After taking a look at some I6 code examples it seems that one line of text
in I7 replaces several lines of text in I6.
Some lines of text look easy in I6 such as:
If (player in Bridleway)....
If (location == Bridleway)...
So for me its a matter of finding replacements for these in the I7
language.
In the past I have been using another adventure creator that had basic
conditions and actions such as...
If object x is in the same room as object y.
Move object x to the room that has object Y
If object x is available to player [ either in the same room as the player
or being carried by player]
So I'm hoping to find ways of doing these type of things using the I7
language.
It seems that one thing lacking (unless I have not found it in the manual)
is a way to hide objects.
You might not want displayed that a box is on the table until the player
examines the table, or a box is behind another object, or a box contains a
key.
One error in the I7 source code of Zork is that a object is on the table
hiding behind the satchel that is on the table. When the player picks up
the satchel then the object on the table is listed. This is near the start
of the game when the player enters the kitchen by going thru the window.
However who ever converted the Zork code to I7 did a good job.
--
Regards Brian