Note: these files have been tweaked slightly by Ron Hale-Evans . See bottom of this document for a list of changes. ***************************************************************** Directed Dialog v1.0 by Trevor Powell Well, because of popular interest, I've created this source code to allow Directed Dialog in TADS adventures! Right about now, you're probably wondering what Directed Dialog is. To answer your questions, compile the DirectExample.T file. (Note -- this code was created for use with TADS v2.1) Run the DirectExample.GAM file in the TADS Run-Time... You'll play a short (can we say, "4 room", boys and girls?) adventure with one (count them, ONE) puzzle of ultra-easy difficulty. Once you've won the game, (plan to spend about 5 minutes) come back here. ======================================= Welcome back! Okay, by now you're wondering about how to do this sort of thing in YOUR next adventure. It's easy! Just follow these steps: First, you need to #include the DirectDialog.T code in your main Game.T file. Second, if you've defined a 'Talk' verb, YOU MUST REMOVE IT! Third, create your TalkingActors! Here's the format for a TalkingActor: Actorname: TalkingActor sdesc = "Actorname" // adesc and thedesc are auto-set ldesc = "This is Actorname!" noun = 'Actor' adjective = 'name' openremark = &greet //the first thing Actorname will say, prefaced by a & ; Now, in addition to the above, you need to define one 'list' for each branch of the conversation. Here's the format: method name = ['', , <<< Note, at this point, you can put up to 10 different options on what to say here. Each consists of three elements in the list, as follows. >>> '\" <