CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

funeral_add_funeral_targets_to_list

funeral_add_funeral_targets_to_list = { LIST_NAME = … }

game/common/scripted_effects/00_funeral_scripted_effects.txt, line 5 (88 lines). Parameters: $LIST_NAME$.

funeral_add_funeral_targets_to_list is a scripted effect in Crusader Kings III, written at line 5 of its file. A call passes 1 parameter: LIST_NAME. The game's script calls it in 2 places, among them Funeral (activity) and funeral_fill_available_targets_gui (gui). Patch 1.20.1.2, from game/common/scripted_effects/00_funeral_scripted_effects.txt.

What it does

  • Every memory:
    • Only some of them (the filter is in the script below)
    • memory_participant:dead_relation = { … }

• 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 (88 lines of game script)
funeral_add_funeral_targets_to_list = {
	clear_variable_list = $LIST_NAME$
	save_scope_as = list_scope

	primary_title ?= {
		every_past_holder = {
			limit = {
				body_is_available = yes
				# so vasssals can't 'steal' funeral for new liege just cuz previous liege granted a title to them.
				trigger_if = {
					limit = { highest_held_title_tier > prev.tier }
					NOT = { primary_title.holder.dynasty ?= dynasty }
				}
			}
			scope:list_scope = {
				add_to_variable_list = {
					name = $LIST_NAME$
					target = prev
				}
			}
		}
	}
	every_close_or_extended_family_member = {
		even_if_dead = yes
		limit = {
			body_is_available = yes
		}
		scope:list_scope = {
			add_to_variable_list = {
				name = $LIST_NAME$
				target = prev
			}
		}
	}
	every_spouse = {
		even_if_dead = yes
		limit = {
			body_is_available = yes
		}
		scope:list_scope = {
			 add_to_variable_list = {
				 name = $LIST_NAME$
				 target = prev
			 }
		 }
	}
	every_memory = {
		limit = {
			OR = {
				has_memory_type = friend_died
				has_memory_type = lover_died
				has_memory_type = soulmate_died
				has_memory_type = best_friend_died
			}
			trigger_if = {
				limit = { exists = memory_participant:dead_relation }
				memory_participant:dead_relation = { body_is_available = yes }
			}
			trigger_else = { always = no }
		}
		memory_participant:dead_relation = {
			scope:list_scope = {
				add_to_variable_list = {
					name = $LIST_NAME$
					target = prev
				}
			}
		}
	}
	
	
	# ACH dead officiator

	if = {
		limit = {
			var:dead_officiator_funeral ?= {
				body_is_available = yes
			}
		}
		scope:list_scope = {
			add_to_variable_list = {
				name = $LIST_NAME$
				target = var:dead_officiator_funeral
			}
		}
	}

}

As written in game/common/scripted_effects/00_funeral_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls funeral_add_funeral_targets_to_list.

Activities (1)

Buttons of the game's windows (scripted GUIs) (1)

  • funeral_fill_available_targets_gui

Source: game/common/scripted_effects/00_funeral_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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