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    Other Systems

    [GM]EDGE
    [GM]EDGE


    Posts : 131
    Join date : 2009-10-04

    Other Systems Empty Other Systems

    Post by [GM]EDGE Wed Nov 11, 2009 1:08 am

    Other Systems

    PK rules for fortress war

    The PK rules for fortress war are applied to the situation within the fortress only during a fortress war.

    PK rules for friendly guilds

    The alliance guilds participating a fortress war form friendly relationship between them. Therefore, it is not allowed to any of the friendly guild attempt attacking other friendly guilds.
    PK rules for foe guilds

    An enemy relation is formed between the attacking guilds and the defending guilds. Common attacking is allowed upon establishment of the enemy relation.
    It is possible to form enemy relation between attacking guilds if they are not of alliance.
    Any member does not become a killer even if the member succeeds in PK against the enemy. If the member suffers from PK, the member loses the general experiences. (No item is not dropped.)
    General rules

    * The PK rules are applicable inside a fortress during a fortress war even if the guild members wear free emulation uniforms.
    * Guild members in work uniform are not allowed to enter the fortress..
    * The PK rules are applicable inside a fortress during a fortress war even for battles between guilds.
    * Return scrolls or reverse return scrolls cannot be used in a fortress during a war; however, use of resurrection scrolls is allowed.
    * Number of PK neither increases nor increases inside the fortress during the fortress war.
    * Behemoth and Dark Dragon Killer training at the fortress are transportation vehicle capable of attacking. When PK-ing an enemy with them, the same rules as the character PK apply.

    Guild rules for fortress war

    * Any alliance guild withdrawn or expelled from the alliance during the fortress war forms foe relation against the guild of previous alliance, and then is forcibly evacuated to the nearest major city.
    If withdrawn or expelled guild occupies the fortress, the remainder alliance guilds are forcibly evacuated.
    * The guild that has occupied a fortress cannot be disbanded.
    * Any guild applied for attacking or defending during a fortress war cannot be disbanded until the fortress war is finished.
    * Any guild applied for attacking or defending during a fortress war cannot accept a new member or expel an old member.

    Guild rules for fortress war

    Name User position Restriction and method of use Effects Others
    Flag Commander at fortress war,
    Deputy commander at fortress war Usable inside the fortress during the fortress war only, and installed at desired location after use - Advantageous buff effects to friendly guilds within a defined area
    - Affecting foe guilds with abnormal conditions within a defined area per defined cycle - Castle attacking weapons only capable of destroying the flags
    - Flags disappearing after the maintenance period expires
    Vibrating bomb No restriction Usable inside the fortress during the fortress war only after recognizing foe guilds Up to eight members knocked back in eight directions with 50% probability, and fainted with defined probability - Re-usable in 5 minutes
    Fortress hammer/
    ax Commander at fortress war,
    Deputy commander at fortress war,
    Military engineer Level restricted for each item, and use same as common weapons Usable for destruction of fortress structures and structures installed with items: Inflicts 1 damage on users and monsters
    Command post tent Commander at fortress war,
    Deputy commander at fortress war - Usable at the specified command post tents inside the fortress during the fortress war; one tent for a single guild allowed
    - Certain amount of time required when installing obstacles - Revival at the command post tent when killed in the fortress
    - Increase of HP/MP recovery rate by 100% in the vicinity of the tent - Canceled upon being attacked during installation
    - Destructed with castle attacking weapons only
    Obstacle Commander at fortress war,
    Deputy commander at fortress war,
    Fortress war administrator - Usable inside the fortress during the fortress war only, and number of installations determined dependent upon size of the fortress
    - Installing obstacles there places
    - Certain duration demanded for installing the obstacles Interrupting movement of enemy guilds - Canceled upon being attacked during installation
    - Destructed with castle attacking weapons only
    Summon scroll of monster Commander at fortress war - Usable inside the fortress during the fortress war only for mobilizing monsters by making use of the summon scroll
    - Fabricated scrolls usable only within the fortress where the scroll is produced Summoning fortress monsters of class of giant monster - Same level of the commander of the fortress war who used the scroll
    - Eliminated when HP becomes zero, or 20 minutes after summoning

    Marks of fortress war

    The marks of the fortress war are displayed inside the fortress during the fortress war.
    [img]Other Systems Fortre39[/img]

    Attacking guild

    * ID of the friendly guild is marked white.
    * A white commander mark is indicated over the head of the commander of the friendly guild.
    * A white deputy commander mark is indicated over the head of the deputy commander of the friendly guild.
    * ID of defending foe guild is marked red.
    * A red commander mark is indicated over the head of the commander of the defending foe guild.
    * A red deputy commander mark is indicated over the head of the deputy commander of the defending foe guild.
    * ID of attacking foe guild is marked purple.
    * A blue commander mark is indicated over the head of the commander of the attacking foe guild.
    * A blue deputy commander mark is indicated over the head of the deputy commander of the attacking foe guild.
    * ID of same parties is marked green.
    Defending guild

    * ID of the friendly guild is marked white.
    * A white commander mark is indicated over the head of the commander of the friendly guild.
    * A white deputy commander mark is indicated over the head of the deputy commander of the friendly guild.
    * D of foe guild is marked red.
    * A red commander mark is indicated over the head of the commander of the foe guild.
    * A red deputy commander mark is indicated over the deputy head of the commander of the foe guild.
    * ID of same parties is marked green.

    [img]Other Systems Fortre40[/img]

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