Order of Operations Q for Behavior Trees

So I am not sure the order of operations here. I want the NPC here to to do things when it is healthy, and run away when it’s health is critical. I have the check health task, where it will check on or off depending if it has 1 health. Where should the check health be placed?

  1. You can have a “Service” on the “Selector” that checks every “X” seconds to see if NPC health is 1 and if so, aborts whatever behavior you want aborted and will then activate other behavior
  2. Or have a “Decorator” that switches a boolean when the NPC health is 1 and it will abort any nodes below it. Place the decorator on both “Healthy” and “Risk of Death” and based on it’s value tell it what to abort and what to continue executing