gameplay-tags
Installation
SKILL.md
Gameplay Tags
Gameplay Tags are hierarchical, interned FName labels — State.Stunned,
Ability.Attack.Melee, Event.Reset — registered centrally so every system speaks
the same vocabulary. They replace scattered enums/booleans/string IDs with a single,
extensible, designer-editable taxonomy.
When to use this skill
- Modeling states/categories/flags ("is stunned", "fire damage type", "ability = dash").
- Replacing brittle enums/bools/string IDs with extensible, queryable labels.
- Interfacing with tag-driven systems (GAS, behavior trees, animation, UI).
- Granting, blocking, or querying behavior based on a set of active tags on an actor.
- Building data-driven activation conditions that designers can edit without recompiling.