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Jumped event

T'kael edited this page Apr 27, 2025 · 25 revisions

Triggered when you complete a jump to another system.

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:

  • {event.allegiance} - The allegiance of the system to which the commander has jumped

  • {event.conflicts} - A list of conflict objects describing any conflicts between factions in the star system

  • {event.conflicts[<index>].conflictdays}

  • {event.conflicts[<index>].faction1}

  • {event.conflicts[<index>].faction1dayswon}

  • {event.conflicts[<index>].faction2}

  • {event.conflicts[<index>].faction2dayswon}

  • {event.conflicts[<index>].margin}

  • {event.conflicts[<index>].stake}

  • {event.conflicts[<index>].state}

  • {event.conflicts[<index>].status}

  • {event.contestingpowers} - The localized names of powerplay powers with at least 30% progress towards acquiring control of an uncontrolled star system, if any, in descending order

  • {event.ContestingPowers} - Powerplay powers with at least 30% progress towards acquiring control of an uncontrolled star system, if any, as objects, in descending order

  • {event.contestingpowers[<index>]}

  • {event.ContestingPowers[<index>].invariantName}

  • {event.ContestingPowers[<index>].name}

  • {event.distance} - The distance the commander has jumped, in light years

  • {event.economy} - The economy of the system to which the commander has jumped

  • {event.economy2} - The secondary economy of the system to which the commander has jumped, if any

  • {event.faction} - The faction controlling the system to which the commander has jumped

  • {event.factions} - A list of faction objects describing the factions in the star system

  • {event.factions[<index>].allegiance} - The localized allegiance of the faction, if known

  • {event.factions[<index>].Allegiance} - The allegiance of the faction, if known, as an object

  • {event.factions[<index>].Allegiance.invariantName}

  • {event.factions[<index>].Allegiance.name}

  • {event.factions[<index>].government} - The localized government of the faction, if known

  • {event.factions[<index>].Government} - The government of the faction, if known, as an object

  • {event.factions[<index>].Government.invariantName}

  • {event.factions[<index>].Government.name}

  • {event.factions[<index>].myreputation} - Your reputation with the faction, out of 100%

  • {event.factions[<index>].name} - The name of the faction

  • {event.factions[<index>].presences} - A list of FactionPresence objects. Unless called from the FactionDetails() function, only details from the current system will be included here

  • {event.factions[<index>].presences[<index>].ActiveStates} - (For recently visited systems only) A list of FactionState objects

  • {event.factions[<index>].presences[<index>].ActiveStates[<index>].invariantName}

  • {event.factions[<index>].presences[<index>].ActiveStates[<index>].name}

  • {event.factions[<index>].presences[<index>].FactionState} - The faction's current dominant state in this system, as an object

  • {event.factions[<index>].presences[<index>].FactionState.invariantName}

  • {event.factions[<index>].presences[<index>].FactionState.name}

  • {event.factions[<index>].presences[<index>].happiness} - (For recently visited systems only) The current localized happiness level of the faction within the system

  • {event.factions[<index>].presences[<index>].Happiness} - (For recently visited systems only) The current happiness level of the faction within the system, as an object

  • {event.factions[<index>].presences[<index>].Happiness.invariantName}

  • {event.factions[<index>].presences[<index>].Happiness.name}

  • {event.factions[<index>].presences[<index>].influence} - The faction's influence level within the system, as a percentage

  • {event.factions[<index>].presences[<index>].PendingStates} - (For recently visited systems only) A list of pending FactionState objects and trend values

  • {event.factions[<index>].presences[<index>].PendingStates[<index>].factionState}

  • {event.factions[<index>].presences[<index>].PendingStates[<index>].factionState.invariantName}

  • {event.factions[<index>].presences[<index>].PendingStates[<index>].factionState.name}

  • {event.factions[<index>].presences[<index>].PendingStates[<index>].trend}

  • {event.factions[<index>].presences[<index>].RecoveringStates} - (For recently visited systems only) A list of recent prior FactionState objects and trend values

  • {event.factions[<index>].presences[<index>].RecoveringStates[<index>].factionState}

  • {event.factions[<index>].presences[<index>].RecoveringStates[<index>].factionState.invariantName}

  • {event.factions[<index>].presences[<index>].RecoveringStates[<index>].factionState.name}

  • {event.factions[<index>].presences[<index>].RecoveringStates[<index>].trend}

  • {event.factions[<index>].presences[<index>].squadronhomesystem} - (For recently visited systems only) True if the faction is the pilot's current squadron faction

