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>Is something described here not clear or do you have ideas on how to improve the documentation? Let us know!