Educational Standards #163

Parent #108Owner #2Flags Source RPG Core/rpgcore-patched.db

Aliases: Educational Standards, standards, edu_stds

1 verbs · 51 properties · 0 children

Verbs

VerbSpecFlagsDefinerLines
init_for_corethis none thisrxd#16320

Properties

PropertyDefinerFlagsOwnerValue
gold_price_basis#163rc#250.0
skill_example#163rc#2
list of 6{"list of min. stats for 1st level advancement eg. {5.0, 5.0, 2.0, 3.0}", "2nd eg. {5.5, 5.5, 2.5, 3.5}", "3rd eg. {7.0, 7.0, 4.0, 6.0}", "final eg. {9.0, 9.0, 5.0, 9.0}", "cost modifier eg. 0.9", "additional stats & skills to boost eg. {\"strength\", \"dexterity\", \"combat\"}"}
stat_example#163rc#2
list of 3{"lower number to add to room's course level to determine the minimum score the player needs to take the course", "higher number to add to course level to determine the score at which the player could no longer benefit from the course", "cost adjustment multiplier"}
adjust_example#163rc#2{{"Race 1", "advancement multiplier (float btwn 0.75 and 1.25, higher is better)"}}
combat#163rc#2{{5.0, 5.0, 2.0, 3.0}, {5.5, 5.5, 2.5, 3.5}, {7.0, 7.0, 4.0, 6.0}, {9.0, 9.0, 5.0, 9.0}, 0.8, {"strength", "dexterity", "health"}}
medical#163rc#2{{1.0, 2.5, 11.5, 1.0}, {1.0, 2.5, 12.5, 1.5}, {1.0, 3.0, 13.0, 2.0}, {1.0, 3.0, 14.5, 3.0}, 1.5, {"intelligence", "health"}}
language#163rc#2{{1.0, 1.0, 10.0, 1.0}, {1.0, 1.0, 11.5, 1.0}, {1.0, 1.0, 13.0, 1.0}, {1.0, 1.0, 14.5, 1.0}, 0.75, {"intelligence"}}
strength#163rc#2{6.0, 9.0, 1.1}
dexterity#163rc#2{6.0, 9.0, 1.0}
intelligence#163rc#2{7.0, 9.5, 0.9}
health#163rc#2{6.0, 9.0, 0.8}
combat_adjust#163rc#2{}
medical_adjust#163rc#2{}
language_adjust#163rc#2{}
strength_adjust#163rc#2{}
dexterity_adjust#163rc#2{}
intelligence_adjust#163rc#2{}
health_adjust#163rc#2{}
combat_steps#163rc#2
list of 4{"The instructor reviews some of the fundamental %<skill> techniques.", "Your perform the basic motions and engage in a mock %<skill> with the instructor.", "\"The most important thing is focus. A clear focus will heighten your senses.\", says the instructor.", "The remainder of the class is spent on focus drills, and then you're dismissed."}
medical_steps#163rc#2{"*intelligence_steps"}
language_steps#163rc#2
list of 3{"You take a seat in the classroom, and the teacher begins to drone on about %<skill> structure.", "As the class progresses, you get deeper into %<skill> fine points, and take several informative notes.", "Finally, the teacher gives a test on the material, and you finish the class knowing substantially more than you did when you entered."}
strength_steps#163rc#2
list of 4{"The instructor explains interaction between the major body systems.", "A few tips on nutrition for improved %<skill> are presented.", "You are asked to stand and perform some new physical exercises, which you try to memorize.", "The instructor summarizes and leaves you with a few more facts on %<skill>, as you both partake in an herbal tonic to celebrate the end of the lessons."}
dexterity_steps#163rc#2
list of 4{"You are instructed on stepping techniques to improve your %<skill>.", "Posture and grace are emphasized as you practice the steps.", "The instructor presents various simple mechanical puzzles, on which you are judged by how quickly and quietly they are solved.", "You practice until the instructor is satisfied."}
intelligence_steps#163rc#2
list of 6{"You settle back onto a sloped metal bed. As your head touches the pillow, thin probes shoot out from the walls and ceiling to make light contact with your skin.", "Within seconds you're elsewhere, moving and experiencing things at such a rapid pace that you know the sights, sounds and feelings could not be real.", "You begin to ache from the load, and you wonder how you could possibly remember all the %<skill> information flashing before you.", "Suddenly, the rapid audio-visual input stops, and you feel, rather than hear, a loud hum that seems to go on for eternity.", "You are back on the metal bed, and the probes are gone. You feel weak and thirsty. There is an intravenous device strapped to your thigh.", "The intravenous device releases you as the door opens to the outside."}
health_steps#163rc#2{"*strength_steps"}
returning#108rc#2<clear>
how_long#108rc#2<clear>
been_told#108rc#2<clear>
home#108rc#2<clear>
child_limit#108rc#2<clear>
recycle_at_death#108rc#2<clear>
drop_failed_msg#5rc#2<clear>
drop_succeeded_msg#5rc#2<clear>
odrop_failed_msg#5rc#2<clear>
odrop_succeeded_msg#5rc#2<clear>
otake_succeeded_msg#5rc#2<clear>
otake_failed_msg#5rc#2<clear>
take_succeeded_msg#5rc#2<clear>
take_failed_msg#5rc#2<clear>
value_base#102r#2<clear>
damage_base#102r#2<clear>
x_loc#102r#36<clear>
y_loc#102r#36<clear>
ansi_title#102r#36<clear>
obvious#102r#36<clear>
build_help#102rc#2
list of 5{" Some of the properties on this object may not exist as skills on your MOO. If you remove these extraneous properties, make sure the basic stats of STRENGTH, DEXTERITY, INTELLIGENCE & HEALTH remain intact. The skills of COMBAT, MEDICAL, & LANGUAGE are heavily woven into the core, so it is suggested that those remain part of the game, as well.", " Check @props $edu_stds.", " .skill_example, .stat_example, and .adjust_example should all give clues on how to set up the properties.", " .*_steps properties can be shared. As an example, ;$edu_stds.legerdemain_steps = {\"*dexterity_steps\"} would set up the $school to forward any call for $edu_stds.legerdemain_steps to the text list in the $edu_stds.dexterity_steps property.", " .gold_price_basis can be adjusted if classes seem either too cheap or too expensive for your economic system."}
key#1c#20
aliases#1rc#2{"Educational Standards", "standards", "edu_stds"}
description#1rc#2"Properties defining the standards of language, skill and statistical development through the use of the $school rooms."
object_size#1r#36{15708, -1090650497}
html#1rc#2<clear>