  • {event.factions[<index>].presences[<index>].state} - The faction's current (localized) dominant state in this system

  • {event.factions[<index>].presences[<index>].systemAddress} - The unique 64 bit system address where this faction has a presence

  • {event.factions[<index>].presences[<index>].systemName} - The system name where this faction hasa presence

  • {event.factions[<index>].squadronfaction} - True if the faction is the pilot's current squadron faction

  • {event.factionstate} - The state of the faction controlling the system to which the commander has jumped

  • {event.fuelremaining} - The amount of fuel remaining after this jump

  • {event.fuelused} - The amount of fuel used in this jump

  • {event.government} - The government of the system to which the commander has jumped

  • {event.multicrew} - True if the ship is belongs to another player

  • {event.nearbypowers} - The localized names of powerplay powers having star systems with acquisition radii which overlap the star system, less the controlling power, if any

  • {event.NearbyPowers} - Powerplay powers having star systems with acquisition radii which overlap the star system, less the controlling power, if any, as objects

  • {event.nearbypowers[<index>]}

  • {event.NearbyPowers[<index>].invariantName}

  • {event.NearbyPowers[<index>].name}

  • {event.population} - The population of the system to which the commander has jumped

  • {event.power} - The localized powerplay power controlling the star system, if any. If the star system is Unoccupied or Contested then this will be empty.

  • {event.Power} - The powerplay power controlling the star system, if any, as an object.

  • {event.Power.invariantName}

  • {event.Power.name}

  • {event.powerAcquisitionProgress} - The progress of nearby powerplay powers towards obtaining control of the star system, as a list of objects with keys Power (as an object) and progress (as a percent)

  • {event.powerControlProgress} - The percent progress of the controlling power, if any, in consolidating control over the star system. Values below 0% indicate a reduction in the control level at the end of the cycle while values above 100% indicate an increase in the control level at the end of the cycle (if the current control state is less than 'Stronghold')

  • {event.powerReinforcementControlPoints} - The control points accumulated by the controlling power via powerplay reinforcement activities during the current cycle

  • {event.powerstate} - The localized state of powerplay efforts within the star system

  • {event.PowerState} - The state of powerplay efforts within the star system, as an object

  • {event.PowerState.invariantName}

  • {event.PowerState.name}

  • {event.powerUnderminingControlPoints} - The control points lost by the controlling power via powerplay undermining activities during the current cycle

  • {event.security} - The security of the system to which the commander has jumped

  • {event.star} - The name of the star at which you've arrived

  • {event.system} - The name of the system to which the commander has jumped

  • {event.systemAddress} - The numeric system address of the star system to which the commander has jumped

  • {event.taxi} - True if the ship is a transport (e.g. taxi or dropship)

  • {event.ThargoidWar} - Thargoid war data, when applicable

  • {event.ThargoidWar.CurrentState} - The current phase of the Thargoid war, as a localizable object.

  • {event.ThargoidWar.CurrentState.invariantName}

  • {event.ThargoidWar.CurrentState.name}

  • {event.ThargoidWar.FailureState} - The next phase of the Thargoid war, if success is not achieved, as a localizable object.

  • {event.ThargoidWar.FailureState.invariantName}

  • {event.ThargoidWar.FailureState.name}

  • {event.ThargoidWar.progress} - Percent progress in achieving a success state in the current phase of the Thargoid war. Progress can decrease if success is not reached before the weekly 'tick'.

  • {event.ThargoidWar.remainingDays} - The number of remaining days in the current phase of the Thargoid war.

  • {event.ThargoidWar.remainingPorts} - The number of ports which have not yet fallen into Thargoid control.

  • {event.ThargoidWar.succeeded} - True if commanders have achieved a success state in the current phase of the Thargoid war.

  • {event.ThargoidWar.SuccessState} - The next phase of the Thargoid war, if success is achieved, as a localizable object.

  • {event.ThargoidWar.SuccessState.invariantName}

  • {event.ThargoidWar.SuccessState.name}

  • {event.x} - The X co-ordinate of the system to which the commander has jumped

  • {event.y} - The Y co-ordinate of the system to which the commander has jumped

  • {event.z} - The Z co-ordinate of the system to which the commander has jumped

To respond to this event in VoiceAttack, create a command entitled ((EDDI jumped)). VoiceAttack variables will be generated to allow you to access the event information.

