REPAIRSHIP
Keywords: REPAIRSHIP, REPAIRS
=== 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 ===