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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