The following VoiceAttack variables are available for this event:

  • {TXT:EDDI jumped allegiance} - The allegiance of the system to which the commander has jumped

  • {INT:EDDI jumped conflicts} - A list of conflict objects describing any conflicts between factions in the star system

  • {INT:EDDI jumped conflicts <index> conflictdays}

  • {TXT:EDDI jumped conflicts <index> faction1}

  • {INT:EDDI jumped conflicts <index> faction1dayswon}

  • {TXT:EDDI jumped conflicts <index> faction2}

  • {INT:EDDI jumped conflicts <index> faction2dayswon}

  • {INT:EDDI jumped conflicts <index> margin}

  • {TXT:EDDI jumped conflicts <index> stake}

  • {TXT:EDDI jumped conflicts <index> state}

  • {TXT:EDDI jumped conflicts <index> status}

  • {INT:EDDI jumped contesting powers} - Powerplay powers with at least 30% progress towards acquiring control of an uncontrolled star system, if any, as objects, in descending order

  • {TXT:EDDI jumped contesting powers <index> invariant name}

  • {TXT:EDDI jumped contesting powers <index> name}

  • {INT:EDDI jumped contestingpowers} - The localized names of powerplay powers with at least 30% progress towards acquiring control of an uncontrolled star system, if any, in descending order

  • {TXT:EDDI jumped contestingpowers <index>}

  • {DEC:EDDI jumped distance} - The distance the commander has jumped, in light years

  • {TXT:EDDI jumped economy} - The economy of the system to which the commander has jumped

  • {TXT:EDDI jumped economy2} - The secondary economy of the system to which the commander has jumped, if any

  • {TXT:EDDI jumped faction} - The faction controlling the system to which the commander has jumped

  • {INT:EDDI jumped factions} - A list of faction objects describing the factions in the star system

  • {TXT:EDDI jumped factions <index> allegiance} - The localized allegiance of the faction, if known

  • {TXT:EDDI jumped factions <index> allegiance invariant name}

  • {TXT:EDDI jumped factions <index> allegiance name}

  • {TXT:EDDI jumped factions <index> government} - The localized government of the faction, if known

  • {TXT:EDDI jumped factions <index> government invariant name}

  • {TXT:EDDI jumped factions <index> government name}

  • {DEC:EDDI jumped factions <index> myreputation} - Your reputation with the faction, out of 100%

  • {TXT:EDDI jumped factions <index> name} - The name of the faction

  • {INT:EDDI jumped factions <index> presences} - A list of FactionPresence objects. Unless called from the FactionDetails() function, only details from the current system will be included here

  • {INT:EDDI jumped factions <index> presences <index> active states} - (For recently visited systems only) A list of FactionState objects

  • {TXT:EDDI jumped factions <index> presences <index> active states <index> invariant name}

  • {TXT:EDDI jumped factions <index> presences <index> active states <index> name}

  • {TXT:EDDI jumped factions <index> presences <index> faction state invariant name}

  • {TXT:EDDI jumped factions <index> presences <index> faction state name}

  • {TXT:EDDI jumped factions <index> presences <index> happiness} - (For recently visited systems only) The current localized happiness level of the faction within the system

  • {TXT:EDDI jumped factions <index> presences <index> happiness invariant name}

  • {TXT:EDDI jumped factions <index> presences <index> happiness name}

  • {DEC:EDDI jumped factions <index> presences <index> influence} - The faction's influence level within the system, as a percentage

  • {INT:EDDI jumped factions <index> presences <index> pending states} - (For recently visited systems only) A list of pending FactionState objects and trend values

  • {TXT:EDDI jumped factions <index> presences <index> pending states <index> faction state invariant name}

  • {TXT:EDDI jumped factions <index> presences <index> pending states <index> faction state name}

  • {INT:EDDI jumped factions <index> presences <index> pending states <index> trend}

  • {INT:EDDI jumped factions <index> presences <index> recovering states} - (For recently visited systems only) A list of recent prior FactionState objects and trend values

  • {TXT:EDDI jumped factions <index> presences <index> recovering states <index> faction state invariant name}

  • {TXT:EDDI jumped factions <index> presences <index> recovering states <index> faction state name}

  • {INT:EDDI jumped factions <index> presences <index> recovering states <index> trend}

  • {BOOL:EDDI jumped factions <index> presences <index> squadronhomesystem} - (For recently visited systems only) True if the faction is the pilot's current squadron faction

