no problem, sorry to scare you with the code (but it's quick and easy to use, so that's why I did it ~ will be too much work~time though to explain via using the GUI~Editor... but I'll try to help more if I can, as I'm too busy to for the time needed to explain fully via doing it in the GUI~Editor, sighs).
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as to the room description... did you add a 'msg (message)' Script that says the sword is on the floor? if you did, then just delete that out (or you'll need to add in the conditional script, "if", via setting your 'print a message [MESSAGE]' Script to 'print a message [EXPRESSION]' so you can add in the needed expression coding, but this is probably beyond you, unless you want to start to learn and work with quest's coding, lol. It's actally quite noobie-friendly, it's not too difficult to learn, hehe. I was able to learn it, and I knew absolutely nothing about coding at all!)
otherwise, I'm not sure what the problem is... you may have to provide us your game code, so we can see what the problem is, and fix it for you. If you don't want to mke it publically available, you can pm it to us.
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if you haven't already, I highly recommend~suggest you try to do the tutorial in it's entirety, to better familiarize yourself with quest and better getting the mindset of game making and coding (the 'if' mindset and coding-design: yes even if you're not writing code, you still got to think as a coder, unfortunately for game making, lol):
http://quest5.net/wiki/Tutorial-----------
*You may not be able to do~see this stuff in 'simple mode', as I don't know what it is like (what features it allows you to work with), lol.
for the GUI~Editor (GUI: Graphical User Interface: what you're using: has all the buttons, drop down menus, checkboxes, and features):
you add in the objects, attributes, and scripts
for example (let's make some new custom~self made-added stuff, instead of using the built-in default stuff, and then you can apply this to what you already got in your game or you can redo your stuff in your game, lol):
'room' (Object) -> Objects (tab) -> add ->
Object name: orc
'orc' (Object) -> Attributes (Tab) -> Attributes -> add ->
Attribute Name: dead
Attribute Type: boolean
Attribute Value: false
'orc' (Object) -> Verbs (Tab) -> add ->
Verb name: fight
'fight' Verb's Scripting:
(indenting correctly is EXTREMELY VITAL, so make sure you click on the correct 'add a script' small circle buttons!!!)
run as script -> add a script -> script -> if -> [EXPRESSION] -> orc.dead = true ->
-> then (add a script) -> output -> print a message -> [MESSAGE: is for text only messages] or [EXPRESSION: is for the dynamic-coded messages] ~ let's just do [MESSAGE] for now -> The orc is already dead, silly.
else if (add a script) -> script -> if -> [EXPRESSION] -> orc.dead = false ->
-> then (add a script) -> variables -> set a variable or attribute -> orc.dead = true ->
-> then (add a script) -> output -> print a message -> [MESSAGE] -> You killed the orc.
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if you want to head into more advanced stuff (see below), let me know, otherwise, see what you can do with this for now.
' print a message [EXPRESSION] ' Scripts (or for the room description's 'RUN AS SCRIPT:EXPRESSION' too), but I'm going to show it in code:
// let's pretend that I'm 18, lol
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<alias>HK</alias>
<attr name="gender_string" type="string">male</attr>
<attr name="age_string" type="string">adult</attr>
<attr name="age_integer" type="int">18</attr>
<attr name="race_string" type="string">human</attr>
<attr name="class_string" type="string">warrior</attr>
<lookat type="script">
msg (player.alias + " is a " + player.age_integer + " year old " + player.age_string + " " + player.gender_string + " " + player.race_string + " " + player.class + ".")
</lookat>
</object>
// return~output: HK is a 18 year old adult male human warrior.
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// just pretend with me on the info, as I've no idea about some of this stuff for frodo baggins (Lord of the Ring Trilogy, J.R.R. Tolkien), lol
[code]<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<alias>frodo baggins</alias>
<attr name="gender_string" type="string">male</attr>
<attr name="age_string" type="string">teen</attr>
<attr name="age_integer" type="int">16</attr>
<attr name="race_string" type="string">hobbit</attr>
<attr name="class_string" type="string">thief</attr>
<lookat type="script">
msg (player.alias + " is a " + player.age_integer + " year old " + player.age_string + " " + player.gender_string + " " + player.race_string + " " + player.class + ".")
</lookat>
</object>
// return~output: frodo baggins is a 16 year old teen male hobbit thief.