:turtle_reaction
  if Variables.animalFriendship <= 0
    Player "The turtle looks happy, but she won't let me pick her up."
  end

:turtle_naming
  Player "This turtle really likes me. It looks like she'll let me pick her up from now on. I should give her a name."
  js Managers.Creatures.changeCreatureName(window.animalBeingNamed, 'turtle_naming_callback', window.animalBeingNamed.creatureName);

:turtle_naming_callback
  Player "<lastCreatureName>! That's going to be this turtle's name now."

:dog_reaction
  if Variables.animalFriendship <= 0
    Player "The dog looks happy, but he won't let me pick him up."
  end

:dog_naming
  Player "This dog really likes me. It looks like he'll let me pick him up from now on. I should give him a name."
  js Managers.Creatures.changeCreatureName(window.animalBeingNamed, 'dog_naming_callback', window.animalBeingNamed.creatureName);

:dog_naming_callback
  Player "<lastCreatureName>! That's going to be this dog's name now."

:cat_reaction
  if Variables.animalFriendship <= 0
    Player "The cat looks happy, but he won't let me pick him up."
  end

:cat_naming
  Player "This cat really likes me. It looks like he'll let me pick him up from now on. I should give him a name."
  js Managers.Creatures.changeCreatureName(window.animalBeingNamed, 'cat_naming_callback', window.animalBeingNamed.creatureName);

:cat_naming_callback
  Player "<lastCreatureName>! That's going to be this cat's name now."

:squirrel_reaction
  if Variables.animalFriendship <= 0
    Player "The squirrel looks happy, but he won't let me pick him up."
  end

:squirrel_naming
  Player "This squirrel really likes me. It looks like he'll let me pick him up from now on. I should give him a name."
  js Managers.Creatures.changeCreatureName(window.animalBeingNamed, 'squirrel_naming_callback', window.animalBeingNamed.creatureName);

:squirrel_naming_callback
  Player "<lastCreatureName>! That's going to be this squirrel's name now."

:monkey_reaction
  if Variables.animalFriendship <= 0
    Player "The monkey looks happy, but he won't let me pick him up."
  end

:monkey_naming
  Player "This monkey really likes me. It looks like he'll let me pick him up from now on. I should give him a name."
  js Managers.Creatures.changeCreatureName(window.animalBeingNamed, 'monkey_naming_callback', window.animalBeingNamed.creatureName);

:monkey_naming_callback
  Player "<lastCreatureName>! That's going to be this monkey's name now."

:bunny_reaction
  if Variables.animalFriendship <= 0
    Player "The bunny looks happy, but he won't let me pick him up."
  end

:bunny_naming
  Player "This bunny really likes me. It looks like he'll let me pick him up from now on. I should give him a name."
  js Managers.Creatures.changeCreatureName(window.animalBeingNamed, 'bunny_naming_callback', window.animalBeingNamed.creatureName);

:bunny_naming_callback
  Player "<lastCreatureName>! That's going to be this bunny's name now."

:tell_animal_name
  Player "<var:animalName>"


:large_animal_interaction
  if !Variables.creatureData._gotGiftToday
    if Managers.Items.isHoldingItem() && Variables.creatureEvent.checkGifts(true)
      js Variables.creatureEvent.checkGifts();
      return
    end
  end

  if Managers.Tools.isToolTypeEquipped('milker') || Managers.Tools.isToolTypeEquipped('clippers')
    if Managers.Tools.useToolAtEvent(Variables.creatureEvent)
      return
    end
  end


:goat_interaction
  include large_animal_interaction
  include talk_to_goat

:cow_interaction
  include large_animal_interaction
  include talk_to_cow

:yak_interaction
  include large_animal_interaction
  include talk_to_yak

:sheep_interaction
  include large_animal_interaction
  include talk_to_sheep

:horse_interaction
  include large_animal_interaction

  if farm animal spokenTo
    if $gamePlayer.canRideAnimal(Variables.creatureData)
      if map not in BARN, EXPANDED_BARN
        farm animal mount
        return
      end
    end
  end

  include talk_to_horse

:pig_interaction
  include large_animal_interaction
  include talk_to_pig

:bull_interaction
  include large_animal_interaction
  include talk_to_bull

