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"}