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 PK rules on Knights Templar

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Wheatonrunner69
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Posts : 57
Join date : 2008-09-04
Location : Boston MA

PostSubject: PK rules on Knights Templar   Tue Sep 09 2008, 12:20

How are the PK rules set up on KT?

If you PK someone who is not wanted for crimes what happens? If you PK someone who is wanted for a crime do you get a reward? What happens if you get PK'd and you're wanted or not wanted for a crime? Do you loose money/exp when you get PK'd? Can you possibly loose items when you get PK'd?

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- WR69
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Sarah the DM



Posts : 695
Join date : 2008-09-04

PostSubject: Re: PK rules on Knights Templar   Tue Sep 09 2008, 19:51

Good question. It's one of the most complex scripts in the games, because of the combination of factors like alignment, level, and whether or not you're wanted. I haven't touched that particular script in nearly a year, so I'll have to take a look and get back to you.
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Nuli



Posts : 98
Join date : 2008-09-10
Age : 42
Location : Pittsburgh, Pa

PostSubject: Re: PK rules on Knights Templar   Wed Sep 10 2008, 22:02

I think when Sarah originally created the PK script it was something like this:

- If the person is wanted and you PK them, they go to jail and you get xp (I think based on whatever their fine/murder rate was) and some gold from them
- If the person is NOT wanted and you pk them and are 10 levels or more higher then them, you go to jail and lose xp
- If you kill someone higher level then you nothing in particular happens to you, they die as per normal death rules

I'm not sure if it's changed much since then. Hopefuly, Sarah can clarify.

Nuli
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Sarah the DM



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Join date : 2008-09-04

PostSubject: Re: PK rules on Knights Templar   Sun Sep 14 2008, 16:21

Thieves and murderers can be killed by anyone.

Crimson Order and Knight Templars can only kill people who are wanted for crimes. You are not supposed to use your guild advantages to harm others, so be careful. If you accidentally kill someone, you could lose your guild standing! Always use the ID rod before defending yourself against other players. I know it's tough, but these guilds are supposed to be enforcers, not normal players who are out for themselves.

I'm sure the next question will be something along the lines of "why can't I defend myself if attacked?" Unfortunately, the melee scripts are hard coded. I would love to add a variable that keeps track of who attacks first, but I have never found a way to link a function call into the melee scripts. They are what they are, so be careful. If you do accidentally kill someone, you're allowed to repent and clear it one time. Plus, there's an item in the game that will clear your record if you deserve to get it.

What about innocent players who aren't murderers or thieves? If a player isn't wanted, he can only be killed by someone of approximately the same level or higher. Killing someone lower than you by more than a couple levels is considered an unfair kill, and you'll be labeled a murderer. Killing someone who is substantially lower than you (by 15 or more levels) gets your character sent immediately to prison, and the victim is respawned at no cost.
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