home » builders » builder's lessons » Mobile Knowledge Skills Trainers

Mobile knowledge skills trainers

Knowledge skills are taught differently to other skills. They are generally given as a part of a quest reward, with the exception of knowledge geography. The syntax for giving one point in a knowledge skill is as follows:

mppractice $n 25 knowledge-geography

You also should add the following logging condition:

mplog KNOWLEDGE: $n has gained 1 point in knowledge geography for traversing the Sea of Moving.

Unlike other skills, knowledge skills do not improve with usage. They are more of a measure of what the character has done and learned. The knowledge skills are primarily used by the prestige classes to make sure that the character meets certain criteria in what they know.

knowledge-history - This knowledge skill should be given out with quests that teach some sort of history about the kingdoms or forgotten realms in general.

knowledge-nature - This knowledge skill should be given out with quests that teach something about nature. For instance herbalism etc.

knowledge-planes - This knowledge skill will be harder to obtain. Any quest that has something to do with the planes should give out a point in knowledge planes.

knowledge-religion - Any quest that teaches information about faiths in general or a faith should give out a point in knowledge religion. If you are building a temple you are strongly encouraged to have the mobiles there teach about the god and its dogma.

knowledge-arcana - This is for quests that teach about magic in general.

Knowledge Geography Mobile Sample

Unlike other knowledge's Knowledge Geography is not a quest reward. It is a measure of how much the character has travelled the kingdoms. Scattered throughout the wilderness are mobinvis (unable to be seen by mortals even with detect invis) mobiles. These mobiles are set up so they wander only in one sector type by adding the flag ACT_NOWANDER. The number of passes past the mobile before the point is given depends on the intelligence of the character. The lower the intelligence, the more passes it will take before it is considered they have learned the region. Quest bits need to be set, so that the character only gets one point from each region. Right now in the game there is more than 25 of these mobiles around the game in the wilderness and underground areas. This means that it is possible to become a grandmaster easily in this skill just by wandering around and learning the wilderness. Most areas will not teach this skill, unless it is a large section of tunnels that underground races will traverse. Check with the builders admins before adding knowledge geography mobiles to your area.

#QQ00
sea moving knowledge geography mob~
the Sea of Moving knowledge geography mob~
The Sea of Moving Knowledge Geography mob stands here.~
This mob raises the PC in one point in knowledge geography when they
meet the conditions for the number of times passed and the intelligence
required.
~
U 1 CLASS_MONSTER RACE_HUMAN SEX_NEUTRAL POS_STANDING DEITY_NONE
ACT_NOWANDER|ACT_SECRETIVE|ACT_MOBINVIS|ACT_NOASSIST
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_INFRARED|AFF_TRUESIGHT
ARMOR_TYPE_CLOTH MATERIAL_CLOTH
d1+1 0
13 13 13 18 13 18 13
0 0 0 0 0
LANG_COMMON
LANG_COMMON
RIS_NONE RIS_NONE RIS_NONE
>greet_prog 100~
if questr(50000,0,2,$n) < 3
  if int($n) > 17
    mpmset $n questr 50000 0 2 3
  else
    if int($n) >= 15
      if questr(50000,0,2,$n) > 0
        mpmset $n questr 50000 0 2 3
      endif
    else
      if questr(50000,0,2,$n) > 1
        mpmset $n questr 50000 0 2 3
      endif
    endif
  endif
  if questr(50000,0,2,$n) == 3
    mpechoat $n As you move about the Sea of Moving you feel your geographical knowledge of the re$
    mppractice $n 25 knowledge-geography
    mplog KNOWLEDGE: $n has gained 1 point in knowledge geography for traversing the Sea of Moving.
  else
    mpmadd $n questr 50000 0 2 1
  endif
endif
~
|