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