Hi stants,
First a bit of explanation:
When TAB parses an input line typed by the player it will extract the FIRST occurrence in the Vocabulary lists for a matching word or synonym and then convert it to the KEYWORD so as to process the Response list of entries.
This means that either or both the parser variables "objn1" and "objn2" will be holding the corresponding number of the FIRST object in the Object Noun Vocabulary list that it comes across that has the word "bottle", should the player type in a command like:
>examine bottle
Now it may not be the correct bottle currently in the game so you need a RESPONSE entry near the BEGINNING of the list like this to check and change the "objn1" and "objn2" parser variables if necessary - and then JUMP to continue matching the Responses....
==================
[start]%_%#objn1=X#objlocX=0[acts]objn1=Y#updatecommand#jumpbottle[end]
bottle:
[start]%_%#objn2=X#objlocX=0[acts]objn2=Y#updatecommand#jumpbottle2[end]
bottle2:
==================
X should be set to the object number of the FIRST bottle number in the Object List...
Y should be set to the object number of the SECOND bottle number in the Object List (probably the sealed bottle)
Now if the player types eg:
>examine bottle
TAB will see which bottle exists in the game then alter the object number to be the correct bottle number if required then continue on to match the RESPONSES...
Hope you understand that - and please let me know if it works OK.
Now you can see why best to avoid too many objects with same noun name.
With some thought you can come up with alternative and different object names for your items to avoid this kind of thing
Phil.
***Response code amended/updated today 17:11