the easiest way for a new person:
conceptually:
you want the 'if' Script to check whether your 'player' Player Object has both your 'tea' Object and your 'water' Object in its inventory.
Objects:
1. the 'player' Player Object
2. the 'kettle' Object
3. the 'water' Object
4. the 'tea' Object
5. the 'fire~stove' Object (but I'm excluding this factor from within the examples below)
so, when you have the 'water' Object and the 'tea' Object in your inventory (inside~held within the 'player' Player Object), then you'll boil~make the tea, as it satisfies the 'kettle' Object's (for example) 'boil' Verb's 'if' Script's checking, otherwise, it doesn't satisfy it (else), and you get a different message in response.
practically (in code):
I'm not that familiar with the GUI~Editor, as I do most stuff in code, so hopefully you can figure it out how to do this below via the GUI~Editor's Script options and drop down menus:
(sorry for the code, hopefully it won't scare you, but it should be instructional for what you need to roughly do~find in the GUI~Editor's Script options and drop down menus, as it does read quite non-code friendly, which is how I was able to learn it, laughs)
(this code will be more extensive, all~most scenario combinations, than probably what you will do, but it's good to see it ~ to learn the 'if' logic mentality required that you need to start training your brain in doing as it's not natural for most people, regardless of whether you work with code or within the GUI~Editor, to make games)
if (Contains (player, water) and Contains (player, tea) ) {
msg ("You boil the tea on the stove's fire, and after it cools a bit, you take a sip, delicious!")
} else if (Contains (player, water) and not Contains (player, tea) ) {
msg ("Silly, you can't make tea without tea!")
} else if (not Contains (player, water) and Contains (player, tea) ) {
msg ("Silly, you can't make tea without water to boil it in!")
} else if (not Contains (player, water) and not Contains (player, tea) ) {
msg ("Silly, you don't have either water nor tea, so you need to go get them, first!")
}
practically (in~via the GUI~Editor):
in the GUI~Editor... I'm not sure on this, but it should be something like this:
(minimal scenario combination example, as opposed to my above code)
'kettle' Object -> 'Verb' Tab -> Add -> Name (custom: not a pre-existing Verb): 'boil', Scripts: (see below)
add a script -> scripts -> 'if' Script -> ~ [Object has another object] or ~ [player inventory has object] -> [player] [tea] and [player] [water]
-> then, -> add a script -> output -> print a message -> [MESSAGE] -> (your message ~ whatever you want to say)
else,
-> add a script -> output -> print a message -> [MESSAGE] -> (your message ~ whatever you want to say)
make sure that you click on the correct 'add a script' circle buttons... as this matters (it determines the 'order of operations' of the code~script lines, just like how in math, you got an 'order of operation's procedure to use for correctly calculating a math expression), and it's not easy to see what are the correct buttons to click on... argh (one of the reasons I moved to the code, laughs).