Scripted effect
upgrade_tradeport
upgrade_tradeport = yesgame/common/scripted_effects/01_building_upgrade_effects.txt, line 133 (77 lines). No parameters.
upgrade_tradeport is a scripted effect in Crusader Kings III, written at line 133 of its file. It takes no parameters: upgrade_tradeport = yes. The game's script calls it in 1 place, among them Foreign Merchants (event court_yearly.7030). Patch 1.20.1.2, from game/common/scripted_effects/01_building_upgrade_effects.txt.
The comment above it in the file
Upgrades a single tradeport building If such a building does not exist and can be built, it is built. If no slot exists, a slot is added and it is built.
What it does
If
NOT = { has_building = common_tradeport_01 }NOT = { has_building = common_tradeport_02 }NOT = { has_building = common_tradeport_03 }NOT = { has_building = common_tradeport_04 }NOT = { has_building = common_tradeport_05 }NOT = { has_building = common_tradeport_06 }NOT = { has_building = common_tradeport_07 }NOT = { has_building = common_tradeport_08 }free_building_slots = 0
Then
add_province_modifier = extra_building_slotadd_building = common_tradeport_01
Else if
NOT = { has_building = common_tradeport_01 }NOT = { has_building = common_tradeport_02 }NOT = { has_building = common_tradeport_03 }NOT = { has_building = common_tradeport_04 }NOT = { has_building = common_tradeport_05 }NOT = { has_building = common_tradeport_06 }NOT = { has_building = common_tradeport_07 }NOT = { has_building = common_tradeport_08 }- Free building slots more than 1
Then
add_building = common_tradeport_01
Else if
has_building = common_tradeport_01
Then
add_building = common_tradeport_02
Else if
has_building = common_tradeport_02
Then
add_building = common_tradeport_03
Else if
has_building = common_tradeport_03
Then
add_building = common_tradeport_04
Else if
has_building = common_tradeport_04
Then
add_building = common_tradeport_05
Else if
has_building = common_tradeport_05
Then
add_building = common_tradeport_06
Else if
has_building = common_tradeport_06
Then
add_building = common_tradeport_07
Else if
has_building = common_tradeport_07
Then
add_building = common_tradeport_08
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (77 lines of game script)
upgrade_tradeport = {
if = {
limit = {
NOR = {
has_building = common_tradeport_01
has_building = common_tradeport_02
has_building = common_tradeport_03
has_building = common_tradeport_04
has_building = common_tradeport_05
has_building = common_tradeport_06
has_building = common_tradeport_07
has_building = common_tradeport_08
}
free_building_slots = 0
}
add_province_modifier = extra_building_slot
add_building = common_tradeport_01
}
else_if = {
limit = {
NOR = {
has_building = common_tradeport_01
has_building = common_tradeport_02
has_building = common_tradeport_03
has_building = common_tradeport_04
has_building = common_tradeport_05
has_building = common_tradeport_06
has_building = common_tradeport_07
has_building = common_tradeport_08
}
free_building_slots > 1
}
add_building = common_tradeport_01
}
else_if = {
limit = {
has_building = common_tradeport_01
}
add_building = common_tradeport_02
}
else_if = {
limit = {
has_building = common_tradeport_02
}
add_building = common_tradeport_03
}
else_if = {
limit = {
has_building = common_tradeport_03
}
add_building = common_tradeport_04
}
else_if = {
limit = {
has_building = common_tradeport_04
}
add_building = common_tradeport_05
}
else_if = {
limit = {
has_building = common_tradeport_05
}
add_building = common_tradeport_06
}
else_if = {
limit = {
has_building = common_tradeport_06
}
add_building = common_tradeport_07
}
else_if = {
limit = {
has_building = common_tradeport_07
}
add_building = common_tradeport_08
}
}As written in game/common/scripted_effects/01_building_upgrade_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls upgrade_tradeport.
Events (1)
- Foreign Merchants
court_yearly.7030
Source: game/common/scripted_effects/01_building_upgrade_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.