Re: Languages, HELP!

From: krenshala (krenshala@koboldi.net)
Date: 04/02/02


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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