A Little Wiki for A Little Buddy

As Gifts are obtained from each of the 50 games in UFO 50, they are added to the Garden, where Little Buddy lives and continuously interacts with each gift at random.

Little Buddy has 14 possible states Little Buddy has 10 possible needs
  1. NONE
  2. FOOD
  3. PREP_FOOD
  4. POOP
  5. EAT
  6. SLEEP
  7. READ_SPOT
  8. RETURN_BOOK
  9. STRETCH
  10. EXPRESS_JOY
Little Buddy has 3 stats: The Garden has 30 possible locations or "nodes" that Little Buddy can be designated to walk to. They can be viewed on this Labeled Map of the Garden.
  1. OUT FAR LEFT (40, 168)
  2. OUT LEFT (64, 168)
  3. OUT TREE (88, 168)
  4. OUT MIDLEFT (136, 176)
  5. OUT LAKE (136, 192)
  6. OUT HOT TUB (164, 192)
  7. OUT MID (208, 184)
  8. OUT JUMP ROPE (240, 184)
  9. OUT FRONT DOOR (312, 184)
  10. IN ENTRYWAY (312, 160)
  11. IN BOOKSHELF (296, 160)
  12. IN LIVING (272, 160)
  13. IN KITCHEN RIGHT (240, 160)
  14. IN KITCHEN LEFT (216, 160)
  15. IN STAIRS 1B (200, 160)
  16. IN STAIRS 2T (200, 120)
  17. IN OFFICE (240, 120)
  18. IN PLAYROOM (280, 120)
  19. IN TV (296, 120)
  20. IN STAIRS 2B (312, 120)
  21. IN STAIRS 3T (312, 80)
  22. IN BEDROOM (272, 80)
  23. IN BATHROOM (240, 80)
  24. IN STAIRS 3B (216, 80)
  25. IN STAIRS 4T (216, 40)
  26. IN ATTIC LEFT (232, 40)
  27. IN ATTIC RIGHT (272, 40)
  28. OUT RIGHT (336, 184) [Connected to OUT FRONT DOOR]
  29. IN STAIRS TOILET (200, 80) [Connected to IN STAIRS 3B]
  30. OUT SIDE HOUSE (160, 160) [Connected to OUT MIDLEFT]
Little Buddy has 40 different sound effects that can be triggered from his emotes or actions in the Garden.

Little Buddy always begins at a random location in the THINK state with the NONE need. Fatigue and Hunger begin at a random number between 0 and 800 and the Poop stat begins at a random number selected evenly between 0, 0, 10, and 350.

Little Buddy can interact with 26 different gifts.
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THINK

File: gml_Object_oPet_Buddy_Other_10

Little Buddy enters the THINK state after reaching a destination to think about what to do next. The THINK state has 8 substates:
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INIT

File: gml_Object_oPet_Buddy_Other_10

The starting substate. Sets Little Buddy to stand still.
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PAUSE

File: gml_Object_oPet_Buddy_Other_10

Pauses on this state until IDLE_TIME elapses, which begins at 0. If the player just obtained all 50 golds or cherries, Little Buddy's need is set to EXPRESS_JOY.
← Back to THINK

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CHECK_NEEDS

File: gml_Object_oPet_Buddy_Other_10

If Little Buddy already has a need, then he goes to the SET_DEST substate. Otherwise, this substate checks if Little Buddy has any needs and goes to the next substate if so. If Little Buddy has no needs, he either goes to the CHILL or INTERACT substate.

Need Condition
POOP Poop stat is 700 or more
FOOD Hunger is 800 or more
SLEEP Fatigue is 800 or more
STRETCH Previous action was JUMP_ROPE, BIKE, or HAT_RACK
EXPRESS_JOY Previous action was HOT_TUB, CANVAS, TELESCOPE, TV, LX, GUITAR, or GOLF_BALL


If Little Buddy has no needs and is not "chilling" already, then he has a random 1/8 chance to start chilling for 2 and 6 seconds and go to the CHILL substate. There are 2 random kinds of chilling, one where Little Buddy nods his head up and down and one where Little Buddy bends down to stretch.

