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Modules stored event
Triggered when you store multiple modules.
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.modules} - The stored modules (as objects)
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{event.modules[<index>].ammoinclip} - only for weapons, this defines the amount of ammunition present in the clip during the last
Loadoutevent -
{event.modules[<index>].ammoinhopper} - only for weapons, this defines the amount of ammunition present in the hopper during the last
Loadoutevent -
{event.modules[<index>].class} - numeric class of the module
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{event.modules[<index>].clipcapacity} - only for weapons, this defines the maximum amount of ammunition the clip can hold
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{event.modules[<index>].enabled} - whether the module is enabled
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{event.modules[<index>].engineerlevel} - the level of the engineering modification
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{event.modules[<index>].engineerquality} - the percent quality of the engineering modification
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{event.modules[<index>].grade} - letter grade of the module
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{event.modules[<index>].health} - the last reported health of the module, as a percentage
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{event.modules[<index>].hoppercapacity} - only for weapons, this defines the maximum amount of ammunition the hopper can store
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{event.modules[<index>].hot} - whether the module is legally 'hot'
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{event.modules[<index>].invariantName} - The invariant English name.
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{event.modules[<index>].mercPrice} - the price paid for the module, in merc coins
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{event.modules[<index>].modification} - the localized name of the engineering modification
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{event.modules[<index>].modified} - whether the module has been modified
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{event.modules[<index>].mount} - only for weapons, this defines the type of mount (fixed, gimballed, turreted)
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{event.modules[<index>].name} - The localized name.
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{event.modules[<index>].position} - the position of the module in the
Modulespanel, sorted according to power usage -
{event.modules[<index>].power} - the power consumption of the module, measured in MegaWatts (MW)
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{event.modules[<index>].price} - the price paid for the module, in credits
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{event.modules[<index>].priority} - the power priority of the module
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{event.modules[<index>].value} - base value of the module, in credits
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{event.ship} - The ship from which the modules were stored
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{event.shipid} - The ID of the ship from which the module were stored
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{event.slots} - The outfitting slots
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{event.slots[<index>]}
To respond to this event in VoiceAttack, create a command entitled ((EDDI modules stored)). 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 modules stored modules} - The stored modules (as objects)
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{INT:EDDI modules stored modules <index> ammoinclip} - only for weapons, this defines the amount of ammunition present in the clip during the last
Loadoutevent -
{INT:EDDI modules stored modules <index> ammoinhopper} - only for weapons, this defines the amount of ammunition present in the hopper during the last
Loadoutevent -
{INT:EDDI modules stored modules <index> class} - numeric class of the module
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{INT:EDDI modules stored modules <index> clipcapacity} - only for weapons, this defines the maximum amount of ammunition the clip can hold
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{BOOL:EDDI modules stored modules <index> enabled} - whether the module is enabled
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{INT:EDDI modules stored modules <index> engineerlevel} - the level of the engineering modification
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{DEC:EDDI modules stored modules <index> engineerquality} - the percent quality of the engineering modification
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{TXT:EDDI modules stored modules <index> grade} - letter grade of the module
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{DEC:EDDI modules stored modules <index> health} - the last reported health of the module, as a percentage
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{INT:EDDI modules stored modules <index> hoppercapacity} - only for weapons, this defines the maximum amount of ammunition the hopper can store
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{BOOL:EDDI modules stored modules <index> hot} - whether the module is legally 'hot'
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{TXT:EDDI modules stored modules <index> invariant name} - The invariant English name.
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{DEC:EDDI modules stored modules <index> merc price} - the price paid for the module, in merc coins
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{TXT:EDDI modules stored modules <index> modification} - the localized name of the engineering modification
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{BOOL:EDDI modules stored modules <index> modified} - whether the module has been modified
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{TXT:EDDI modules stored modules <index> mount} - only for weapons, this defines the type of mount (fixed, gimballed, turreted)
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{TXT:EDDI modules stored modules <index> name} - The localized name.
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{INT:EDDI modules stored modules <index> position} - the position of the module in the
Modulespanel, sorted according to power usage -
{DEC:EDDI modules stored modules <index> power} - the power consumption of the module, measured in MegaWatts (MW)
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{DEC:EDDI modules stored modules <index> price} - the price paid for the module, in credits
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{INT:EDDI modules stored modules <index> priority} - the power priority of the module
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{DEC:EDDI modules stored modules <index> value} - base value of the module, in credits
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{TXT:EDDI modules stored ship} - The ship from which the modules were stored
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{INT:EDDI modules stored shipid} - The ID of the ship from which the module were stored
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{INT:EDDI modules stored slots} - The outfitting slots
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{TXT:EDDI modules stored slots <index>}
For more details on VoiceAttack integration, see https://github.com/EDCD/EDDI/wiki/VoiceAttack-Integration.