Here's one way to do it.
On the wolf's skin verb, set it to "run a script"
click on the "code view" icon that looks like a page and paste this in. change the attribute names (player.hasstone and wolf.isdead) to the ones you are using. If they are both true, it prints "You skin the wolf." It also moves a wolfskin object to the player's inventory (from a 'nowhere' room) and changes the wolf's "look" description.
switch (true) {
case (not wolf.isdead and not player.hasstone) {
msg ("You can't skin the wolf!")
}
case (wolf.isdead and not player.hasstone) {
msg ("You need a stone to skin the wolf.")
}
case (not wolf.isdead and player.hasstone) {
msg ("The wolf won't allow you to skin it.")
}
case (wolf.isdead and player.hasstone) {
msg ("You skin the wolf.")
AddToInventory (wolfskin)
wolf.look = "This is the skinned corpse of a wolf."
}
}
Otherwise, if you have the script worked out, to require two conditions:
if (wolf.isdead and player.hasstone) {script}
You could have three conditions with another "and", and there are other things you can do like:
if (not wolf.isalive and (player.hasstone or player.hasknife)) {script}