1} blushed.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} loves spending time with {2}!",e.name,$Trainer.name))
      elsif random3==6
              FollowingMoveRoute([
        PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} is suddenly playful!",e.name,$Trainer.name))
      elsif random3==7
          Kernel.pbMessage(_INTL("{1} is rubbing against {2}'s legs!",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} blushes.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is regarding {2} with adoration!",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} seems to want some affection from {2}.",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} seems to want some attention from {2}.",e.name,$Trainer.name))
      elsif random3==12
          Kernel.pbMessage(_INTL("{1} seems happy travelling with {2}.",e.name,$Trainer.name))
            elsif random3==13
          Kernel.pbMessage(_INTL("{1} seems to be feeling affectionate towards {2}.",e.name,$Trainer.name))
            elsif random3==14
          Kernel.pbMessage(_INTL("{1} is looking at {2} with loving eyes.",e.name,$Trainer.name))
            elsif random3==15
          Kernel.pbMessage(_INTL("{1} looks like it wants a treat from {2}.",e.name,$Trainer.name))
            elsif random3==16
          Kernel.pbMessage(_INTL("{1} looks like it wants {2} to pet it!",e.name,$Trainer.name))
            elsif random3==17
          Kernel.pbMessage(_INTL("{1} is rubbing itself against {2} affectionately.",e.name,$Trainer.name))
            elsif random3==18
          Kernel.pbMessage(_INTL("{1} bumps its' head gently against {2}'s hand.",e.name,$Trainer.name))
            elsif random3==19
          Kernel.pbMessage(_INTL("{1} rolls over and looks at {2} expectantly.",e.name,$Trainer.name))
            elsif random3==20
          Kernel.pbMessage(_INTL("{1} is looking at {2} with trusting eyes.",e.name,$Trainer.name))
            elsif random3==21
          Kernel.pbMessage(_INTL("{1} seems to be begging {2} for some affection!",e.name,$Trainer.name))
      elsif random3==22
          Kernel.pbMessage(_INTL("{1} mimicked {2}!",e.name,$Trainer.name))  
        end
Ruby:
Expand Collapse Copy
#No Emoji          
      elsif random1==5
           random3=rand(25)
            if random3==0
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} spun around in a circle!",e.name,$Trainer.name))
      elsif random3==1
          Kernel.pbMessage(_INTL("{1} let out a battle cry.",e.name,$Trainer.name))
      elsif random3==2
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is on the lookout!",e.name,$Trainer.name))
      elsif random3==3
          Kernel.pbMessage(_INTL("{1} is standing patiently.",e.name,$Trainer.name))
      elsif random3==4
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is looking around restlessly.",e.name,$Trainer.name))
      elsif random3==5
          Kernel.pbMessage(_INTL("{1} is wandering around.",e.name,$Trainer.name))
      elsif random3==6
          Kernel.pbMessage(_INTL("{1} yawned loudly!",e.name,$Trainer.name))
      elsif random3==7
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is looking around restlessly.",e.name,$Trainer.name))
      elsif random3==8
          Kernel.pbMessage(_INTL("{1} is steadily poking at the ground around {2}'s feet.",e.name,$Trainer.name))
      elsif random3==9
          Kernel.pbMessage(_INTL("{1} is looking at {2} and smiling.",e.name,$Trainer.name))
      elsif random3==10
          Kernel.pbMessage(_INTL("{1} is very eager!",e.name,$Trainer.name))
      elsif random3==11
          Kernel.pbMessage(_INTL("{1} is staring intently into the distance.",e.name,$Trainer.name))
      elsif random3==12
              FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,10,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,10,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} is on the lookout!",e.name,$Trainer.name))
      elsif random3==13
          Kernel.pbMessage(_INTL("{1} is keeping up with {2}.",e.name,$Trainer.name))
      elsif random3==14
          Kernel.pbMessage(_INTL("{1} looks pleased with itself.",e.name,$Trainer.name))
      elsif random3==15
          Kernel.pbMessage(_INTL("{1} is still going strong!",e.name,$Trainer.name))
      elsif random3==16
          Kernel.pbMessage(_INTL("{1} is walking in sync with {2}.",e.name,$Trainer.name))
      elsif random3==17
                        FollowingMoveRoute([
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnDown,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnRight,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnUp,PBMoveRoute::Wait,4,
        PBMoveRoute::TurnLeft,PBMoveRoute::Wait,4,PBMoveRoute::TurnDown])
          Kernel.pbMessage(_INTL("{1} started spinning around in circles.",e.name,$Trainer.name))
      elsif random3==18
          Kernel.pbMessage(_INTL("{1} looks at {2} with anticipation.",e.name,$Trainer.name))
      elsif random3==19
          Kernel.pbMessage(_INTL("{1} fell down and looks a little embarrassed.",e.name,$Trainer.name))
      elsif random3==20
          Kernel.pbMessage(_INTL("{1} is waiting to see what {2} will do.",e.name,$Trainer.name))
      elsif random3==21
          Kernel.pbMessage(_INTL("{1} is calmly watching {2}.",e.name,$Trainer.name))
            elsif random3==22
          Kernel.pbMessage(_INTL("{1} is looking to {2} for some kind of cue.",e.name,$Trainer.name))
            elsif random3==23
          Kernel.pbMessage(_INTL("{1} is staying in place, waiting for {2} to make a move.",e.name,$Trainer.name))
            elsif random3==24
          Kernel.pbMessage(_INTL("{1} obidiently sat down at {2}'s feet.",e.name,$Trainer.name))
      elsif random3==25
                        FollowingMoveRoute([
        PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} jumped in surprise!",e.name,$Trainer.name))  
      elsif random3==26
                        FollowingMoveRoute([
        PBMoveRoute::Jump,0,0])
          Kernel.pbMessage(_INTL("{1} jumped a little!",e.name,$Trainer.name))  
       