If Little Buddy has no needs and is not going to CHILL, he goes to the INTERACT substate.
← Back to THINK

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SHOW_NEED

File: gml_Object_oPet_Buddy_Other_10

Little Buddy's sprite is changed to emote for 4 seconds and a sound effect is played, both associated with one of the 5 possible needs: POOP, FOOD, SLEEP, STRETCH, or EXPRESS_JOY. If the need is POOP, FOOD, or SLEEP, then go to the SET_DEST substate. If the need is STRETCH or EXPRESS_JOY, then need is set back to NONE after the emote.
← Back to THINK

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INTERACT

File: gml_Object_oPet_Buddy_Other_10

If Little Buddy is currently at a location with an available gift, meaning a gift that has been obtained and is not currently on cooldown, then he has a chance to either interact with it or go to the next substate. The chance to interact is 100% if less than 15 gifts have been obtained, 50% if between 15 and 24 gifts have been obtained, and 1/3 if 25 or more gifts have been obtained. However, if Little Buddy is at OUT FAR LEFT (Golf Ball) or IN ATTIC RIGHT (Trapdoor), he is guaranteed to do the nearby interaction if it is available.

If an interaction is selected, then he immediately leaves the THINK state and goes to the state for that interaction.

Location Gift Available State Condition
IN LIVING Couch SLEEP Fatigue is greater than 200
OUT TREE Picnic Mat SLEEP Fatigue is greater than 200
OUT MID Watering Can WATER_BUSHES
IN STAIRS 2T Telephone GENERIC_ACTION
IN OFFICE Computer GENERIC_ACTION
IN PLAYROOM LX-III GENERIC_ACTION
IN TV Television GENERIC_ACTION
IN STAIRS 2B Guitar GENERIC_ACTION
IN BATHROOM Bathtub GENERIC_ACTION
OUT HOT TUB Hot Tub GENERIC_ACTION
IN ATTIC LEFT Exercise Bike GENERIC_ACTION
IN ENTRYWAY Hat Rack GENERIC_ACTION
OUT LEFT Easel GENERIC_ACTION
OUT JUMP ROPE Jump Rope GENERIC_ACTION
IN STAIRS 3T Mirror GENERIC_ACTION 50% chance if TELESCOPE available
IN STAIRS 3T Telescope TELESCOPE 50% chance if MIRROR available
OUT FAR LEFT Golf Ball GOLF
IN ATTIC RIGHT Trapdoor TRAPDOOR
IN BOOKSHELF Bookshelf BOOKSHELF
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SET_DEST

File: gml_Object_oPet_Buddy_Other_10

This substate sets the next destination for Little Buddy to walk to based on his current need. If a destination is set, then Little Buddy goes to the next substate.

Destination Need Gift Condition Chance
IN TOILET POOP Toilet available
OUT SIDE HOUSE POOP Toilet not available
OUT MIDLEFT FOOD Fruit available 1/3
OUT RIGHT FOOD Veggie Patch with carrot available 50%
IN KITCHEN LEFT FOOD Refrigerator available 50%
OUT LAKE FOOD All other FOOD Need checks fail
OUT TREE SLEEP Current location is OUT TREE
OUT TREE SLEEP Picnic Mat available 1/3 (Another 50% roll if COUCH available)
IN LIVING SLEEP Couch available 1/3 (Another 50% roll if PICNIC_BLANKET available)
IN BEDROOM SLEEP All other SLEEP Need checks fail
IN KITCHEN RIGHT PREP_FOOD
OUT TREE EAT Tree exists 50%
IN LIVING EAT EAT Tree check failed
OUT TREE READ_SPOT Tree exists 50%
IN TOILET READ_SPOT Toilet available and Poop stat > 0 2/3
IN LIVING READ_SPOT All other READ_SPOT Need checks fail


If Little Buddy does not have the needs POOP, FOOD, SLEEP, PREP_FOOD, EAT, or READ_SPOT, and does not have a destination set yet, he will go to a location based on his current location.

