Droid Modules

Droid Engineer profession discussion
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hellmount
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Posts: 26
Joined: Fri Jan 30, 2015 4:42 pm

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It appears that all modules are working, there are however, some prereqs for certain types to work properly. Here is a quick rundown:

Auto-Repair Module:

This simply restores the droids life over time at the cost of higher power drain. Can be toggled on or off.

Creature Harvest Module:

Must Have Novice Scout to work. Can be programed to either collect on demand or to automatically harvest selected resource from any creature you kill.

It also provides a small harvesting bonus. Use the following equation to calculate your bonus. The cap is on Harvest Rating is 120.

Droid Harvest Rating / ( 3.55 * ( 1+ PCs Skill Rating / 100 )

*Known Issue* If the droid owner is not grouped with anyone else, or is only grouped with the droid, the harvesting function will perform as normal. If the droid owner is grouped with other PCs, the harvesting function will perform at between 20 - 40% less then it did originally, regardless of whether or not the droid is grouped with it's owner or not

Detonation Module:

Can be triggered to explode. Three second fuse and 17m blast radius. Requires Novice Smuggler or Novice BH.

Droid Armor Module:

Protection against all damage types except Lightsaber.

Droid Combat Module:

Adds Attack and Guard commands. These must be manually programed after you call your droid for the first time.

DZ70 & Probot:
Combat Rating / 600 * 95 + 95 = Minimum Damage
Combat Rating / 600 * 100 + 100 = Maximum Damage

Astromech droids:
Combat Rating / 600 * 80 + 80 = Minimum Damage
Combat Rating / 600 * 85 + 85 = Maximum Damage

LE Repair Droids:
Combat Rating / 600 * 45 + 45 = Minimum Damage
Combat Rating / 600 * 55 + 55 = Maximum Damage


Droid Repair Module:

To use the Repair Module, target the droid that you wish to repair and issue the repair command.

Effects Module:

Usable by a novice musician or novice dancer, these modules provide visual displays for an entertainer. You can place up to 10 different effects in a row, with a timer of 3 - 60 seconds between each effect. The following is a list of all 6 modules and a basic description of what they do.

Avian - white birds fly away from the droid
Foam - sort of like a cloud effect around the ground spreading about 4-5m
Electric Fog - a slow burst of sparkles surrounds the droid
Confetti - wads of confetti are thrown into the air and sprinkle everywhere
Mind bloom - a really nice looking slow moving plasma effect in the air around the droid
Dancing Jawa - Laser show with images of a dancing jawa floating in the air


Crafting Station Module:

The Droid Crafting Station Module functions much like a Public Crafting Station but has the crafting abilities of a Private Crafting Station. As long as you are within 15 meters of the droid, you gain the ability to use this mobile crafting station.

Item Storage Module:

The Droid Item Storage Module is accessible from the Options menu. You can either place an item in the droid by a drag and drop on to the droid, or by opening the Item Storage Module through the Options menu.

Medical Module:

The Medical module can be used in any area. The owner of the droid can use his/her medical skills as long as they are within 15 meters of the droid.

Ratings range from 55-110. A med center is 100 so a 110 rating will give a 10% bonus to med effectiveness.

Structure Maintenance:

The Droid Structure Maintenance Module has a two step process of use. First, the droid owner must go to each of his/her structures and 'Assign Droid' from the structures radial menu. Next, access the droid's radial menu and find the 'Structure Maintenance' menu item. This menu item has 2 submenus

Perform Maintenance Run - Generates a Menu of all structures that have been assigned. Three options are listed in this menu
Cancel
Add - Generates a sub menu that allows you to select how many credits that you wish to add to the structure.
Go - Sends the droid on its way. The time that the droid takes will greatly vary, depending on how many structures were added and where they are located.
Edit Maintenance List - Generates a menu which allows you to delete a structure from the menu.


*Warning* Be sure to remove a structure from this list before re-deeding it, or this module will become inactive.

Merchant Barker Module:

The Merchant Barker Module will produce a droid radial menu for Merchants with Advertising IV, with the following options

Record Message - Allows you to create a text message that is a total of 128 characters in length. This message is stated in spatial chat and is programmed the same way. This message will repeat every 60 seconds, as long as someone enters the area of the droid.
Set Waypoint - This option brings up a selection box with a list of all waypoints that are stored. The waypoint will be listed exactly as it is listed in the datapad. This will be the way point that is given out when the 'Get Merchant Waypoint' menu option is used
Toggle Barker on/off - This option toggles the Barker function on and off. The message will repeat every 60 seconds, as long as someone is in the area of the droid.
Get Merchant Waypoint menu is displayed for anyone that opens the droids radial. This will deposit a waypoint into the user’s datapad.
Playback Module
The Playback Module will produce a Access Playback Module menu for a Novice Musician. Accessing the radial menu gives the following options, in a pop up window

Record/Play - This option will play a track, if one exists, or will record a track as soon as the musician starts to play. The track length is 30 seconds and must be recorded each time the droid is called from the datapad. Flourishes will not be recorded, when played, but the droid will perform a /bandflourish when commanded during playback.
Delete - Deletes any current songs recorded.
Cancel


Scout Trap Projectile Unit:

The Scout Trap Projectile Unit will produce a Trap Options menu for a Novice Scout. Traps can be added to the droid by dropping a single trap on the droid. The following two submenus are produced

Program Launch Trap - Program command option, just like programming the attack command or follow me command.

Clear Ammunition Processor - Removes, and deletes all traps that have been placed in droid.


Stimpack Dispenser Module:

The Stimpack Dispenser Module will produce a Request Stimpack Option. The following two submenus are produced

Request Stimpack - Can be replaced by using the /requeststim command
Load Stimpack - Allows you to add 1 Stimpack to the droid at a time. (Only for those with Pharmacology IV)

Using the Command /requestStimpack (Droids name) - Including the parenthesis - will allow you to request a stim directly from the droid, without having to target it. This allows you to put the command on a macro.

Example Your droids name is Fix-It. The command would be /requestStimpack (Fix-It)


Droid Personality Chip:

The Droid Personality Chip functions automatically or when ever the 'Converse' menu is accessed. The droid will also randomly say something while it is called - usually 1-2 times per hour of activity.
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code9
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Joined: Thu Jan 14, 2016 5:53 pm

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I have not been able to get the RequestStim command to work for anyone but the droid's owner. Has anyone had luck getting it to work with group members?
Ged Satti - CHC Member and Droid Engineer