          end
These are realllly cool! Thanks Aki ^^
 

mej71

Novice
Member
Joined
Mar 29, 2017
Posts
15
mej71 updated Following Pokemon with a new update entry:

Following Pokemon V1.5

Fixed some map transfer issues
Also fixed issue of pokemon disappearing when blacking out without the need for events

The way the latter works is that if your pokemon is following you, and you faint, it uses the toggle method like it was put back in your ball. You just press Ctrl to let it out again, and this works whether or not your game allows toggling

Read the rest of this update entry...
 

Nomi

Trainer
Member
Joined
Feb 24, 2018
Posts
77
Hi, found a bug with the latest version. When on maps with a parallel process event, the Pokémon following you will start teleporting behind you, and when you face it, it teleports to your side. Link to example video on Imgur. The first map, indoors, has no parallel process event, while the outside one does. I haven't tested it out on older versions. Besides that, great work!
 

Nomi

Trainer
Member
Joined
Feb 24, 2018
Posts
77
Hi, found a bug with the latest version. When on maps with a parallel process event, the Pokémon following you will start teleporting behind you, and when you face it, it teleports to your side. Link to example video on Imgur. The first map, indoors, has no parallel process event, while the outside one does. I haven't tested it out on older versions. Besides that, great work!
Actually, while testing it out, it turns out it happens without parallel process events too. I don't know why it happens, but it just happens.
 

LoungYink

Rookie
Member
Joined
Sep 19, 2020
Posts
8
So if you download the current file for Following Pokemon and do those script changes, it works with v18?

To fix the bug with Parallel Process events (when the Pokémon doesn't stop teleporting behing the player):
After
Ruby:
Expand Collapse Copy
for i in 0...events.length
  event=$PokemonTemp.dependentEvents.realEvents[i]
  $PokemonTemp.dependentEvents.pbFollowEventAcrossMaps(leader,event,false,i==0)
end
in line 1735 (use CTRL + Shift to find this line), change
Ruby:
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$NeedFollowerUpdate=true
to
Ruby:
Expand Collapse Copy
$NeedFollowerUpdate=false

To fix the bug where the game crashes when the Pokémon gives you an item, delete:
Ruby:
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#Script for when a pokemon finds an item in the field
class PokemonField

  def Kernel.pbPokemonFound(item,quantity=1,plural=nil)
    itemname=PBItems.getName(item)
    pocket=pbGetPocket(item)
    e=$Trainer.party[0].name
    if $PokemonBag.pbStoreItem(item,quantity)
      pbWait(5)
      if $ItemData[item][ITEMUSE]==3 || $ItemData[item][ITEMUSE]==4
        Kernel.pbMessage(_INTL("\\se[]{1} found {2}!\\se[itemlevel]\\nIt contained {3}.\\wtnp[30]",e,itemname,PBMoves.getName($ItemData[item][ITEMMACHINE])))
        Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
      elsif PBItems.const_defined?(:LEFTOVERS) && isConst?(item,PBItems,:LEFTOVERS)
        Kernel.pbMessage(_INTL("\\se[]{1} found some {2}!\\se[itemlevel]\\wtnp[30]",e,itemname))
        Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
      else
        if quantity>1
          if plural
            Kernel.pbMessage(_INTL("\\se[]{1} found {2} {3}!\\se[itemlevel]\\wtnp[30]",e,quantity,plural))
            Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,plural,PokemonBag.pocketNames()[pocket]))
          else
            Kernel.pbMessage(_INTL("\\se[]{1} found {2} {3}s!\\se[itemlevel]\\wtnp[30]",e,quantity,itemname))
            Kernel.pbMessage(_INTL("{1} put the {2}s\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
          end
        else
          Kernel.pbMessage(_INTL("\\se[]{1} found one {2}!\\se[itemlevel]\\wtnp[30]",e,itemname))
          Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
        end
      end
      return true
    else   # Can't add the item
      if $ItemData[item][ITEMUSE]==3 || $ItemData[item][ITEMUSE]==4
        Kernel.pbMessage(_INTL("{1} found {2}!\\wtnp[20]",e,itemname))
      elsif PBItems.const_defined?(:LEFTOVERS) && isConst?(item,PBItems,:LEFTOVERS)
        Kernel.pbMessage(_INTL("{1} found some {2}!\\wtnp[20]",$Trainer.name,itemname))
      else
        if quantity>1
          if plural
            Kernel.pbMessage(_INTL("{1} found {2} {3}!\\wtnp[20]",e,quantity,plural))
          else
            Kernel.pbMessage(_INTL("{1} found {2} {3}s!\\wtnp[20]",$Trainer.name,quantity,itemname))
          end
        else
          Kernel.pbMessage(_INTL("{1} found one {2}!\\wtnp[20]",e,itemname))
        end
      end
      Kernel.pbMessage(_INTL("Too bad... The Bag is full..."))
      return false
    end
  end
end