Current Location Destination
OUT FAR LEFTIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
OUT LEFTIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
OUT TREEIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
OUT MIDLEFTIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
OUT LAKEIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
OUT HOT TUBIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
OUT MIDIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
OUT JUMP ROPEIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
OUT FRONT DOORIN ATTIC LEFT (50%) or IN ATTIC RIGHT (50%)
IN ENTRYWAYOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN BOOKSHELFOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN LIVINGOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN KITCHEN RIGHTOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN KITCHEN LEFTOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN STAIRS 1BOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN STAIRS 2TOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN OFFICEOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN PLAYROOMOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN TVOUT FAR LEFT (25%), OUT LEFT (25%), IN ATTIC LEFT (25%), or IN ATTIC RIGHT (25%)
IN STAIRS 2BOUT FAR LEFT (50%) or OUT LEFT (50%)
IN STAIRS 3TOUT FAR LEFT (50%) or OUT LEFT (50%)
IN BEDROOMOUT FAR LEFT (50%) or OUT LEFT (50%)
IN BATHROOMOUT FAR LEFT (50%) or OUT LEFT (50%)
IN STAIRS 3BOUT FAR LEFT (50%) or OUT LEFT (50%)
IN STAIRS 4TOUT FAR LEFT (50%) or OUT LEFT (50%)
IN ATTIC LEFTOUT FAR LEFT (50%) or OUT LEFT (50%)
IN ATTIC RIGHTOUT FAR LEFT (50%) or OUT LEFT (50%)
OUT RIGHTOUT FAR LEFT (50%) or OUT LEFT (50%)
IN STAIRS TOILETOUT FAR LEFT (50%) or OUT LEFT (50%)
OUT SIDE HOUSEOUT FAR LEFT (50%) or OUT LEFT (50%)
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WHERE_NEXT

File: gml_Object_oPet_Buddy_Other_10

This substate determines where Little Buddy will walk to next based on his current location, destination, and current need.

Little Buddy walks closer to his destination based on the numeric ID of the destination as seen in the Overview. If the destination is a higher number, Little Buddy will walk to the location that is +1 higher than his current location, and if the destination is a lower number, he will walk to the location that is -1 lower than his current location. Below is a table of the exceptions to that behavior.

New Destination Current Location Current Destination Condition
OUT FRONT DOOR OUT RIGHT Not yet at current destination
IN STAIRS 3B IN STAIRS TOILET Not yet at current destination
OUT MIDLEFT OUT SIDE HOUSE Not yet at current destination
OUT RIGHT OUT FRONT DOOR OUT RIGHT Not yet at current destination
IN STAIRS TOILET IN STAIRS 3B IN STAIRS TOILET Not yet at current destination
OUT SIDE HOUSE OUT MIDLEFT OUT SIDE HOUSE Not yet at current destination

This substate also handles these 2 conditions: Once Little Buddy has reached his destination, his state is updated based on his current need. If he has none of these needs, he goes to the INTERACT substate.

NeedState
RETURN_BOOKNONE
EATEAT
PREP_FOODPREP_FOOD
SLEEPSLEEP
POOPPOOP
FOODGET_FOOD
READ_SPOTREAD
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CHILL

File: gml_Object_oPet_Buddy_Other_10

Go back to the CHECK_NEEDS substate after 2 to 6 seconds of chilling.
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WALK

File: gml_Object_oPet_Buddy_Other_11

Little Buddy walks while in the WALK state. This state sets his walk speed to 0.2 and handles the walk animation logic. Little Buddy walks directly towards his current destination. When Little Buddy gets within 1 distance of his final destination, his state is set back to THINK and the following occurs:
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GET_FOOD

File: gml_Object_oPet_Buddy_Other_12

Little Buddy gets food while in the GET_FOOD state. The Garden has 4 sources of food. Fish are available from the start.
  1. Fish from the lake
  2. Carrots from the Veggie Patch gift
  3. Grapes from the Refrigerator gift
  4. Fruit from the Fruit gift
The GET_FOOD state has 9 substates:
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INIT

File: gml_Object_oPet_Buddy_Other_12

The starting substate. Sets the substate based on Little Buddy's current location. If Little Buddy is at OUT LAKE, it also sets the time it will take to lure in a fish to 4 to 10 seconds. If Little Buddy is at none of the valid locations, he will return to the THINK state with the NONE need.

