Re: Read languages(runes) skill

From: Sean P. Mountcastle (mountcas@pluto.ee.cua.edu)
Date: 04/30/96


> On Mon, 29 Apr 1996, George wrote:
> 
> For non-proficiency you could use the CRYPT()...That'd be about
> realistic :)

	Well, actually I don't think so.  From ShadowLord's suggestion 
you could take a look at the way spellnames are garbled and come up with 
an array of keywords for languages, and just use the single letter array 
for spellnames to deal with other words. 

struct languages  {
  char *orig;
  char *span;
  char *xxxx;
  /* etc... */
} langs[] = {
  {"is", "es", "est"},
  {"what", "que", "quas"},
};

   Sorry, I'm not very good at making up words, but you get the idea.  
Then players may be able to learn the keywords, so this method kinda 
stinks, but I think it is much more realistic than simply crypting 
something or using the syllable and single letter replacements from the 
spell name mangling.  Also, it makes it much more realistic that other 
languages don't all sound the same.  But be sure, if a player is speaking 
in a language in which he/she knows poorly to send the character their 
unmangled argument back (i.e. You say, "Hello", when the other players in 
the room see Sean says, "Grbyrllfus").

	Well, that's my two cents, I gotta go study for finals.  Have 
fun, and if anyone comes up with an interesting way to implement this I'd 
love to see it.

	- Sean

Sean Mountcastle
----------------
Adult, n.:
        One old enough to know better.



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