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		<title>Man language - Revision history</title>
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		<updated>2026-05-10T09:57:45Z</updated>
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	<entry>
		<id>http://wiki.lostsouls.org/w/index.php?title=Man_language&amp;diff=4012&amp;oldid=prev</id>
		<title>Laine at 23:04, 11 June 2007</title>
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				<updated>2007-06-11T23:04:37Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Files==&lt;br /&gt;
&lt;br /&gt;
 /lib/language.h &lt;br /&gt;
 /mod/character/language.c &lt;br /&gt;
 /mod/character/communication.c&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The language system mediates ordinary communication between intelligent beings.&lt;br /&gt;
The languages usable are defined in language.h, as well as the different&lt;br /&gt;
levels of comprehension possible with them.&lt;br /&gt;
&lt;br /&gt;
Wizards automatically understand all languages and are 100% comprehensible&lt;br /&gt;
to all who hear them, no matter what language they use.  With normal&lt;br /&gt;
communication commands, one may append &amp;quot;in &amp;lt;language&amp;gt;&amp;quot; to the end of the&lt;br /&gt;
string to be spoken.&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
&lt;br /&gt;
string language_status();&lt;br /&gt;
        Returns a natural-language string outlining the living's linguistic&lt;br /&gt;
        capabilities.&lt;br /&gt;
&lt;br /&gt;
void add_language(string lang);&lt;br /&gt;
        Adds a language at base (no comprehension) level to the target's&lt;br /&gt;
        languages data.  Must be a valid language from language.h&lt;br /&gt;
&lt;br /&gt;
string query_native_language();&lt;br /&gt;
        Returns the subject's native language.  The native language is the one&lt;br /&gt;
        spoken by default if none is specified; also, if a message heard is in&lt;br /&gt;
        this language, no text such as &amp;quot;in Anglic&amp;quot; or &amp;quot;in Sperethiel&amp;quot; will be&lt;br /&gt;
        appended to the end.&lt;br /&gt;
&lt;br /&gt;
string set_native_language(string lang);&lt;br /&gt;
        Sets the subject's native language.  He must at least be able to&lt;br /&gt;
        recognize this language.&lt;br /&gt;
&lt;br /&gt;
void set_language_level(string lang, string level);&lt;br /&gt;
        Sets the subject's comprehension level with 'lang' to 'level'.  'level'&lt;br /&gt;
        must be a valid comprehension level from language.h; if the subject&lt;br /&gt;
        does not already have the language in its data mapping, it will be&lt;br /&gt;
        added.&lt;br /&gt;
&lt;br /&gt;
void set_comprehend_func(object obj);&lt;br /&gt;
        Sets a comprehend_func object for purposes of tongues/babel spells&lt;br /&gt;
        and the like.  comprehend_func in obj will be sent three arguments: the&lt;br /&gt;
        player attempting to comprehend something, the language the message&lt;br /&gt;
        is in, and the appropriate comprehension type flag (see the section&lt;br /&gt;
        on query_language_comprehension()).  It should return a percentile&lt;br /&gt;
        modifier to the person's chance of understanding a given word.&lt;br /&gt;
&lt;br /&gt;
status query_recognize_language(string lang);&lt;br /&gt;
        Returns whether or not the person will recognize the name of the&lt;br /&gt;
        language specified.  If it is in their data mapping at all, they&lt;br /&gt;
        will recognize it by name.&lt;br /&gt;
&lt;br /&gt;
status query_speak_language(string lang);&lt;br /&gt;
        Returns whether or not the person understands enough of the language&lt;br /&gt;
        to attempt to speak it.&lt;br /&gt;
&lt;br /&gt;
string query_language_level(string lang);&lt;br /&gt;
        Returns the person's base comprehension level with the language.&lt;br /&gt;
&lt;br /&gt;
int query_language_comprehension(string lang, int type);&lt;br /&gt;
        Returns the person's percentile comprehension level with the language.&lt;br /&gt;
        This is computed using the base comprehension level, their intelligence&lt;br /&gt;
        bonus, their linguistics skill if any, and any comprehend_func present.&lt;br /&gt;
        The value returned is their chance of understanding any given word of&lt;br /&gt;
        the language.  The 'type' variable should be one of six macros from&lt;br /&gt;
        language.h: Comp_Speak for ability to speak, Comp_Hear for deciphering&lt;br /&gt;
        spoken language, Comp_Read for understanding written language,&lt;br /&gt;
        Comp_Write for writing, Comp_Send for telepathic transmission that&lt;br /&gt;
        uses language, and Comp_Receive for similar telepathic reception.&lt;br /&gt;
        If the type is Comp_Read or Comp_Write, then the comprehension level&lt;br /&gt;
        is limited to 1.5 times the character's Literacy skill before any&lt;br /&gt;
        comprehend_func modifiers are applied.&lt;br /&gt;
&lt;br /&gt;
string message_comprehension(string text, string lang, int type, int mod);&lt;br /&gt;
        Processes the string 'text' according to the subject's comprehension&lt;br /&gt;
        of 'lang', modified percentile-wise by 'mod'.  If the person cannot&lt;br /&gt;
        understand any of it, No_Comprehension from language.h will be&lt;br /&gt;
        returned.  The 'type' argument is the same as is used by the function&lt;br /&gt;
        query_language_comprehension() above, and has the same effects.&lt;/div&gt;</summary>
		<author><name>Laine</name></author>	</entry>

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