'Wowfunhappy, I strongly suggest you take a look at the Inform 7 programming language:
http://inform7.com/
It is powerful, stable, and addresses many of the issues of using an English-like syntax. It comes with an IDE and two hyperlinked manuals, which contain hundreds of working code samples implementing everything from basic conversations to systems of weights and measures. Finally, as one of the pillars of the modern interactive fiction<1> development community, it is under active development by its creator, in the saddle for twenty-plus years now.
Here's a sample (syntax may be slightly wrong):
A person can be nervous or relaxed. A person is usually relaxed.
The Train Station is a room. Joe is a man in the Train Station. Joe is nervous. "Joe shifts from foot to foot, looking uncomfortable." The description of Joe is "[if Joe is nervous]He's shifting uncomfortably[else]He's standing tall and proud[end if]."
Understand "cheer" as something new. Cheering is an action related to one person.
Carry out cheering (x - a person):
if x is nervous: now x is relaxed;
otherwise, say "[X] doesn't need to be cheered up." instead.
Report cheering (x - a person):
say "You clap [X] on the back. It works: [regarding X: his] mood lightens."<2>
That's all you need for rudimentary gameplay:
TRAIN STATION
Your buddy, Joe, shifts from foot to foot, looking uncomfortable.
> look at joe
He's shifting uncomfortably.
> cheer joe
You clap Joe on the back. It works: his mood lightens.
> examine joe
He's standing tall and proud.
<1>: the medium started by, but not limited to, text adventure games like ADVENT and Zork
<2>: [regarding X: his] is roughly the syntax used to change "his", "her", etc. into the appropriate gender for the variable X. Because games and experiences built with Inform have all-text contents and interfaces, Inform provides a large number of constructs to tame printed strings.