Tags

Tags can be used to tally action, communicate between enemy brains and set up basic "IF" statements.

Let's take an example:

 <State id="Stand">
        <State id="Sub1">
            <Behavior prob="1" text="Sub1">Say</Behavior>
            <Transition afterTime="5">Sub2</Transition>
        </State>
        <State id="Sub2">
            <Behavior prob="1" text="Sub2">Say</Behavior>
            <Behavior tagName="SubsDone">SetTag</Behavior>
        </State>
        <Transition hasTag="SubsDone">Wander</Transition>
    </State>
    <State id="Wander">
        <State id="Sub1">
            <Behavior prob="1" text="Sub1">Say</Behavior>
            <Transition afterTime="5">Sub2</Transition>
        </State>
        <State id="Sub2">
            <Behavior prob="1" text="Sub2">Say</Behavior>
            <Behavior tagName="SubsDone">ClearTag</Behavior>
        </State>
        <Behavior bucket="movement">Wander</Behavior>
        <Transition noTag="SubsDone">Stand</Transition>
    </State>

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