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).