I haven't worked with the online version, nor have I done anything with the light~darkness yet, not do I do much work with the GUI~Editor anymore (so I don't know where to find these things below in it, though it should have for the 'add a script', a part for~on~of light~darkness scripts), but maybe these links (though they're for coding) can be of some help for you:
1.
http://quest5.net/wiki/SetDark2.
http://quest5.net/wiki/SetLight3.
http://quest5.net/wiki/SetObjectLightstrength4.
http://quest5.net/wiki/CheckDarkness5.
http://quest5.net/wiki/SetExitLightstrength6.
viewtopic.php?f=18&t=3743--------
I think with the current quest version (550), because there's so many tabs now, that they're initially toggled off, so first you'll probably have to find the option (probably in the 'game' Object ~ The Game Object), to turn on the light~darkness (or whatever it is called) tab, then in that tab (for your 'pocket' container Object), set it to being a 'weak' light source. This is just my best guess.
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as for your 'lighter' Object being able to be turned on (lighted up):
once you toggle the tabs to be shown, one of the tabs (whatever it is called... sorry), let's you set the Object as 'switchable' (able to turn on and turn off: such as a 'tv' Object, a 'lighter' Object, a 'lightswitch' Objects, or etc like functionality Objects).
I think quest has a built-in 'turn-on' Verb, that you can use (add) for your 'lighter' Object, and then you'll want to use these scripts (add a script) too:
SetFlagOn
SetFlagOff
explanation of the coding of this:
Boolean (flag) Type Attributes:
tv.switchedon (SetFlagOn) = true // conceptually: the 'tv' Object is 'flagged' as being 'turned on'
tv.switchedon (SetFlagOff) = false // conceptually: the 'tv' Object is 'flagged' as being 'turned off'
booleans can be shortened to this:
(usually booleans go hand-in-hand with the 'if' script)
if (tv.switchedon) {
msg ("You sit down and watch your favorite tv show for an hour.")
} else if (not tv.switchedon) {
msg (You sit down and stare at the black screen of the tv for an hour. lol")
}
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these two 'SUPER SCRIPTS' allows you to do like 90% of everything that you want to do in your game:
the 'if' Script:
in the GUI~Editor: run as script -> add a script -> scripts -> 'if' Script -> [EXPRESSION] -> (see below)
the 'set a variable or attribute' Script:
in the GUI~Editor: run as script -> add a script -> variables -> 'set a variable or attribute' Script -> (see below)
Object_name.Attribute_name = Value_or_Expression
Examples:
player.strength_integer = 100
orc.dead_boolean = false
HK.favorite_color_string = "black"
HK.damage_expression_integer = HK.weapon_damage + HK.weapon_damage * (HK.strength - orc.endurance) / 100
etc etc etc
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so, in full (in code), for an example:
if (orc.dead) {
msg ("The orc is already dead, silly.")
} else if (not orc.dead) {
orc.hp = orc.hp - player.damage
msg ("You attack the orc.")
if (orc.hp <= 0) {
orc.dead = true // (GUI~Editor: SetFlagOn)
msg ("And, your damage was so great, you killed the orc.")
}
}
I did everything in this script block with 'if' + 'set a variable or attribute' Scripts, except for the 'msg ~ message ~ GUI~Editor: print a message' Scripts.
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so, let's now use your 'lighter' Object:
(there's probably a built-in 'turn on' Verb, but let's make our own custom Verb, to show how you would do it)
'lighter' Object -> Verbs -> Add ->
Verb Name: flick_on_or_off
'flick_on_or_off' Verb Scripting:
(run as script ~ might not be needed) -> add a script -> scripts -> if -> [EXPRESSION] -> lighter.switchedon = false
-> then: add a script -> variables -> set a variable or attribute -> lighter.switchedon = true // or you can use the 'SetFlagOn' built-in script (but then you're NOT selecting: if [EXPRESSION] ~ this is only for if you rather type in: lighter.switchedon = false)
-> add a script -> ~ light-darkness -> set light strength -> room_name.lightstrength = "strong" // or something like this
-> add a script -> output -> print a message -> [MESSAGE] -> You turn on the lighter.
(add) else if: -> [EXPRESSION] -> lighter.switchedon = false
-> then: add a script -> variables -> set a variable or attribute -> lighter.switchedon = true
-> add a script -> ~ light-darkness -> set light strength -> room_name.lightstrength = "dark" // or something like this
-> add a script -> output -> print a message -> [MESSAGE] -> You turn off the lighter.