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  1. #31
    Trenloe's Avatar
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    That is what would be required to do the "Language toggle - makes all chat entries in a specific language until the toggle is removed/changed. More than likely a slash handler, e.g. /currentlanguage Elven" functionality. The toggle would set all future chat entries (until toggle changed or removed) to use the language specified in the toggle.

    Coding would need to be done to allow for freeform chat entered and for text of type = chat being dragged to the chat window to be intercepted and processed by the language extension.

    EDIT: I'm not looking to change any other base functionality of the CoreRPG ruleset, if making the change I discover that it will allow other process (like mood) to be acted on I'll look into it. But, not planning on any major updates for a while - I think I'll let this version run and see if there are any issues with it.
    Last edited by Trenloe; January 28th, 2014 at 17:48.
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  2. #32
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    Quote Originally Posted by Trenloe View Post
    Nope, that is still on the future development list in post #2.
    Well the changes thus far look really great, I'm looking forward to putting it into play.
    Thanks!
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  3. #33
    Trenloe, awesome job!
    GM for Rusta utilizing FG2 Ultimate.

  4. #34
    Quote Originally Posted by Trenloe View Post
    v3.2 released!

    • 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" added to a campaign using the slashhandler commands can be exported to a module through the use module export window. This allows custom language mapping to be stored as a module and re-used in other campaigns.
    This is great, Trenloe - thanks! I'd made various change to the font assignments for my own use, and this will make it much easier to adjust. I guess if I want to use different fonts to those provided, I'll have to add those in to the extension myself manually?

    Actually, I've checked, and my old version (for FG2) of the extension seems to work fine. Did you have to make many changes to update it for FG3?

  5. #35
    Trenloe's Avatar
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    Quote Originally Posted by Callum View Post
    I guess if I want to use different fonts to those provided, I'll have to add those in to the extension myself manually?
    Yep, details in post #5.

    Quote Originally Posted by Callum View Post
    Actually, I've checked, and my old version (for FG2) of the extension seems to work fine. Did you have to make many changes to update it for FG3?
    The main one was to add in the various different rulesets. If you're happy with your versions just use that. The version in this thread uses repeatable text scrambling, so if your players are away of the copy/paste cheat you may want to use it and make the custom assignments you want into a module for repeated use.
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  6. #36

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    Thanks Trenloe. I am really happy with the repeatable text scrambling...keeps the translated languages internally consistent, but stops those pesky players and their copy/paste tricks! Great job.

  7. #37
    I've now played around with version 3.2, and it's great! One thing I really like is that if you, as GM, mistype a language name the text still gets scrambled, thus making the error less costly.

    I've made a few special modifications myself, which you might want to consider for your version, Trenloe:

    1. Reduced the maximum random number of extra characters to 3, instead of 6 - the translated phrases were getting too long
    2. Restricted the gibberish characters to only lower-case letters - many fonts don't have numbers or upper-case letters in their style

    I've also added in my support for the tongues and comprehend languages spells - I can send you my script file if you're interested.
    Last edited by Callum; February 1st, 2014 at 21:49.

  8. #38
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    Quote Originally Posted by Callum View Post
    I can send you my script file if you're interested.
    Yes please.
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  9. #39
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    Running a C&C game last night - one of the players reported getting error messages after each language message he received. The other 3 players reported no problems. Here's what he was seeing in chat:

    Attachment 5999

    It looks like for some reason his FG instance didn't get the language resourced downloaded properly... thus I assume this is a FG app bug of some kind. Still, I figured I should post about it.

    Callum, those changes sound sensible... nice work! Tren, thanks for all the work on this and everything else. Sorry, but the forum won't let me add any more reputation :P
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  10. #40
    As I can't attach any files to PMs, and I can't attach lua files to here, I've attached my whole ext file. The main difference in the script is adding a new understandsLanguage function, and then calling that instead of speaksLanguage when looking to translate, and checking for "tongues" and "comprehend languages" among the list of languages at the appropriate places.

    One thing I wondered was whether it would be possible for the /listlanguages command to also list the unmodified language-to-font assignments (or for another command to do so)?
    Last edited by Callum; February 1st, 2014 at 22:13.

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