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/language chat type.

1364858459
Miranda
Sheet Author
As a Role-player and someone who uses as much immersion elements in my games as possible, I think a 'language' chat element would be pretty cool. Basically it would work similar to a /whisper or /e or what-have-you by the player or GM typing out /language (let's say elvish, so it would be /elvish or /elf for simplicity, really up to the GM or module creator) and it would mask the text for anyone without an assigned language attribute for the language being used. The 'mask' could be gibberish or something programmed in, like a simple letter sub cipher or something  I don't know how hard it would be to implement, but I think it would really cool!
+1
+1
+1 Would be nice but serious thinking is required to figure out the best the technical implementation method.
This has been suggested before and I was in an adult text MUD called Shangrila years ago that had an awesome language system for roleplaying. I think the main issue would be assigning permissions on it as the system is now. As well as the fact there are many different systems and settings with different languages available and different numbers of languages. As the system is now, the best method would be that the GM sets up macro language commands for the campaign as well as permissions by player for each command input and only people with permissions set for the language could read the text otherwise it would return A) one of a set of letter scramblings (like doubling ever vowel and/or swapping consonants) or B) a GM input line or C) babelfish translate into another language of choice.
The idea seems nice, and if implemented correctly, could make a GM´s life way easier. It´s a bit of a pain to go around whispering to each player that knows a language, specially in larger groups.
Hm. A simple way to implement would be to use what we already have. There's already ways to assign control of things and to select specific players, and tokens already have check boxes for both permitting characters to see and allowing them to edit. I think perhaps another set of 3 check-boxes for extra languages would do the trick-- maybe not the number of languages some might want, but not too hard to modify between adventures. You could decide what the 3 extra languages are (like you do for what radials represent or what auras represent) and click the permissions on those character's tokens. Then, perhaps, text that began with "/L1" or "/L2" would be readable with characters who have that language? While I realize that many GMs would like to customize their number of languages and what it shows for that language, I think simple works better and would be quick and easy to implement, but I haven't done coding since 4tran and am barely html competent, so what do I know.
Actually Havster's suggestion is also pretty good as a group whisper as well as languages, simple, yet effective and can be utilized even if you aren't using "Languages" but instead perhaps have players that are making plans against or excluding other players.
I think this would be fun. I could see them added as a category under the journal tab. The GM can add any language he wants - lets say "Elven" - as well as a chat function string. The function string would then be prefixed with "lang-" so that it never conflicts with other chat functions. So for Elven it could be "/lang-elf". Then lastly the GM could add players to that language just like we can do with Handouts today. Then, when the player types "/lang-elf" into the chat window, any player that is added to the Elven language will see the true message and the players that are not added will see either jibberish, or a message in a different color that reads "So-and-so speaks in Elven." Heck, that message could even be customized in the language section, so if a GM wants to have jibberish that is formatted something like Elven, the can  put it in themselves. Example: GM creates these languages and assign these players to the languages:  Elven: Player 1 Dwarven: Player 3, Player 4 Thieves Cant: Player 2 When Player 1 says something to an NPC in elven they type "/lang-elf You know the elven ways prohibit us from telling the others what we know." The GM will see that full message, but Players 2-4 will see "Player 1 speaks in Elven" And when a Dwarf says something in his native language, both Player 3 and Player 4 would see the full message, but Players 1 and 2 would see "GM speaks in Dwarven." I think this frees up a lot of the issues with this, and makes the system completely optional. The biggest issue that I can see is in keeping the chat logs - because who's log do you keep? It would have to be stored and recompiled based on the user's login status or something.
The problem is, there are so many different languages across campaign settings, and Roll20 is supposed to be system neutral. So a distinct command for each language is impossible. Perhaps a second best option would be the ability to define languages when a campaign is created, then assign them to each player, and use a "/language elven blah blah blah" syntax.
Having a box in the journal with additions for languages like there are for attributes and macros will work. Then have a language syntax of /lang [language spoken] [text] in which language could be assigned a global, gm-created language attribute. Then with the @ or a new symbol for globals you can uses /Lang &elven My bluff did not succeed. I cannot deny that I truly love big butts.
1367006782
Pat S.
Forum Champion
Sheet Author
If a syntax filter could be coded into the roll20, that would help possible. something like a collection of rule filters that can be created or edited. on openrpg it is called an alias library filters. Examples: replace s with sssss would turn words typed into things like "So you want to sell me swords" into "SSSSo you want to ssssell me sssswordssss" replace (space) with zzzzzt* (to represent static) would turn "Mayday Mayday" into "Maydayzzzzzt*Mayday"
+1