Just for kicks, I thought I’d try porting a few rooms of a WIP from adv3 to adv3Lite. Here’s the first problem I’ve bumped into. In adv3, Rooms don’t have associated vocabulary, but in adv3Lite they do.
In adv3 I can create a Decoration or Fixture so that you can examine the room you’re in and get a different output from what you’d get using ‘look’. This is useful, for instance, if the PC is standing in a parking lot (as she is in the opening location of this particular game). ‘x parking lot’ should probably describe the pavement and the cars, but not, for example, the exits. At least, that’s what I want.
In adv3Lite, creating a Fixture produces:
This is obviously not what one wants. So how exactly would I create a Decoration or Fixture that shares vocabulary with the Room and have the Examine action directed to the Decoration, while the Look action produces the expected result, displaying the room’s desc()?
For future reference, it may be worth giving dobjFor(Examine) on Room a lower logicalRank (than Decoration) in the library so that Things are always preferred to Rooms in this kind of case. But before I go ahead and do that (for the next release goodness knows when), can anyone see a problem with it? Would it break anything anyone else has done?