How to stand at exit + pick lock w/ item? (SOLVED)

sevans425
22 Sept 2016, 17:31

This is my first day using Quest, so I'm sorry if this is a noobish question, but...
Here's my code:

<asl version="550">
  <include ref="English.aslx" />
  <include ref="Core.aslx" />
  <game name="Better than Harper's">
    <gameid>41cda948-2c34-4091-9593-ace144f60284</gameid>
    <version>1.0</version>
    <firstpublished>2016</firstpublished>
    <pov type="object">player</pov>
    <gridmap />
    <showhealth />
    <feature_limitinventory />
    <onhealthzero type="script">
      msg ("You have fallen, brave warrior! But you must not give up yet!")
      Ask ("Try again?") {
        if (result = true) {
          StartGame
        }
        else {
          finish
        }
      }
    </onhealthzero>
    <start type="script">
      msg ("You awake in a damp, dimly lit stonebrick cell. Your hands are chained to the wall. You hear the sound of water dripping down a long hallway, past the thick iron bars which enclose your cell.")
    </start>
  </game>
  <object name="cell">
    <inherit name="editor_room" />
    <alias>cell</alias>
    <descprefix type="string"></descprefix>
    <description type="script">
      LockExit (exit1.locked = true)
    </description>
    <object name="player">
      <inherit name="editor_object" />
      <inherit name="editor_player" />
      <maxvolume type="int">1000</maxvolume>
      <volume type="int">100</volume>
      <containerfullmessage>Your inventory is full. You should discard something if you really want this.</containerfullmessage>
      <maxobjects type="int">100000</maxobjects>
      <containermaxobjects>Your inventory is full. You should discard something if you really want this.</containermaxobjects>
      <drop type="boolean">false</drop>
      <attr name="feature_usegive" type="boolean">false</attr>
      <attr name="feature_container" type="boolean">false</attr>
    </object>
    <object name="chains">
      <inherit name="editor_object" />
      <pull type="script"><![CDATA[
        IncreaseObjectCounter (chains, "pullcount")
        if (GetInt(chains, "pullcount") < 2) {
          msg ("Your chains shake and rattle. They slip slightly out of the wall, and separate a little.")
        }
        else {
          msg ("Your chains break, sending pieces of their aged, rusty links flying about your dimly lit cell.")
          MakeObjectVisible
        }
      ]]></pull>
      <object name="chainpiece">
        <inherit name="editor_object" />
        <take />
        <takemsg>The rusty, sharp piece of chain link makes a slight *shink* as you gingerly pick it up.</takemsg>
        <pick type="script">
          if () {
          }
        </pick>
      </object>
    </object>
    <exit name="cellexit" alias="north" to="cell">
      <inherit name="northdirection" />
      <lookonly />
      <look><![CDATA[Desired code goes here <------------------------------]]></look>
      <locked />
      <lockmessage>You struggle against the bars of your cell, but to no avail.</lockmessage>
    </exit>
  </object>
  <object name="hallway1">
    <inherit name="editor_room" />
  </object>
  <verb>
    <property>pick</property>
    <pattern>pick</pattern>
    <defaultexpression>"You can't pick " + object.article + "."</defaultexpression>
  </verb>
</asl>```
My goal is to have the player break their chains, pick up a piece, and pick the lock past their cell door, causing the chainpiece to break and be taken from the player. I can handle the rest. Thanks!