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Material threshold event
Triggered when a material reaches a threshold.
Where values are indexed (the compartments on a ship for example), the index will be represented by '<index>'. For VoiceAttack, a variable with the root name of the indexed array shall identify the total number of entries in the array. For example, if compartments 1 and 2 are available then the value of the corresponding 'compartments' variable will be 2.
When using this event in the Speech responder the information about this event is available under the event object. The available variables are as follows:
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{event.amount} - The current amount of the material
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{event.change} - The change to the inventory (Increase/Reduction)
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{event.level} - The level that has been triggered (Minimum/Desired/Maximum)
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{event.limit} - The amount of the limit that has been passed
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{event.material} - The material (as an object)
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{event.material.blueprints} - the blueprints for which the material is used (this is an array of blueprint objects)
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{event.material.blueprints[<index>].grade} - the grade of the blueprint
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{event.material.blueprints[<index>].invariantName} - The invariant English name.
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{event.material.blueprints[<index>].materials} - the materials required to produce the blueprint (a list of items with material and amount keys for each item)
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{event.material.blueprints[<index>].materials[<index>].amount} - the amount
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{event.material.blueprints[<index>].materials[<index>].category} - the material's localized category
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{event.material.blueprints[<index>].materials[<index>].desired} - your desired amount
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{event.material.blueprints[<index>].materials[<index>].material} - the material's localized name
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{event.material.blueprints[<index>].materials[<index>].maximum} - your maximum amount
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{event.material.blueprints[<index>].materials[<index>].minimum} - your minimum amount
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{event.material.blueprints[<index>].materials[<index>].Rarity} - the material's rarity, as an object
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{event.material.blueprints[<index>].materials[<index>].Rarity.invariantName} - The invariant English name.
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{event.material.blueprints[<index>].materials[<index>].Rarity.level} - the level of the rarity (0 == Very common, 5 == Very rare)
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{event.material.blueprints[<index>].materials[<index>].Rarity.name} - The localized name.
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{event.material.blueprints[<index>].name} - The localized name.
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{event.material.bodyname} - (MaterialDetails() function only) the name of the body with the greatest percent concentration in the star system
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{event.material.bodyshortname} - (MaterialDetails() function only) the short name of the body with the greatest percent concentration in the star system
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{event.material.category} - the category of the material (Element, Data or Manufactured)
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{event.material.goodpctbody} - top 25th percentile relative to the top value ever recorded
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{event.material.greatpctbody} - top 10th percentile relative to the top value ever recorded
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{event.material.invariantName} - The invariant English name.
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{event.material.location} - typical locations where the material can be found
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{event.material.name} - The localized name.
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{event.material.rarity} - the rarity of the material
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{event.material.symbol} - the standardized abbreviation for the material from the periodic table
To respond to this event in VoiceAttack, create a command entitled ((EDDI material threshold)). VoiceAttack variables will be generated to allow you to access the event information.
The following VoiceAttack variables are available for this event:
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{INT:EDDI material threshold amount} - The current amount of the material
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{TXT:EDDI material threshold change} - The change to the inventory (Increase/Reduction)
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{TXT:EDDI material threshold level} - The level that has been triggered (Minimum/Desired/Maximum)
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{INT:EDDI material threshold limit} - The amount of the limit that has been passed
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{INT:EDDI material threshold material blueprints} - the blueprints for which the material is used (this is an array of blueprint objects)
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{INT:EDDI material threshold material blueprints <index> grade} - the grade of the blueprint
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{TXT:EDDI material threshold material blueprints <index> invariant name} - The invariant English name.
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{INT:EDDI material threshold material blueprints <index> materials} - the materials required to produce the blueprint (a list of items with material and amount keys for each item)
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{INT:EDDI material threshold material blueprints <index> materials <index> amount} - the amount
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{TXT:EDDI material threshold material blueprints <index> materials <index> category} - the material's localized category
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{INT:EDDI material threshold material blueprints <index> materials <index> desired} - your desired amount
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{TXT:EDDI material threshold material blueprints <index> materials <index> material} - the material's localized name
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{INT:EDDI material threshold material blueprints <index> materials <index> maximum} - your maximum amount
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{INT:EDDI material threshold material blueprints <index> materials <index> minimum} - your minimum amount
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{TXT:EDDI material threshold material blueprints <index> materials <index> rarity invariant name} - The invariant English name.
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{INT:EDDI material threshold material blueprints <index> materials <index> rarity level} - the level of the rarity (0 == Very common, 5 == Very rare)
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{TXT:EDDI material threshold material blueprints <index> materials <index> rarity name} - The localized name.
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{TXT:EDDI material threshold material blueprints <index> name} - The localized name.
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{TXT:EDDI material threshold material bodyname} - (MaterialDetails() function only) the name of the body with the greatest percent concentration in the star system
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{TXT:EDDI material threshold material bodyshortname} - (MaterialDetails() function only) the short name of the body with the greatest percent concentration in the star system
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{TXT:EDDI material threshold material category} - the category of the material (Element, Data or Manufactured)
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{DEC:EDDI material threshold material goodpctbody} - top 25th percentile relative to the top value ever recorded
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{DEC:EDDI material threshold material greatpctbody} - top 10th percentile relative to the top value ever recorded
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{TXT:EDDI material threshold material invariant name} - The invariant English name.
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{TXT:EDDI material threshold material location} - typical locations where the material can be found
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{TXT:EDDI material threshold material name} - The localized name.
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{TXT:EDDI material threshold material rarity} - the rarity of the material
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{TXT:EDDI material threshold material symbol} - the standardized abbreviation for the material from the periodic table
For more details on VoiceAttack integration, see https://github.com/EDCD/EDDI/wiki/VoiceAttack-Integration.