function GoTo(d)Path:ComputeAsync(NPC.HumanoidRootPart.Position,d)if Path.Status==Enum.PathStatus.NoPath then else local d=Path:GetWaypoints()for d,F in ipairs(d)do NPC.Humanoid:MoveTo(F.Position)if F.Action==Enum.PathWaypointAction.Jump then NPC.Humanoid.Jump=true end end end end

function GoTo(Target)

	Path:ComputeAsync(NPC.HumanoidRootPart.Position, Target)
	if Path.Status == Enum.PathStatus.NoPath then

	else
		local WayPoints = Path:GetWaypoints()

		for _, WayPoint in ipairs(WayPoints) do

			NPC.Humanoid:MoveTo(WayPoint.Position)
			if WayPoint.Action == Enum.PathWaypointAction.Jump then
				NPC.Humanoid.Jump = true
			end
		end
	end
end