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(1 edit)

assuming you are using load_tables you just have to load the tags

func load_tables():
    modding_core.load_table(Effectdata.effect_table, celena_tag)
var celena_tag = {
    e_celena_bless = {
        tags = ["t_e_celena_bless"]
    }
}

and then you could use one of the examples below, both do the same

has_status check uses "status" as a value key not "value" you can check it yourself in CharacterClass.gd  func valuecheck

{"code" : "has_status", "check" : true, "status" : "t_e_celena_bless"}
{code = "has_status", check = true, status = "t_e_celena_bless"}