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Resource Following Pokemon

WolfPP

Discord Wolf#1235
Member
Posts
83
#41
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:
pbPokemonFollow(Dependent's event number)
Example Image
Save clickin Apply-Ok or Ok and done.
 

pokemaster1794

Rookie
Member
Posts
3
#42
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:
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 Wolf#1235
Member
Posts
83
#43
Because you didn't read the code:
Code:
#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
Posts
3
#44
Because you didn't read the code:
Code:
#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!
 

Aki

Starry eyed
Administrator
#45
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:
#===============================================================================
# *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:
#===============================================================================
# *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:
#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:
#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:
#... 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:
#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:
#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:
#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
 

Buttjuice

happy dev
Member
#46
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:
#===============================================================================
# *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:
#===============================================================================
# *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:
#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:
#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:
#... 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:
#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:
#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:
#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 ^^
 
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