GrimmestDays
-
Posts
4 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Crowdfunding
Posts posted by GrimmestDays
-
-
Hello.
On the server that I am working on I am wanting to build a more realistic atmosphere for RO. One of the things I have done is enable mobs to use warps so they can chase players in to towns (more realistic IMO than them simply stopping)..
I want to take that a little further though and have guards stationed at town entrance/exit points so they can fight any mobs that enter the town map.
I've read around and the best I could find that would fit the bill was using the monster script command for summoning a human mob that would serve as a guard with AI type 8 set. This works decently but there's a problem; players can still attack those friendly mobs..
Is there any way for me to make a mob un-attackable? If not, is server ran player accounts, mercenaries or NPC's that can attack possible?
Note: I've considered using OpenKore already to handle the server ran player accounts but its memory use is a bit higher than I would like so please do not suggest it..
-
For those that were having the updating problem:
Try disabling UAC if you're on Windows. I'm on Windows 8 and disabling UAC worked for me. I now have a fully patched Miruku installation and no longer have to look at Christmas graphics.
Disable UAC for Windows 7 and Vista
BTW. Why is the 7/25/2012 patch so huge?
-
Great control panel. Thanks for the release.
I am having one small problem though. I am using CloudFlare on my hosting account and with it enabled I can't always get the real IP address of the user on the control panel. Instead what I'll often have in my FluxCP logs is the CloudFlare IP for users..
Here's a work around for this problem on their wiki for vBulletin:
Server ran player accounts, mercenaries, "friendly" mobs or NPC's that attack -- is it possible?
in General Support
Posted
Eh? What exactly am I supposed to be seeing in battle.conf?