LocationSubstate
OUT LAKEFISH
OUT RIGHTGARDEN
IN KITCHEN LEFTFRIDGE
OUT MIDLEFTFRUIT
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GET_FOOD_FISH

File: gml_Object_oPet_Buddy_Other_12

Little Buddy begins fishing at the lake with a fishing rod in this substate, with a fishing animation and sound effect. After 4 to 10 seconds, Little Buddy goes to the FISH2 substate.
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GET_FOOD_FISH2

File: gml_Object_oPet_Buddy_Other_12

Little Buddy begins tugging on his fishing rod in this substate, with an animation and sound effect. After 2 seconds of tugging, Little Buddy has a 50% chance to succeed and go to the FISH3 substate and a 50% chance to fail and go to the FISH4 substate.
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GET_FOOD_FISH3

File: gml_Object_oPet_Buddy_Other_12

Little Buddy goes to this substate when he has successfully caught a fish, which triggers a fish catching animation and sound effect. After 2 seconds, Little Buddy begins carrying the fish and goes to the FINISH substate.
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GET_FOOD_FISH4

File: gml_Object_oPet_Buddy_Other_12

Little Buddy goes to this substate when he fails to catch a fish, which triggers a fishing failure animation and sound effect. There are 2 possible failure animations, selected at random. After 2 seconds, Little Buddy tries fishing again, resetting the time it will take to lure in the fish to 4 to 10 seconds and going back to the FISH substate.
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GET_FOOD_GARDEN

File: gml_Object_oPet_Buddy_Other_12

Little Buddy begins harvesting the carrot in the Veggie Patch gift in this substate, with a harvesting animation. After 4 seconds, Little Buddy picks up the carrot with an item pickup sound effect and goes to the FINISH substate.
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GET_FOOD_FRIDGE

File: gml_Object_oPet_Buddy_Other_12

Little Buddy opens and looks inside the Refrigerator gift in this substate, with an animation and sound effect. After 4 seconds, Little Buddy picks up grapes, closes the fridge, and goes to the FINISH substate.
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GET_FOOD_FRUIT

File: gml_Object_oPet_Buddy_Other_12

In this substate, Little Buddy picks up the Fruit gift from the ground with an item pickup sound effect and goes to the FINISH substate.
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GET_FOOD_FINISH

File: gml_Object_oPet_Buddy_Other_12

In this substate, Little Buddy decides whether to prepare or eat his acquired food before moving on to the THINK state. If any of the below checks succeed, Little Buddy's need is set to PREP_FOOD, which will lead him to the PREP_FOOD state. If all below checks fail, Little Buddy's need is set to EAT so that he eats the food next.

FoodGift AvailableChance
CarrotStove or Blender50%
FishStove50%
FruitBlender50%
GrapesBlender50%
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EAT

File: gml_Object_oPet_Buddy_Other_13

Little Buddy eats while in the EAT state, with an eating animation and sound effect. Little Buddy can eat a fish (raw or cooked), a carrot (raw or cooked), fruit, grapes, or a smoothie made from either a carrot, fruit, or grapes. Little Buddy eats for 3 seconds, after which the hunger stat decreases by 800 and the fatigue and poop stats each increase by 100. If he ate at OUT TREE and fatigue is now at least 400, he immediately switches to the SLEEP state. Otherwise, he goes back to the THINK state.
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POOP

File: gml_Object_oPet_Buddy_Other_14

Little Buddy poops while in the POOP state, with a pooping animation and sound effect. Little Buddy poops for 4 seconds, after which the poop stat resets to 0, the soundPooped sound plays, and a poop object is created. Little Buddy then returns to the THINK state.

