FYI, a version of this will be built in with FG 3.1.3.
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FYI, a version of this will be built in with FG 3.1.3.
Yep, sure will and it looks good.
However, there will still be a place for this extension for a number of reasons:
- There are wider range of language/fonts available. Especially supporting Pathfinder Golarion languages.
- Support for spells/abilities that allow understanding/speaking all languages.
- Ability to custom map languages to specific fonts.
- Ability to export custom mapping to a module.
I hope most of the above will be covered in future versions of the native language functionality.
The main advantage to the CoreRPG based language functionality is the drop down box at the chat window and the ability to add in languages through a graphical interface (although these custom languages don't use any fonts, just work scrambling).
1. The challenge I had with adding the ability to map languages to custom fonts is that there is no mechanism to "add" new fonts by the end user, and the name necessary to select a font is the actual font asset name defined by the ruleset or extension (which is not obvious to end users). Therefore, I was thinking this would be better managed by extensions that plug into the existing system with minimal coding. Also, it wasn't clear that all the fonts being used in the extension were free to use commercially, which led me to again push that to extensions.
2. If a character has one of the following entries in their language list, it is treated as special case:
* Speaks all
* Understands all
* Comprehend languages
* Polyglot
* Tongues
3. See 1) above.
4. I'm not sure what this means, but it probably would again fall to answer to 1) because of font licensing and font name management.
I'm open to something more advanced, but it might be worth building extension that just adds entries into GameSystem.languages in the onInit call (which I think is all that is needed to add new entries via extension, but I haven't tried yet).
Cheers,
JPG
I can't believe I overlooked this extension/feature all this time. I could really make good use of it especially with the ability to use the /setlanguage option to add custom languages. Time to add in all those Hârn languages. :bandit:
With the recent updates to 3.1.3 most of these are now covered.
1) Understand the need to only have verified fonts that could be use commercially.
2) That's great!
3) Looks like this is now covered.
4) It would be nice to have some way of exporting custom language mapping (now that campaign languages can be assigned alternative fonts). This will allow a module to be made of languages for a specific RPG and/or setting. No need to do the custom languages each time a new campaign is created.
I just came across this extension and love it! However, if this is going to be baked into a future version of FG, I hope it makes it easier to enter commands into the chat window. Basically, I need the ability to drag a language from a PC or NPC sheet to the chat window, and it automatically switch to that character and do the /lang <language> command, so all I need to do is type in the text. I hope this makes sense and it's in the new version.
v3.1.3 of FG will have most of the functionality of this extension built in - with a drop-down list of supported languages to select from. Therefore, the need for this extension will basically go away.
Smiteworks can't distribute all of the fonts used in this extension as part of their commercial offering, so I'll more than likely be doing an extension that covers the non-default fonts supplied with FG. This will help cover Pathfinder languages, etc..