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Gameplay Tags
Gameplay Tags
allow you to manage the state of a character in your game through their absence or presence. They are typically applied by Gameplay Effects
and Abilities
. For example, an Ability
can check for the presence of some ability-specific cooldown tag to infer if it should be on cooldown or not. The number and structure of Gameplay Tags
in a game are highly game dependent.
Gameplay Tags
can be given a parent Gameplay Tag
, allowing a hierarchical strucutre of tags. This strucutre allows checking not only if two Gameplay Tags
are equivalent, but also if one is a descendent of another.
Gameplay Effects
and Abilities
have multiple sections for defining Gameplay Tags
, and these control how they interact with other Gameplay Effects
and Abilities
.
The types of tags that can be defined for Gameplay Effects
are:
-
Asset Tag
- the tag that defines thisGameplay Effect
. Typically unique for eachGameplay Effect
-
Granted Tags
- the tags that are considered to be on the character thisGameplay Effect
is applied to. For example, if the character is magic immune due to aGameplay Effect
, one of theGranted Tags
might beStatus.Magic.Immune
, and otherAbilities
would look for theStatus.Magic.Immune
tag, and cancel application if it is found on the target of theAbility
. -
Ongoing Tag Requirements
- If all of theRequired
tags are present, and none of theIgnore
tags are present, theGameplay Effect
is considered to be active. If any of theRequired
tags are not present, or if any of theIgnore
tags are present, theGameplay Effect
is considered to be temporarily suspended. If aGameplay Effect
is suspended, any effects due to theGameplay Effect
(such as attribute modification orGameplay Tag
application) are temporarily removed. TheGameplay Effect
will still count down. -
Application Tag Requirements
- These tags control if a particularGameplay Effect
can be applied. If any of theRequired
tags are not present, and any of theIgnore
tags are present, then theGameplay Effect
will not be applied. -
Removal Tag Requirements
- if any of theRequired
tags are not present, or if any of theIgnore
tags are present, theGameplay Effect
will be removed. -
Remove Gameplay Effects with Tag
- anyGameplay Effects
which grant any of these tags (through theirAsset Tag
orGranted Tags
) will be removed when thisGameplay Effect
is applied.
The types of tags that can be defined for Abilities
are:
-
Asset Tag
- the tag that defines thisAbility
. Typically unique for eachAbility
. -
Cancel Abilities with Tags
- any activeAbilities
that have anAsset Tag
matching this list are cancelled. -
Block Abilities with Tags
- anyAbilities
that have anAsset Tag
matching this list are prevented from activating. -
Activation Owned Tags
- These tags are granted to the character that thisAbility
is activated on. -
Owner Tags
- the ability will only be activated if theOwner
has all of theRequired
tags and none of theIgnore
tags. TheOwner
of anAbility
is usually the character activating the ability (theSource
), but it could also be a third party activating it on behalf of a character. -
Source Tags
- the ability will only be activated if theSource
has all of theRequired
tags and none of theIgnore
tags. TheSource
of anAbility
is the the character that the ability is activated through. -
Target Tags
- the ability will only be activated if theTarget
has all of theRequired
tags and none of theIgnore
tags. TheTarget
of anAbility
is the character theAbility
is affecting.