Little Buddy poops outside if the Toilet gift is not available. Poop starts with 200 HP in the toilet and 1800 HP outside. HP decreases 1 per frame, so the poop lasts about 3.33 seconds in the toilet and 30 seconds outside.
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SLEEP

File: gml_Object_oPet_Buddy_Other_15

Little Buddy sleeps while in the SLEEP state, with a sleeping animation and sound effect. He sleeps on either the Couch gift, the Bed gift, or on the floor of the bedroom where the bed would be. Before sleeping, a sleep time is determined between 1 and 5 minutes. If Little Buddy is napping on the couch, the chosen time is reduced by half.

Once Little Buddy's sleep time is up, he will wake up with his fatigue decreased and his hunger increased. He then returns to the THINK state.

Sleep LocationFatigueHunger
IN BEDROOM-800+50
COUCH-400+20
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WATER_BUSHES

File: gml_Object_oPet_Buddy_Other_16

Little Buddy waters the bushes while in the WATER_BUSHES state. This state can only be entered by interacting with the Watering Can gift. When Little Buddy picks up the Watering Can, an item pickup sound effect is played and he begins walking to the nearby bushes north of him. Once he reaches the bushes, he begins watering the bushes as he walks left and a watering animation and sound effect plays. Once he reaches the left edge, he turns around and continues watering while walking to the right.

After reaching the right edge, Little Buddy stops watering and walks directly to the Watering Can's spot at OUT MID. Once he reaches this location, he puts the Watering Can back on the ground and returns to the THINK state.
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GENERIC_ACTION

File: gml_Object_oPet_Buddy_Other_17

Little Buddy interacts with various gifts while in the GENERIC_ACTION state. This state is also entered if the player just obtained all 50 golds or cherries, which has Little Buddy do a celebration animation for about 18.33 seconds before going to the THINK state.

Before interacting with a gift, a random interaction time is selected between 8 and 30 seconds. If the gift is the Mirror or the Hat Rack, the selected time is reduced by half. The parameters for the animation and sound effect are then set and Little Buddy performs the animation for the gift to interact with. If interacting with the Jump Rope or the Exercise Bike, Little Buddy's fatigue stat increases by 100. After the interaction time is up, Little Buddy stops and returns to the THINK state.

This state handles interactions with the following gifts:
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TELESCOPE

File: gml_Object_oPet_Buddy_Other_18

Little Buddy interacts with the Telescope while in the TELESCOPE state. This state can only be entered by interacting with the Telescope gift. When Little Buddy begins using the Telescope, a sound effect plays and a circular view will appear showing what Little Buddy sees through the Telescope. The sky is displayed if it is daytime and a planet in space is displayed if it is night time due to the profile being on the INFINITY or CELEBRATION mood. After about 3.33 to 7 seconds, a red "campanella" UFO is seen flying by in the view. After another 1.66 to 3.33 seconds, the Telescope's view will close and Little Buddy will stop viewing the Telescope, returning to the THINK state.
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TRAPDOOR

File: gml_Object_oPet_Buddy_Other_19

Little Buddy falls through the Trapdoor while in the TRAPDOOR state. This state can only be entered by interacting with the Trapdoor gift. Little Buddy is 100% guaranteed to enter this state and fall through the Trapdoor if he is standing on it and it is available. A sound effect plays when the Trapdoor opens and Little Buddy will hover over the hole for 16 frames before entering a falling animation with a falling sound effect.

