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Old 09-03-2006, 07:11 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by John Adams
Ahh, PEQ Editor is no longer being developed? That's too bad, it was one of the more helpful tools. I have what i thought was the latest version from the PEQ site itself. (http://projecteq.net/tools.php#peqe).

I am still confused on how the game could interpret the difference between "a_bloodgill_shaman" from "#a_bloodgill_shaman" and "##a_bloodgill_shaman"? I see in the database, sometimes the NPC name also has this "#" before it.

I am about to source in your entire works so my players can have a nice base to start with before I screw the whole thing up adding PoP+ zones.

Thanks again!
J
They are still up dating the PEQ editor at
http://peqeditor.cvs.sourceforge.net/peqeditor/ where you can fish for your updates - they just aren't posting newer "compiled" versions.

The game doesn't see any difference between "a_bloodgill_shaman" from "#a_bloodgill_shaman" and "##a_bloodgill_shaman" , but the Perl scripts do - this lets me make them do different things and have the same in-game name. But I just used bloodgill shamans as an example - if you look at Nadox quests, you'll see some examples.
In Veksar, I just used the "#" for editing purposes - but you have to leave them , else the scripts will not work (unless you change script name also).
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