1 Attachment(s)
Tenians Language Chat Extension for select FG 3.0 rulesets
FG v3.1.3 has most of the functionality of this extension built in. However, you can continue to use this extension if you wish.
For the base FG language functionality to use the same languages/fonts this extension uses download and enable this extension: https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-)
I've modified Tenian's language extension to work with the 3.5E and PFRPG rulesets. Note: The languages in this extension are fairly generic 3.5e/PF languages, but also include most of the Pathfinder Inner Sea Human languages as well.
v3.4 is FG 3.1.2 Compatible
Update - V3.4. 8th August 2015.
Feature update:
- Added code for understanding all languages but can't speak them. Use a language name of "comprehend languages" or "understands all" on the character sheet. See below for how to use this.
- Added code for speaking all languages. Use a language name of "tongues" or "speaks all" on the character sheet. See below for how to use this.
- Added error handling for /setlanguage - needs two arguments to write to database. This avoids issues with blank entries.
- /help slashhandler to return extension help.
- Set default current language with /currentlanguage <language name>. See below for how to use this.
V3.3c: Updated to include 5E languages based off PHB language list page 123. e.g. Elvish (not elven), Dwarvish, etc.. Thanks to Griogre.
Now works with Fantasy Grounds V3.0 rulesets: 3.5E, 4E, 5E, PFRPG and Castles & Crusades.
V3.3: Fixed issue where players couldn't chat in custom language added via /setlanguage
v3.2: Added 3 new slashhandler commands to allow the GM to add custom font mappings /setlanguage, /removelanguage and /listlanguages (these can be shortened unless there is a conflict with another extension/ruleset). "Custom Languages" can be exported to a module through the use module export window. Details on how to use this new functionality is available in post #23: https://www.fantasygrounds.com/forum...l=1#post167105
v3.1: Added - random character scrambling to avoid copy/paste "cheat". Random scrambling is seeded from each word and the language name so each word should be represented the same each time it is used for a specific language - but it is still gibberish.
Then enable the "Fantasy Language Chat" extension before you load your campaign.
To Use:
/lang {abyssal|aquan|auran|celestial|draconic|druidic|dw arven|dwarvish|elven|elvish|giant|gnome|gnomish|go blin|gnoll|halfling|igna n|infernal|orc|sylvan|terran|undercommon|deepspeec h|aklo|necril|orvian|primordial|common|hallit|keli sh|osiriani|polyglot|s hadowtongue|shoanti|skald|tien|varisian|vudrani} {text}
See post #3 below for a screenshot of the fonts used.
Players can only speak in languages listed on their sheet. It will provide translations as needed.
The Host can speak in any language. They can also use a second command to speak in any font, even those not associated with languages (emotefont for example)
/fc {internal font name} {text}
Set current/default language
In v3.4 the user can now set the current language using /currentlanguage <language name> After this is set there is no need to use the language name when using the /lang command. e.g. /lang Hello. To remove the current default use /currentlanguage without any arguments.
Understanding/speaking all languages
With spells it is possible for characters to understand and/or speak all languages. e.g tongues or comprehend languages spells. 4 new "languages" have been added that have special effects:
- "comprehend languages" or "understands all" on the PC sheet means that they can understand all languages but can't speak all.
- "speaks all" means that the PC can speak all languages but not understand them.
- "tongues" means they can speak and understand all. This is the same as using "understands all" and "speaks all" for the PC languages.
Thanks so much to Callum for reviewing and modifying specific to the 3.5E and PF SRDs.
For other rulesets: As long as languages are stored in the same place in the DB for the character sheet translations should work OK. It looks in charsheet.id-000XX.languagelist, then the <name> tag of all of the children to determine if a character can speak a language. Translations will not currently work for rulesets with languages as skills, e.g. Rolemaster, Call of Cthulhu, BRP, etc.. The GM can still use the fontchat capability but no translation will occur.
The Extension. Save this file in your <FG App Data Folder>\extensions directory and enable the "Fantasy Language Chat" extension before you load your campaign.
(Previous version downloads 287)