Continuing the discussion from Stop "(first opening the front door)" from printing:

What situation/code is generating this message?

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Thanks for thinking to separate!

Iâ€™m just gonna put everything having to do with the door. I left it alone for a couple of days so Iâ€™m probably a bit blind to it at this point.

``````A door called the cellar door is inside from the Walled Garden and outside from the Wine Cellar. It is scenery. Understand "old door" and "wooden door" as the cellar door. Mold and planks are part of the cellar door. The description of the cellar door is "[if closed]The cracked wooden planks are green with mold, one day to be made greener still by the vegetation reaching out to it from all sides, threatening to envelop it. It is not a welcoming sight. And yet... you feel drawn to it somehow. [otherwise]Its open frame reminds you of a toothless maw. You cannot escape the irrational thought that it's laughing at you.[end if]"

Before doing something when the location is the walled garden:
if the current action is looking:
continue the action;
if the current action is entering the cellar door:
silently try opening the cellar door;
continue the action;
if the current action is going north:
try entering the cellar door;
if the current action is going inside:
try entering the cellar door;
if the current action is listening:
continue the action;
if the cellar door is closed:
say "It's dead quiet. Not even the wind blows in the trees.";
continue the action;
if the cellar door is open:
say "It is quiet, save for the faint whispers reaching your ears from the other side of the doorway.";
continue the action;
if the noun is not the cellar door:
if the current action is not going inside or going north:
say "Try as you might, you can't take your eyes off the door. It beckons to you.";
stop the action.

[TĂ„Ă„ KOMENTOSARJA VAATII TYĂ–TĂ„ VIELĂ„. Listening ei toimi ja avaus ja entraus tapahtuu vĂ¤Ă¤rĂ¤ssĂ¤ jĂ¤rjestyksessĂ¤. Se myĂ¶s sanoo sen beckon jutun viinikellarin puolella jos in.]

After opening the cellar door:
say "[if unused]As the cellar door creaks open, you hesitate for a moment, unsure of what lay beyond its weathered frame. The dusty air carries a hint of musk and secrecy, adding to the allure of the unknown.[end if]".

Before entering the cellar door:
try silently opening the cellar door;
say "[if unentered]Your curiosity wins out, and with a deep breath, you take a step forward, crossing the threshold into the enigmatic world that awaits.[end if]".
``````

In game looks like:

enter door
As the cellar door creaks open, you hesitate for a moment, unsure of what lay beyond its weathered frame. The dusty air carries a hint of musk and secrecy, adding to the allure of the unknown.

Your curiosity wins out, and with a deep breath, you take a step forward, crossing the threshold into the enigmatic world that awaits.

Donâ€™t know what happened to the other â€śThatâ€™s already open.â€ť I swear there were two last time. Maybe I did something to it and canâ€™t remember.

Another thing is that the flavor text for opening and entering pop up in the wrong order if you go straight to entering. Is it because â€śafter openingâ€ť and â€śbefore enteringâ€ť so it somehow understands entering as happening first?

Edit: Wait. That looks to happen in the right order in the in game excerpt too. What the actual f? Might be that the issues Iâ€™m mentioning happen if you â€śinâ€ť instead of â€śenter doorâ€ť

Edit 2: Nope. Iâ€™m perplexed. Nevermind then.

This part is the culprit:

``````	if the current action is entering the cellar door:
silently try opening the cellar door;
``````

Looks like itâ€™s stacking up an unnecessary extra OPEN action in the queue â€“ just get rid of that â€śsilently tryâ€ť and you should be OK.

And as for your second question, yeah, when you try to enter an unopened door, you get an implicit OPEN thatâ€™s going to complete before the ENTER action does. The way the flavor text currently displays seems right to me?

EDIT: Ah, saw your edit. Yeah, IN leads to a wonky result: â€śYou would have to get out of the Wine Cellar first.â€ť displaying after you get to the aforementioned Wine Cellar. You should probably append â€śinsteadâ€ť after your all your â€śtry entering the cellar doorâ€ť statements to get rid of these phantom actions, since really what youâ€™re trying to do is substitute an action, rather than stack up additional ones, I think.

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Oh. Well, that was easy. Thanks, worked like a charm.

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Sure! Just wanted to flag my edit to the above post, in case you didnâ€™t see it.

Ah, yes! It does indeed say that! Thanks for that too!

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