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30 — Power Low...

Satisfied while the named house's power output is below its drain.

Editor data
Numeric ID
30
Engine ID
TEVENT_LOW_POWER
Editor name
Power Low...
Need token
NEED_HOUSE
Parameters
  1. Househouse
Attachment
house
INI example
[Events]
<TriggerID>=1,30,0,<House>

Valid values

  • The house whose power is tested. Naming a house that is not in play satisfies the event on every offer.
Caveats
  • The event tests the house's current balance, not the moment it changed, so it is satisfied for as long as the house stays short of power.
  • Output equal to drain does not satisfy the event. A house whose structures drain no power never satisfies it, whatever its output.
  • Which structures count toward the balance is set out in [Power output and drain](/systems/power/#how-the-balance-is-computed). In a campaign, for example, a player-controlled house's structures count only after the player discovers them.
  • The event puts its tag on the list of the house that owns the trigger, which need not be the named house. That list is offered every frame, so the event is satisfied from the first frame the named house is short of power.
  • Avoid a persistent tag. Unless it is the first tag on that house's list, the list offers a persistent tag again each time it fires. While the named house stays short of power, the trigger fires without end and the game hangs.
  • A semi-persistent tag fires only while exactly one object or map cell holds it, and this event attaches the tag to neither. Use a volatile tag.