Search found 317 matches

by Dorateen
Fri Mar 05, 2021 2:01 pm
Forum: IceBlink Engine
Topic: Props and Script parameters
Replies: 6
Views: 8516

Re: Props and Script parameters

Right, I was thinking of the box below ACTIONS in the conversation editor as shown below. There is no instructions for parameters in the trigger event box. It seems the only place to see what parameters are required and what you need to put in them is only visible when attaching a script to a conver...
by Dorateen
Thu Mar 04, 2021 8:11 pm
Forum: IceBlink Engine
Topic: Props and Script parameters
Replies: 6
Views: 8516

Re: Props and Script parameters

Hi Pongo, I made a beacon go from unlit to lit by using the script osSetPropLocation.cs to replace the unlit beacon prop with a lit beacon prop. I had to first "store" the lit beacon on the map where the player could not see it, to be able to be called by the script when triggered. The set...
by Dorateen
Thu Mar 04, 2021 4:06 pm
Forum: General IceBlink Project Discussions
Topic: Slowdive's Little Daily Blog
Replies: 337
Views: 182071

Re: Slowdive's Little Daily Blog

The transition wizard seems like it can be pretty handy.I know when you have a lot of transitions, placing them can get tedious. Good suggestion.
by Dorateen
Fri Feb 19, 2021 8:37 pm
Forum: IceBlink Modules
Topic: Raventhal
Replies: 4
Views: 7884

Re: Raventhal

cartons, I meant to suggest you should also definitely take a look at Pongo's "The Eldarin Stone". It is a great dungeon crawl and makes use of a rations system, which also will keep players aware of their resources.
by Dorateen
Wed Feb 17, 2021 3:07 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 296
Views: 158299

Re: Hearkenwold

First, thank you very much for playing the module. Skardale does end on a To Be Continued cliffhanger, with the situation unresolved. One of the last dialogues with Corwyn Khas back at the castle should mention speaking to Sly, which is a nudge to look into the guild quests. Of course, these can be ...
by Dorateen
Fri Feb 12, 2021 9:19 pm
Forum: IceBlink Toolset
Topic: Graphic Assets for Builders
Replies: 8
Views: 9968

Re: Graphic Assets for Builders

Wow, that looks amazing! 3,000 assets will be a nice catalogue for builders. Thanks for the post, Pongo.
by Dorateen
Thu Feb 04, 2021 11:20 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 296
Views: 158299

Re: Hearkenwold

Thank you very much for hunting down this bug! I found the error. Indeed, when returning to the Viceroy, it only checks for Havan = 1. So after speaking to Havan at the tavern, it would then trigger the initial converation again. Problem is, the conversation at the tavern, I flagged to show only onc...
by Dorateen
Wed Feb 03, 2021 11:33 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 296
Views: 158299

Re: Hearkenwold

Hey cartons, I am looking in the toolset right now. After the conversation in the tavern with the nobleman, it should set the global int Havan = 2 The response that sets the int value is: "Then we will regroup with you there. Fare well. When you go to the court house, after seeing the narrative...
by Dorateen
Wed Feb 03, 2021 8:00 pm
Forum: General IceBlink Project Discussions
Topic: Interested in contributing
Replies: 20
Views: 21633

Re: Interested in contributing

hotmustard, what you described is true of the default AI behavior. However, Karl added some AI settings to the PC build if IceBlink that allowed the AI for a creature to be modified as a BloodHunter (go after character with lowest hit point) or MindHunter (target character with highest spell points)...
by Dorateen
Wed Feb 03, 2021 3:03 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 296
Views: 158299

Re: Hearkenwold

We have a trait for Trip in the Iceblink PC version. I do not think there is a disarm. These are a pain in KotC because every time a character stands up or rearms, they provoke an attack of opportunity.