*forget* to change it, the game will still work -- but not in the way you'd
intended, and the resulting bug will be quite difficult to track down.
+.. _adding-props:
+
Adding some props
=================
we introduce the ``or`` keyword, which is a more succinct way of achieving
exactly the same result.
+.. _possessions:
+
The player's possessions
========================
``before`` -- can be defined to intercept them. Here we use it to trap
speech-related commands such as ASK HELGA ABOUT APPLE and TELL WALTER ABOUT
BABIES, telling players that in this game we've implemented only a simpler
-TALK verb (which we describe in "Verbs, verbs, verbs" on page 111).
+TALK verb (which we describe in :ref:`verbs`).
Based on the NPC class we've created, here's Helga::
"Your score has just gone up by one point".
There are also ``life`` and ``times_spoken_to`` properties (which we'll
-talk about in "William Tell: the end is nigh" on page 103) and an
-``initial`` property.
+talk about in :doc:`09`) and an ``initial`` property.
``initial`` is used when the interpreter is describing a room and listing
the objects initial you can see there. If we *didn't* define it, you'd get
We've done a lot of scene-setting, but the real action is still to come.
Next, it's time to define the town square, and create a confrontation
between Wilhelm and the vogt's soldiers. (But first, see again
-"Compile-as-you-go" on page 233 if you're typing in the game as you read
-through the guide.)
+:ref:`compile-as-you-go` if you're typing in the game as you read through
+the guide.)