And add this instead:
Ruby:
Expand Collapse Copy
#Script for when a Pokémon finds an item in the field
class DependentEvents
  def Kernel.pbPokemonFound(item,quantity=1,plural=nil)
    itemname=PBItems.getName(item)
    pocket=pbGetPocket(item)
    e=$Trainer.party[0].name
    if $PokemonBag.pbStoreItem(item,quantity)
      pbWait(5)
      if pbGetItemData(item,ITEM_FIELD_USE)==3 || pbGetItemData(item,ITEM_FIELD_USE)==4
        Kernel.pbMessage(_INTL("\\me[Item get]{1} found {2}!\\se[itemlevel]\\nIt contained {3}.\\wtnp[30]",e,itemname,PBMoves.getName($ItemData[item][ITEMMACHINE])))
        Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
      elsif PBItems.const_defined?(:LEFTOVERS) && isConst?(item,PBItems,:LEFTOVERS)
        Kernel.pbMessage(_INTL("\\me[Item get]{1} found some {2}!\\se[itemlevel]\\wtnp[30]",e,itemname))
        Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
      else
        if quantity>1
          if plural
            Kernel.pbMessage(_INTL("\\me[Item get]{1} found {2} {3}!\\se[itemlevel]\\wtnp[30]",e,quantity,plural))
            Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,plural,PokemonBag.pocketNames()[pocket]))
          else
            Kernel.pbMessage(_INTL("\\me[Item get]{1} found {2} {3}s!\\se[itemlevel]\\wtnp[30]",e,quantity,itemname))
            Kernel.pbMessage(_INTL("{1} put the {2}s\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
          end
        else
          Kernel.pbMessage(_INTL("\\me[Item get]{1} found one {2}!\\se[itemlevel]\\wtnp[30]",e,itemname))
          Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
        end
      end
      return true
    else   # Can't add the item
      if pbGetItemData(item,ITEM_FIELD_USE)==3 || pbGetItemData(item,ITEM_FIELD_USE)==4
        Kernel.pbMessage(_INTL("{1} found {2}!\\wtnp[20]",e,itemname))
      elsif PBItems.const_defined?(:LEFTOVERS) && isConst?(item,PBItems,:LEFTOVERS)
        Kernel.pbMessage(_INTL("{1} found some {2}!\\wtnp[20]",$Trainer.name,itemname))
      else
        if quantity>1
          if plural
            Kernel.pbMessage(_INTL("{1} found {2} {3}!\\wtnp[20]",e,quantity,plural))
          else
            Kernel.pbMessage(_INTL("{1} found {2} {3}s!\\wtnp[20]",$Trainer.name,quantity,itemname))
          end
        else
          Kernel.pbMessage(_INTL("{1} found one {2}!\\wtnp[20]",e,itemname))
        end
      end
      Kernel.pbMessage(_INTL("Too bad... The Bag is full..."))
      return false
    end
  end
end
Both these changes are compatible for v17.2 and v18. Hope this helps!
 

popelus

Rookie
Member
Joined
Oct 25, 2020
Posts
6
Hello! I've got a question about the script commands we've got to call to make the pokes disappear while healing them.
The thing is, the script call does not fit in a single line, and so it just does not work. In your screencaps, I can clearly see that it does fit in a single line.
What am I doing wrong? This is driving me insane :p
Thank you!
unknown.png
 

Heartbeat

The Worst Guy
Member
Joined
Sep 20, 2020
Posts
1
Hello! I've got a question about the script commands we've got to call to make the pokes disappear while healing them.
The thing is, the script call does not fit in a single line, and so it just does not work. In your screencaps, I can clearly see that it does fit in a single line.
What am I doing wrong? This is driving me insane :p
Thank you!
unknown.png
Run extendtext.exe. It's located in your game's main folder :]
 

Ozander

Ozander
Member
Joined
Jul 28, 2020
Posts
101
When all my Pokemon are fainted and I teleport to the Poke Center, my pokemon follow disappears, does anyone know what to do to keep it from disappearing?
 
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