Hands-On Usage
When creating mods related to Power Balance systems, this trigger is commonly used in the available / trigger blocks of events or decisions to check whether a modifier has already been added, thereby preventing duplicate additions or implementing mutually exclusive logic. For example, after confirming that a specific bonus for a certain faction has not yet taken effect, proceed to trigger subsequent events:
available = {
NOT = {
has_power_balance_modifier = {
id = my_pb_east_west
modifier = eastern_bloc_dominance
}
}
}
Synergy
[add_power_balance_modifier](/wiki/effect/add_power_balance_modifier): The most direct companion—first use has_power_balance_modifier to check if the modifier exists, and only execute the addition if it does not, preventing duplicate stacking.
[remove_power_balance_modifier](/wiki/effect/remove_power_balance_modifier): Remove the corresponding modifier when conditions are met (modifier already exists), implementing a "remove if present" state-switching logic.
[remove_all_power_balance_modifiers](/wiki/effect/remove_all_power_balance_modifiers): When you need to reset the entire power balance state, first use the trigger to confirm that modifiers exist, then batch remove them, avoiding meaningless script calls.
[is_power_balance_in_range](/wiki/trigger/is_power_balance_in_range): Frequently combined with this trigger, simultaneously checking whether a specific modifier exists and whether the current power balance value is within the target range, with both conditions jointly gatekeeping the decision trigger timing.
Common Pitfalls
- Reversing or omitting the
id and modifier fields: id refers to the unique identifier of the power balance itself, while modifier is the static modifier id mounted on it; the two have different meanings, and filling them incorrectly causes the trigger to always return false, and the game log may not report an error.
- Mistakenly assuming the scope is limited to a specific country: The supported scope of this trigger is
any, but in actual scripts you still need to ensure that the current execution context can access the corresponding power balance definition; if the power balance is defined in a specific DLC or specific mod file and is not loaded, it will similarly fail silently rather than report an error.