This page is primarily for the short tips/tricks that come up in r.a.i-f, but aren't big enough to warrant a seperate entry in GMD, as well as the currently available TADS modules at GMD.
A module which extends the functionality of the base movableActor class. Written by Stephen Granade.
An adaptive hint module which tracks game state to give "good" hints, by Dave Allen.
A bit of code by Scott Steinfath that allows the player to answer questions asked by the game; similar to Infocom's "You sound rather positive."
A simple "knowledge database" so NPCs can reply to "ask about", by Dave Allen.
A simple use of the parseError function to enclose special parser messages in brackets, by Bryan Weber. Min Req: TADS 2.0
A very simple way to give clothing a more realistic behavior, by Jonathan D. Feinberg. Mac version contained in clothing.sit.hqx.
anonymous sample of a commandPrompt function; it replaces the standard "e > "e prompt for the first few turns.
A two-dimensional array object for TADS, by John Baker.
Allows Directed Dialogs in TADS Adventures, by Trevor Powell.
A demo of the new features of TADS 2.2, by Gerry Kevin Wilson.
Four implementations of an Eliza style keyword parser, one in BASIC (from Creative Computing), two in LISP (one from GNU Emacs and one by Phil Goetz), and one in TADS by Dave Allen.
Implements a footnote system, as seen in later Infocom and Adventions games, by David Etherton.
Two functions by Bob Newell:
Allows a player to walk directly to any room that has already been seen and that can be reached without any special actions, by Lars Joedal.
A user exit for TADS that plays sound on a Macintosh, by Eric D. Schwab. Executable, C source code, and a small example adventure (with source).
INSTRUCTIONS command by Michael J. Roberts, displays a full set of instructions for using a generic TADS game.
Jeff Laing's collection of all the functions, classes, and objects he wrote for his game projects. Detailed descriptions are contained in jeffslib.doc.
Monsters, Weapons and Mazes, by Dave Nault, with minor modifications for TADS 2.0+ by Bob Nowell.
Sounds and Music for DOS in TADS, by Bob Nowell
A system for writing mysteries in TADS 2.1 or later.
Includes keeping track of and display the current time as well as useful
classes like crimes and secret passages. By David M. Tuller
Commented TADS source code that notifies the player of score changes, by Gerry Kevin Wilson
Project paper "The Application of Directed Acyclic Graphs to First Generation Interactive Fiction" (WordPerfect document and plain ASCII text) and a TADS implementation of plot DAGs, by Paul Munn.
Shuffle, sort, and vector functions in TADS, by Lon Thomas.
Realtime functions for TADS, including TADS source code and a C user exit, by Avi Gobbler.
Long descriptions for some items in a room, by the Grim Reaper.
A mini-adventure which contains a moderately general system for handling substances that come in varying amounts, by Greg Ewing.
Implements an electrically live and dangerous object, by Neil K. Guy.
Suggested changes to the surface class and showcontcont function in adv.t, by rjn
TADS Tip Sheet version 0.1a, by Neil K. Guy. A collection of tips for beginning TADS authors.
Changes to std.t to display the time and day of the week on the status line instead of score/moves, by J. Menichelli.
Borland C and TADS source for a TADS user exit to allow DOS commands to be executed from within a TADS game program, by Michael J. Roberts.
A TADS implementation of a water-filled room; allows you to float, sink, get wet, drown, etc., by Gerry Kevin Wilson.
A veriety of useful commands that can help when testing out a completed game. Version 1.1, by Neil K. Guy.