REPAIRSHIP

Keywords: REPAIRSHIP, REPAIRS

Category: Space

=== USER MANUAL === Usage: repairship <hull|drive|launcher|primary|energy> Description: Repair ship systems from the engine room. Each call targets one subsystem and runs a short maintenance timer; on completion the named system is restored. Repairs are routine maintenance, not post-combat miracle work. Pair with launch (which fully repairs a docked ship) or shiprecall (which fully repairs as it picks up your ship) for faster full-hull resets. Targets: hull ............... Restore hull points. Adds up to 100 per invocation, capped at max hull. drive .............. Clear SHIP_DISABLED flag. If the ship is at its last dock, also transitions state to SHIP_DOCKED. There is a tiny chance (~2%%) this repair also clears the hidden SHIP_SABOTAGE flag. launcher ........... Reset missile launcher to READY. Clears damage state. primary ............ Reset primary weapon (laser / railgun) to READY. energy ............. Regenerate ship energy to maximum in one hit. Any other argument (or no argument): You need to specify something to repair: Try: hull, drive, launcher, primary, energy Timers: hull ............... 15 seconds. drive / launcher / primary / energy ... 5 seconds each. Staff .............. Instant (0 seconds). Progress ticks each second: "Repairing <type>... [Ns]" Requirements: Engine room ........ "You must be in the engine room of a ship to do that!" Valid target ....... See the 5-option list above. Note: There is no pilot access check on this command. Anyone in the engine room can repair, including enemies who boarded your ship. Echo: Start: You begin your repairs. (you) <n> begins repairing the ship. (room) Each tick: Repairing <target>... [Ns] (you) Completion (varies by target): Repair complete. Hull strength increased by N points. Ship's drive repaired. (plus optional "You find a problem in the drive and correct the error." if sabotage was cleared) Missile launcher repaired. Main weapon repaired. Energy regenerated. And finally: <n> finishes <s> repairs. (room) Interruption: Damage or movement out of the engine room aborts the timer: You are distracted and fail to finish your repairs. No progress is retained -- you must restart from the beginning. Notes: - launch and shiprecall both fully heal the ship as a side effect (hull, shield, energy to max, weapons rearmed). For a clean reset it's often faster to land, launch again, than to repair piecemeal. - Hull repairs add a fixed 100 points per call, so heavily damaged capital ships may need multiple runs. - The drive-repair side effect of clearing SHIP_SABOTAGE is only ~2%% per attempt. If you suspect your ship has been sabotaged before a hyperspace jump, repair drive repeatedly or use a free-repair option (launch/recall). - Energy repair is instant-max, not additive -- useful after a heavy special-ability cast. - Shields cannot be repaired via this command; they regenerate naturally over time. Strategic Notes: - Mid-combat repairs are risky (5-15 seconds unable to fire, interruptible), but can save a fight if the missile/primary goes offline. - Hull repair stacks -- run it multiple times to fully restore at 100/call. - If you take sabotage damage on a critical jump, wait until you're docked and run launch for a guaranteed clean engine, rather than relying on the drive-repair 2%% chance. Related Helpfiles: SHIPSTAT, SCANSHIP, LAUNCH, SHIPRECALL, SHIPFIRE, HYPERSPACE, INSTALLMODULE === END MANUAL ===