{ talked01[0] Init[ (s) { //SetModel(202); SetUseText(401); SetSkin(6); SetName(399); SetID("bbrawler"); SetAttack(5); SetDefense(5); SetSpellcast(0); SetMagicResistance(3); SetDamageMin(2); SetDamageMax(8); SetArmorValue(2); SetMaxHealth(30); SetWimpy(5); SetChaseRadius(28000); SetAttackNoise(3); SetDeathNoise(0); SetIsHitNoise(38); SetWalkAnimation(5); SetSwingAnimation(1); SetDeathAnimation(6); SetIdleAnimation(8); PlayAnimation(8); SetLoot(300, "Loot_Gold6-10", 1, 2 ); // Try to detect the player, but do not attack. // Instead, if a non-aggressive NPC detects the player, // OnDetect will be called! SetAggressive(false); AiDetect(); } ] OnUse[ (s) { //OpenMenu("Acolyte Menlin"); OpenMenu("Talker"); } ] OnKilled [ (s) { //GetPlayer().StatModXP(68); if ( Random(1,12)=12) { //Ratseye = CreateItem("Gold"); //DropItem( Gold ); return; } else { return; } }] OnDetect[ (s) { // The player must be within my chase radius. // Talk to him, then kill him. WalkTo ( 5760, 13696); } ] ReachedDestination [ (s) { SetAggressive( true ); AiDetect(); } ] }