local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local GameFunctionsFolder = ReplicatedStorage:WaitForChild("GameFunctionsFolder")
local NightValue =
local Characters = ServerStorage:WaitForChild("Characters")
local EnemyMonkyMan = Characters.EnemyMonkyMan
local E1Settings = require(EnemyMonkyMan.Settings)
local function MonkyManPog()
for i, v in pairs() do
repeat
task.wait(math.random(E1Settings.AI.MinWait, E1Settings.AI.MaxWait))
local MovementOpportunity = math.random(1, 20)
local Success
if E1Settings.AI.AILevel >= MovementOpportunity then
if E1Settings.AI.Locked then
print(EnemyMonkyMan.Name .. " is locked; MovementOpportunity failed")
return
else
Success = true
E1Settings.AI.CanMove = true
print(EnemyMonkyMan.Name .. " MovementOpportunity success [" .. MovementOpportunity .. "/" .. E1Settings.AI.AILevel .. "]")
end
else
print(EnemyMonkyMan.Name .. " failed the MovementOpportunity")
return
end
if Success and CanMove then
E1Settings.AI.CurPosition += 1
EnemyMonkyMan:SetPrimaryPartCFrame(workspace.Positions["MonkyPos" .. E1Settings.AI.CurPosition])
else
warn("An error may have occured, or CanMove has failed to be set to true\nChecking")
if not E1Settings.AI.CanMove then
warn("Current CanMove setting", E1Settings.AI.CanMove)
else
warn("Success value turned out to be the problem, repeating loop")
end
end
until E1Settings.AI.CurPosition == E1Settings.AI.MaxPosition
end
MonkyManPog
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