protected override Composite CreateBehavior()
{
return new Action(ret =>
{
if (!BrainBehavior.IsVendoring && (ZetaDia.Me.Inventory.NumFreeBackpackSlots<=SlotsUnused || Backpack.ShouldRepairItems(MinimumDurability)))
BrainBehavior.ForceTownrun("Forcing Town Run!");
m_IsDone = true;
});
}