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.