Ancestry

Ancestors (nearest first): #108 generic replicating & returning thing#5 generic thing#102 subthing#1 Root Class

Children: none

Call graph

calls n163_0 #163:init_for_core n108_4 #108:init_for_core n163_0->n108_4

Source

init_for_core

Spec this none thisFlags rxdOwner #2Definer #163

Referenced by

none

Source

1if (caller_perms().wizard)
2if (this == $edu_stds)
3this.gold_price_basis = 50.0;
4this.skill_example = {"list of min. stats for 1st level advancement eg. {5.0, 5.0, 2.0, 3.0}", "2nd eg. {5.5, 5.5, 2.5, 3.5}", "3rd eg. {7.0, 7.0, 4.0, 6.0}", "final eg. {9.0, 9.0, 5.0, 9.0}", "cost modifier eg. 0.9", "additional stats & skills to boost eg. {\"strength\", \"dexterity\", \"combat\"}"};
5this.stat_example = {"lower number to add to room's course level to determine the minimum score the player needs to take the course", "higher number to add to course level to determine the score at which the player could no longer benefit from the course", "cost adjustment multiplier"};
6this.adjust_example = {{"Race 1", "advancement multiplier (float btwn 0.75 and 1.25, higher is better)"}};
7for p in (properties($edu_stds))
8if (!(p in {"gold_price_basis", "skill_example", "stat_example", "adjust_example", "combat", "medical", "language", "strength", "dexterity", "intelligence", "health", "combat_adjust", "medical_adjust", "language_adjust", "strength_adjust", "dexterity_adjust", "intelligence_adjust", "health_adjust", "combat_steps", "medical_steps", "language_steps", "strength_steps", "dexterity_steps", "intelligence_steps", "health_steps"}))
9delete_property(this, p);
10endif
11endfor
12else
13for p in (properties($edu_stds))
14if ((!p) in {"build_help", "help_msg"})
15clear_property(this, p);
16endif
17endfor
18endif
19return pass(@args);
20endif