I created a room as part of my tutorial game (keep in mind, I am not finished with this room yet, as you might find it not quite smooth yet), but if you copy-paste the code below into a game, you can see how I solved your problem with the is/are. Also, I have the apple repeatably takeable under proper criteria.
This is the code for my 'items room' (nowhere room) containing an apple.
<object name="items room">
<inherit name="editor_room" />
<object name="apple">
<inherit name="editor_object" />
<eat type="script">
msg ("You scarf the delicious apple down in just a few bites! Yummy!")
MoveObject (apple, items room)
SetObjectFlagOff (lush green fruits, "taken")
</eat>
<talkto type="script"><![CDATA[
msg ("You speak meaningfully to the apple.<br/><br/>It responds... \"Thanks for taking the time to speak with me. No one does that much anymore these days. I would really like to be back with my apple family. Do you think you can appease me?\"<br/><br/>You think about it and decide that you would miss your family too. You nod affirmatively and the apple grins at you. \"Thank you again!\"<br/><br/>With that, the apple dissappears from your hand and vanishes into thin air.")
MoveObject (apple, items room)
SetObjectFlagOff (lush green fruits, "taken")
]]></talkto>
</object>
</object>
Below is my code for the room with the apple tree.
<object name="multiple equal objects room">
<inherit name="editor_room" />
<object name="Tree">
<inherit name="editor_object" />
<inherit name="surface" />
<look>It's a fruit bearing tree -</look>
<takemsg>You can't very well take the entire tree!</takemsg>
<climb>You climb the tree but quickly realize that apple trees aren't the greatest for climbing. You scurry back down to the ground where you belong.</climb>
<feature_container />
<hidechildren />
<listchildren />
<listchildrenprefix>on which there are</listchildrenprefix>
<contentsprefix>on which there are</contentsprefix>
<object name="lush green fruits">
<inherit name="editor_object" />
<look>These apples look delicious!</look>
<take type="script">
if (GetBoolean(lush green fruits, "taken")) {
msg ("You already have an apple and you do not want to damage this healthy tree by taking another apple! You leave the apples be.")
}
else {
msg ("You pluck a delicious looking apple from the healthy tree.")
AddToInventory (apple)
SetObjectFlagOn (lush green fruits, "taken")
}
</take>
<ontake type="script">
</ontake>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<alt type="stringlist">
<value>fruit</value>
<value>apple</value>
<value>apples</value>
</alt>
</object>
</object>
<object name="mallet">
<inherit name="editor_object" />
<look>It's a rubber mallet - perfect for smashing innocent fruits!</look>
<take />
<feature_usegive />
<selfuseon type="scriptdictionary">
<item key="apple">
msg ("You bludgeon the innocent fruit to bits.")
SetObjectFlagOff (lush green fruits, "taken")
MoveObject (apple, items room)
</item>
</selfuseon>
</object>
<object name="Magoo">
<inherit name="editor_object" />
<inherit name="editor_player" />
<look>You're Magoo. A simple being trapped in a test game.</look>
<attr name="pov_look">You're Magoo. A simple being trapped in a test game.</attr>
</object>
</object>
<verb>
<property>talkto</property>
<pattern>talk to; speak to</pattern>
<defaultexpression>"You can't talk to; speak to " + object.article + "."</defaultexpression>
</verb>
You'll likely notice my not-so-smooth part of this after playing. I named the apples on the tree 'lush green fruits' as to not confuse them with the apple that ends up in your inventory. I did this so that you could see the code/response for trying to take a second apple. Also, if I named them 'apples' the built in Quest command for take apple (if you already had one), "You are already carrying it.", would override my desired response. I wasn't patient enough right now into fixing it. The downside to this method is that you can't type 'take apple(s)' from the tree, you have to type 'take fruit(s)'. I did not add an 'apple(s)' alias to the fruits because I wanted to avoid (for now) the pop up question: which apple do you mean?
Hopefully, despite that, you get the idea. Let me know if it helps.
XanMag