  • {TXT:EDDI jumped factions <index> presences <index> state} - The faction's current (localized) dominant state in this system

  • {DEC:EDDI jumped factions <index> presences <index> system address} - The unique 64 bit system address where this faction has a presence

  • {TXT:EDDI jumped factions <index> presences <index> system name} - The system name where this faction hasa presence

  • {BOOL:EDDI jumped factions <index> squadronfaction} - True if the faction is the pilot's current squadron faction

  • {TXT:EDDI jumped factionstate} - The state of the faction controlling the system to which the commander has jumped

  • {DEC:EDDI jumped fuelremaining} - The amount of fuel remaining after this jump

  • {DEC:EDDI jumped fuelused} - The amount of fuel used in this jump

  • {TXT:EDDI jumped government} - The government of the system to which the commander has jumped

  • {BOOL:EDDI jumped multicrew} - True if the ship is belongs to another player

  • {INT:EDDI jumped nearby powers} - Powerplay powers having star systems with acquisition radii which overlap the star system, less the controlling power, if any, as objects

  • {TXT:EDDI jumped nearby powers <index> invariant name}

  • {TXT:EDDI jumped nearby powers <index> name}

  • {INT:EDDI jumped nearbypowers} - The localized names of powerplay powers having star systems with acquisition radii which overlap the star system, less the controlling power, if any

  • {TXT:EDDI jumped nearbypowers <index>}

  • {DEC:EDDI jumped population} - The population of the system to which the commander has jumped

  • {TXT:EDDI jumped power} - The localized powerplay power controlling the star system, if any. If the star system is Unoccupied or Contested then this will be empty.

  • {INT:EDDI jumped power acquisition progress} - The progress of nearby powerplay powers towards obtaining control of the star system, as a list of objects with keys Power (as an object) and progress (as a percent)

  • {DEC:EDDI jumped power control progress} - The percent progress of the controlling power, if any, in consolidating control over the star system. Values below 0% indicate a reduction in the control level at the end of the cycle while values above 100% indicate an increase in the control level at the end of the cycle (if the current control state is less than 'Stronghold')

  • {TXT:EDDI jumped power invariant name}

  • {TXT:EDDI jumped power name}

  • {INT:EDDI jumped power reinforcement control points} - The control points accumulated by the controlling power via powerplay reinforcement activities during the current cycle

  • {TXT:EDDI jumped power state invariant name}

  • {TXT:EDDI jumped power state name}

  • {INT:EDDI jumped power undermining control points} - The control points lost by the controlling power via powerplay undermining activities during the current cycle

  • {TXT:EDDI jumped powerstate} - The localized state of powerplay efforts within the star system

  • {TXT:EDDI jumped security} - The security of the system to which the commander has jumped

  • {TXT:EDDI jumped star} - The name of the star at which you've arrived

  • {TXT:EDDI jumped system} - The name of the system to which the commander has jumped

  • {DEC:EDDI jumped system address} - The numeric system address of the star system to which the commander has jumped

  • {BOOL:EDDI jumped taxi} - True if the ship is a transport (e.g. taxi or dropship)

  • {TXT:EDDI jumped thargoid war current state invariant name}

  • {TXT:EDDI jumped thargoid war current state name}

  • {TXT:EDDI jumped thargoid war failure state invariant name}

  • {TXT:EDDI jumped thargoid war failure state name}

  • {DEC:EDDI jumped thargoid war progress} - Percent progress in achieving a success state in the current phase of the Thargoid war. Progress can decrease if success is not reached before the weekly 'tick'.

  • {INT:EDDI jumped thargoid war remaining days} - The number of remaining days in the current phase of the Thargoid war.

  • {INT:EDDI jumped thargoid war remaining ports} - The number of ports which have not yet fallen into Thargoid control.

  • {BOOL:EDDI jumped thargoid war succeeded} - True if commanders have achieved a success state in the current phase of the Thargoid war.

  • {TXT:EDDI jumped thargoid war success state invariant name}

  • {TXT:EDDI jumped thargoid war success state name}

  • {DEC:EDDI jumped x} - The X co-ordinate of the system to which the commander has jumped

  • {DEC:EDDI jumped y} - The Y co-ordinate of the system to which the commander has jumped

  • {DEC:EDDI jumped z} - The Z co-ordinate of the system to which the commander has jumped

For more details on VoiceAttack integration, see https://github.com/EDCD/EDDI/wiki/VoiceAttack-Integration.

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