I have made a few minor changes to the spoken language snippet credited to Frollo (mudaholic@aol.com). Props to anyone else who helped with this code but is not credited. The main change in my snippet is that the garble function gets passed the actual spoken language, which is used to determine the garble letters. Why would you want that? So that different languages look differently spoken. I also had a particular need for my MUD to have a binary language, so the garble letters could only be 0 and 1. Code follows. Please give me props in your credits file (and Frollo too!) Note: This code has been updated so it works in the bpl21+ world! Also, it has been updated to correct a nasty bug where mortals could crash your game at will! Additional big ups to: Brian (borlick@mines.edu) Frollo (mudaholic@aol.com) Izham Syah Mahrome (doomvoid@hotmail.com) Zizazat Lazuras (zizazat@hotmail.com)