Postby Emral » Fri Aug 07, 2020 10:46 am
Fundamentally it's a state machine where in one state the dry bones walks, and in another state (triggered from onNPCKill) the dry bones doesn't walk anymore and has its hitbox disabled (npc turns friendly). That state then switches back to the other on a timer. Try to follow the modifications to data.state in the dry bones' script file.