here's some links:
http://docs.textadventures.co.uk/quest/tutorial/http://docs.textadventures.co.uk/quest/guides/http://docs.textadventures.co.uk/quest/ ... iners.html (this one is probably hopefully what you want~need)
http://docs.textadventures.co.uk/quest/ ... exits.htmlhttp://docs.textadventures.co.uk/quest/ ... jects.htmlhttp://docs.textadventures.co.uk/quest/ ... nside.html-----------
the easiest way probably is this:
your 'curtains' Object is a Type: closed container
your 'windows' Object is INSIDE of your 'curtains' Object
once you 'open curtains', now your 'windows' Object is visable (appears on the right side)
as for both 'opening~closing' and 'locking~unlocking' scripting, this is a bit advanced and confusing:
you want this logic structure:
(I don't know this built-in stuff's terms~words + etc very well, so this isn't actual working syntax)
'open' Verb:
if (curtain.open = true) {
-> msg ("The curtain is already open, silly.")
} else if (curtain.open = false) {
-> curtain.open = true
-> msg ("You open up the curtain, revealing the window behind it.")
}
'close' Verb:
if (curtain.open = false) {
-> msg ("The curtain is already closed, silly.")
} else if (curtain.open = true) {
-> curtain.open = false
-> msg ("You close the curtain, hidding the window behind it.")
}
and the same pattern for:
'locked' Verb:
blah blah blah
'unlock' Verb:
blah blah blah