Little Buddy falls with a gravitational acceleration of 0.2 per frame with a terminal velocity of 8. If the Bed gift has been obtained, Little Buddy will fall onto the Bed instead of onto the floor. Once he hits either the Bed or the floor, the Trapdoor closes. If he landed on the Bed, he will bounce off the Bed and onto the floor, which happens by his speed being immediately set to -2 as he continues to fall. Once he hits the floor, he will sit there for about 1.33 seconds before returning to the THINK state and having his destination set to IN BEDROOM so that he can walk to the proper spot in order to resume walking on his path.
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GOLF

File: gml_Object_oPet_Buddy_Other_20

Little Buddy hits the Golf Ball while in the GOLF state. This state can only be entered by interacting with the Golf Ball gift. Little Buddy is 100% guaranteed to enter this state and golf if he is at OUT FAR LEFT and the Golf Ball is available. When Little Buddy begins golfing, he readies his club and then raises it with a 0.1 speed 6 frame animation. He will then pause for about 1.33 seconds before swinging the club and hit the Golf Ball as a sound effect plays. The Golf Ball flies away off the top left of the screen with both a horizontal and vertical speed of -3. Little Buddy will then stand there with his club still out, watching the ball fly for 5 seconds before the ball respawns at its original location, inactive and invisible. Little Buddy is then finished golfing and returns to the THINK state.
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PREP_FOOD

File: gml_Object_oPet_Buddy_Other_21

Little Buddy prepares food while in the PREP_FOOD state. This state is entered after Little Buddy exits the GET_FOOD state with the PREP_FOOD need. This happens if Little Buddy gets either a Fish, Carrot, Grapes, or Fruit and decides to prepare it instead of eating it right away. Little Buddy prepares food using either the Stove gift or Blender gift, which are both found at IN KITCHEN RIGHT. This state can only be entered if one of those 2 gifts are available.

The PREP_FOOD state has 3 substates:
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INIT

File: gml_Object_oPet_Buddy_Other_21

The starting substate. This substate determines whether Little Buddy will prepare food by cooking it with the Stove gift or blending it with the Blender gift.

FoodSubstate
Carrot50% chance of COOK or BLEND
FishCOOK
FruitBLEND
GrapesBLEND
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PREP_FOOD_BLEND

File: gml_Object_oPet_Buddy_Other_21

In the BLEND substate, Little Buddy blends either a carrot, fruit, or grapes with the Blender. When blending, Little Buddy will face the Blender as the Blender does a blending animation and sound effect. After about 2.66 seconds, the Blender turns off and Little Buddy picks up a red smoothie drink before returning to the THINK state with the EAT need.
← Back to PREP_FOOD

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PREP_FOOD_COOK

File: gml_Object_oPet_Buddy_Other_21

In the COOK substate, Little Buddy cooks either a carrot or a fish with the Stove. When cooking, Little Buddy will face the Stove as the Stove does a cooking animation and sound effect. After about 6.66 seconds, the Stove turns off and Little Buddy picks up either a cooked carrot or a cooked fish before returning to the THINK state with the EAT need.
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BOOKSHELF

File: gml_Object_oPet_Buddy_Other_22

Little Buddy gets a book from the Bookshelf while in the BOOKSHELF state. This state can only be entered by interacting with the Bookshelf gift. Little Buddy does a book-finding animation for 4 seconds as a sound effect plays. He then picks up a red book and returns to the THINK state with the READ_SPOT need.
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READ

File: gml_Object_oPet_Buddy_Other_23

Little Buddy reads a book while in the READ state. This state is entered after Little Buddy grabs a book from the Bookshelf gift during the BOOKSHELF state and walks to his desired reading spot, which can be either at the tree, on the toilet, or in the living room. If Little Buddy has decided to read in the living room, he will either read on the couch if the Couch gift has been obtained or on the floor if it has not. Little Buddy will always read on the floor of the living room if the tree does not exist and the Toilet gift and Couch gift are not available.

When Little Buddy begins reading, he sits down and opens the book. After 30 seconds to 2 minutes, he finishes reading and stands up while carrying the book. He returns to the THINK state with the RETURN_BOOK need and his next destination set to the Bookshelf gift at IN BOOKSHELF.

If he read on the toilet, the poop stat resets to 0, the soundPooped sound plays, and a poop object is created in the toilet that disappears after about 3.33 seconds.