On Wed, 11 May 1994, Steppin' Razor wrote: > I'm working on a tongue system in which people who don't have the same > hometown just see jibberish when they talk to each other. I want to use > the same sort of thing that's in say_spell, but I don't want the text to > be returned to the character WITHIN the function; rather I want to pass > the text to the function and have it return the "translated" text. I would probably do it with some sort of random function to the translation, possibly even based on the intelligence of the character. If you use a strait mapping from one charater to another and certain character combinations like say_spell, players can actually write routines to decode this via their client. Slight randomization would prevent that. Certainly a bit of work, but once someone pulls it off, they'll just copy the code for everyone else. _O_ Ryan L. Watkins e-mail: vamp@csulb.edu | Academic Computing Services url : http://www.acs.csulb.edu/~vamp/ | CSU Long Beach - Network Support pgpkey: finger vamp@gothic.acs.csulb.edu
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