User:HertzDevil/Skill effect tags

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Core assumptions

 * The SkillAbility ID of every skill is evaluated at most once within a single context.
 * The SAID of a skill has its condition checked at most once and its effect applied at most once.
 * A context is any stage during gameplay where skills may be evaluated, e.g. upon movement, before combat, or during stat comparison.
 * Every context corresponds to one or more SkillTiming IDs.
 * Skills without an STID associated with a given context are never evaluated within that context.
 * An SAID may be evaluated multiple times if its STID is associated with multiple contexts.
 * A skill may produce other skill effects not provided by the SAIDs, such as effectiveness and weapon class effects.
 * Every skill completely finishes its evaluation before the next skill starts its evaluation.
 * No two skills are ever simultaneously evaluated.
 * Therefore, every set of skills within a context can always be sorted by their evaluation order.
 * Skills are first sequenced by their SAIDs, then by their skill positions.
 * The SAID order is predetermined and is not the order over their numerical indices. STIDs do not affect the SAID order.
 * Skills are normally made in such a way that their logical dependencies cannot violate the SAID order.
 * The skill position priority is necessary for skill sequencing if a skill logically depends on another skill with the same SAID. Certain groups of SAIDs may also be considered to have equivalent priorities.
 * A during-combat property has a unique value if all skills that logically depend on the property are evaluated after all skills that alter the property.
 * Intermediate states can be observed if these logical dependencies are not resolved along the skill evaluation order.
 * Different final values can be observed if skill position priorities are used to sequence skills affecting the property.

Keywords
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