your game design choice of working with the Verbs, requires quite a bit of advanced coding...
if you don't mind changing your design, this method would be much easier and simplier:
Object: your childhood female friend: Sarah
Verb: chat (see below)
sarah.topics1 = NewStringList ()
list add (sarah.topics, "Wow, you sure are pretty, Sarah!")
list add (sarah.topics, "Ugh, you got so ugly, Sarah!")
etc etc etc
sarah.topics2 = NewStringList ()
list add (sarah.topics, "Offer her a wedding ring!")
list add (sarah.topics, "Kiss her!")
etc etc etc
show menu ("What do you say to Sarah?", sarah.topics1, false) {
-> if (result = "Wow, you sure are pretty, Sarah!") {
->-> show menu ("what do you do next?", sarah.topics2, false) {
->->-> etc etc etc
-> else if (result = ...) {
->-> etc etc etc
or, you can use or also use: string and~or script dictionaries too.
and~or you can also use booleans too, though this can be very cumbersome, here's an example (but it can be done with choosen dialogue repsonses too, in a similar way):
game.acquired_the_dragon_slayer_sword = false
game.killed_the_dragon = false
Object: dragon
Verb: fight (see below)
if (game.acquired_the_dragon_slayer_sword = true) {
-> msg ("you kill the dragon")
-> game.killed_the_dragon = true
} else if (game.acquired_the_dragon_slayer_sword = false) {
-> msg ("the dragon kills you")
-> msg ("GAME OVER")
-> finish
}
Turnscript: global_turnscript
if (game.killed_the_dragon = true) {
-> msg ("You rescue the princess!")
-> msg ("You won the game, congratulations!")
-> finish
}
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your Objects' Verbs (the buttons and hyperlinks) are actually a built-in special StringList, called~named~known_as, as: "displayverbs" (and "inventoryverbs" is for when Objects are in the player's inventory, for a quick explanation: "take" is included in the "displayverbs" StringList, but NOT in the "inventoryverbs" StringList, for obvious reasons).
so in a script, you can use (for an example, using some aspects from Pixie's Spell Library):
list add (spell.displayverbs, "cast")
list add (spell.inventoryverbs, "learn")
list remove (spell.displayverbs, "cast")
list remove (spell.inventoryverbs, "learn")
there's also all of the GUI~Editor's different setting options for these things too (to automatically include~display all display~inventory verbs ~ both your custom created verbs and the built-in default display~inventory verbs, or just the default built-in ones, and etc options).
and in-code or in the GUI~Editor's code view mode, there's a few more options you can do too, like the ' <attr name="displayverbs" type=listextend'>Fight</attr> ', to just add more verbs to the list, instead of re-writing~coding in a new list of verbs: ' <attr name="displayverbs" type="simplestringlist">Take;Use;Give;Fight</attr> '.
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if you want to keep your method of working with the Verbs, then you got to learn how to use lists and dictionaries, and how to add~remove items from them, and etc (search for "HK's 'explore' and 'travel' code" ~ to find example code ~ this uses the same stuff you want to do with your dialogue Verbs).
here it is:
viewtopic.php?f=10&t=4224&hilit=HK%27s+%27explore%27+and+%27travel%27+codeenjoy...

(ask if you want help in understanding and doing this... as this is quite a bit advanced stuff)
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you may want to take a look at these links too:
1.
http://quest5.net/wiki/How_to2.
viewforum.php?f=183.
http://quest5.net/wiki/Using_Types (read through all, it has Pixie's spell library, and check on the links too on this page)
4.
http://quest5.net/wiki/Using_Types_and_Tabs_(Advanced) (continued from #3, it has the download file of Pixie's spell library)
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hope, this post offers some help to you, hehe