On Wed, Apr 03, 2002 at 07:53:15AM -0500, Eugene Lukashevich was heard to say:
> On Sat, 2 Feb 2002 17:49:03 -0800, Daniel A. Koepke <dkoepke@circlemud.org>
> wrote:
>
> >> Alphabet [English]: ABCDEFGHIJKLMNOPQRSTUVWXYZ
> >> Alphabet [Al Bhed]: YPLTAVKREZGMSHUBXNCDIJFQOW
> >
>
> Not sure that's a good idea. Most likely players will just do a triggers
> that'll substitute letters. no fun :(. BTW anyone know a better way to do
> languages, exept randomly generated strings?
Not sure if its the best way to do it, but if you wanted non-speakers to
"hear" garbled, but "translatable", language you could do a specific string
scramble (such as changing "ABCDEFG" to "ABDEGCF" [moving C and F to the end
of the string]) and then a ROTn replacement.
While this is still susceptable to a trigger "translation" it is not as
easy as the players need to learn the algorithm being used.
A more complex idea would be to replace specific strings with other strings
(not necessarily of the same length) perhaps having the garble function
doing a read of the string and matching on the first success, and doing a
specific ROTn scrable of a single letter if there is no match.
E.G.: "this is an example of scrambling these words"
is feed in, and the following rules are applied:
"an" becomes "dahl"
"the" becomes "mo"
" a" becomes "kali"
. becomes .++ [e.g., "a" becomes "b"]
The string after parsing becomes:
"vijt jtkalim fybnqmf pg tdsbncmjoh motf xpset"
Obviously, this is only a simple example (and includes no code =) but you
get the idea.
Larry
Larry Robinson
krenshala@koboldi.net
krenshala@jump.net
:wq
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