[MUD-Dev] How to handle/display partial language skill
Joe Kingry
jkingry at uwaterloo.ca
Tue Jan 18 19:44:17 CET 2000
We have a very basic way of handling languages on our mud. Currently each
language has a table of sylables/words and a mapping to a some assortment of
letters. Each language table of course has a mapping for individual letters.
When someone says something in a different language, those that can
understand the language see something like:
(sylvan) Mab says 'Hello world'
While those that don't see:
Mab gossips 'nlaelelrr 'luurrwaelli''
The table would look something like this:
static const struct language_type sylvan_table[] =
{
{ " ", " " },
{ "the", "lle" },
{ "and", "ywr" },
{ "kill", "tlet" },
{ "me", "ae" },
{ "are", "slf" },
{ "to", "yl" }, { "at" , "llyn" },
{ "here", "ptha" },
{ "dude", "aale" },
{ "magic", "ife" },
{ "horde", "neebler" },
{ "immortal", "ddley" },
{ "moon", "lun" },
{ "a", "i" }, { "b", "ll" }, { "c", "y" }, { "d", "li'" },
{ "e", "a" }, { "f", "s" }, { "g", "wy" }, { "h", "nl" },
{ "i", "wa" }, { "j", "n" }, { "k", "q" }, { "l", "el" },
{ "m", "yn" }, { "n", "el" }, { "o", "rr" }, { "p", "fs" },
{ "q", "ue" }, { "r", "wa" }, { "s", "az" }, { "t", "l" },
{ "u", "u" }, { "v", "or" }, { "w", "'luu" }, { "x", "wyn" },
{ "y", "y" }, { "z", "cee" },
{ "", "" }
};
But how do you handle non 100% skill in a language? I imagine in our case
with a table that maps various fragments you could do a reverse map of the
fragment only if you passed a skill check. I've experimented with this with
varying results. I'm just looking for other ideas at this time.
Any suggestions on how to handle languages?
Thanks,
Joe
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