Scripted trigger · By God Alone files
has_corpse_trigger
has_corpse_trigger = yesgame/common/scripted_triggers/pam_saint_triggers.txt, line 20 (25 lines). No parameters.
has_corpse_trigger is a scripted trigger in Crusader Kings III, in the By God Alone files, written at line 20 of its file. It takes no parameters: has_corpse_trigger = yes (or no). The game's script calls it in 1 place, among them create_appropriate_relic_artifact_from_character_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/pam_saint_triggers.txt.
The comment above it in the file
Canonizing Saints - scripted triggers pam_can_canonize_saint_trigger pam_is_canonization_candidate_trigger pam_faith_uses_cathedrals_trigger pam_character_has_cathedral_trigger pam_has_consecration_site_trigger pam_site_free_trigger pam_province_is_free_burial_site_trigger pam_has_free_primary_site_trigger pam_county_has_actor_primary_site_trigger pam_has_free_adjacent_site_trigger pam_needs_hof_approval_for_canonization_trigger pam_hof_thinks_well_of_canonizer_trigger pam_saint_is_buried_in_my_lands_trigger pam_can_extract_relic_from_saint_trigger pam_saint_relic_drawable_trigger pam_venerated_the_saints_personally_trigger
What it checks
If
a check the game hides
Then
NOT = { has_dead_character_variable = no_corpse_left }NOT = { saint_burial_location ?= { has_variable = no_corpse_left } }NOT = { death_reason = death_disappearance }NOT = { death_reason = death_vanished }NOT = { death_reason = death_hunted_by_wild_beast }NOT = { death_reason = death_disappeared_into_slave_markets }NOT = { death_reason = death_killed_by_monstrous_dog }NOT = { death_reason = death_killed_by_monstrous_wolf }NOT = { death_reason = death_killed_by_monstrous_hyena }NOT = { death_reason = death_killed_by_monstrous_lion }NOT = { death_reason = death_killed_by_monstrous_tiger }NOT = { death_reason = death_killed_by_monstrous_leopard }NOT = { death_reason = death_killed_by_monstrous_panther }NOT = { death_reason = death_killed_by_monstrous_lynx }NOT = { death_reason = death_killed_by_monstrous_caracal }NOT = { death_reason = death_killed_by_monstrous_bear }NOT = { death_reason = death_killed_by_monstrous_hippo }NOT = { death_reason = death_killed_by_monstrous_crocodile }
• 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 (25 lines of game script)
has_corpse_trigger = {
trigger_if = {
limit = { is_alive = no }
NOR = {
has_dead_character_variable = no_corpse_left
saint_burial_location ?= { has_variable = no_corpse_left }
death_reason = death_disappearance
death_reason = death_vanished
death_reason = death_hunted_by_wild_beast
death_reason = death_disappeared_into_slave_markets
death_reason = death_killed_by_monstrous_dog
death_reason = death_killed_by_monstrous_wolf
death_reason = death_killed_by_monstrous_hyena
death_reason = death_killed_by_monstrous_lion
death_reason = death_killed_by_monstrous_tiger
death_reason = death_killed_by_monstrous_leopard
death_reason = death_killed_by_monstrous_panther
death_reason = death_killed_by_monstrous_lynx
death_reason = death_killed_by_monstrous_caracal
death_reason = death_killed_by_monstrous_bear
death_reason = death_killed_by_monstrous_hippo
death_reason = death_killed_by_monstrous_crocodile
}
}
}As written in game/common/scripted_triggers/pam_saint_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_corpse_trigger.
Scripted effects (1)
Source: game/common/scripted_triggers/pam_saint_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.