Ghost AI currently has a lot of redundant tag and score checks. Along with resolving this, posting the LMDM ghost system has some beneficial effects such as a centralized targeting system, ability to freeze animations and stop AI.
[x] Split up ghost functions into more functions, reducing redundant checks
[x] Change the dialog tag from Gold Ghost to no_ai, and apply it globally
[x] Change target selecting to a simpler, global system.
[x] Change Ghost Guy/Clockwork Soldier pathfinding to select an XYZ to attempt to go to, rather than just a direction and step count (difference here meaning if it needs to go over a table, it'll do that, rather than say the path is blocked).
[x] Change animations to the new standard that Luigi/Gooigi already use. This allows animations to continue when AI is disabled
[x] Replace hardcoded paths with NBT saved to the "brain" dictating a path, at end of path vanish; loop option for dancing ghost guys
[x] Add paths for blue and purple mice, so their directions are accurate
[x] Change animation moving to the actual animation functions, not moving the true entity (vanish, appear, attack)
Animation changes
[x] Change punch/uppercut animations to only be the punch/uppercut itself; make the charge-up its own animation
Ghost AI currently has a lot of redundant tag and score checks. Along with resolving this, posting the LMDM ghost system has some beneficial effects such as a centralized targeting system, ability to freeze animations and stop AI.
Animation changes