X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=chapters%2F10.rst;h=cc4543e6cd72ab73a933c8faddad98fc12f1ad09;hb=fd8f547191457928785b8bc38570b05205f369ac;hp=d8b32188d266fd499db60f90eee37fd7b06e3fea;hpb=d102cdffefa7d68901d9f6e7d564656270bd0280;p=ibg.git diff --git a/chapters/10.rst b/chapters/10.rst index d8b3218..cc4543e 100644 --- a/chapters/10.rst +++ b/chapters/10.rst @@ -45,11 +45,11 @@ super-hero made famous by a childhood of comic books: .. pull-quote:: - "Impersonating mild mannered John Covarth, assistant help boy at - an Impersonating insignificant drugstore, you suddenly STOP - when your acute hearing deciphers a stray radio call from the - POLICE. There’s some MADMAN attacking the population in Granary - Park! You must change into your Captain FATE costume fast...!" + "Impersonating mild mannered John Covarth, assistant help boy at an + insignificant drugstore, you suddenly STOP when your acute hearing + deciphers a stray radio call from the POLICE. There’s some MADMAN + attacking the population in Granary Park! You must change into your + Captain FATE costume fast...!" which won't be so easy to do. In this short example, players will win when they manage to change into their super-hero costume and fly away to @@ -443,13 +443,13 @@ something else to describe it: .. note:: - although the text of our guide calls Benny's establishment a "café" - -- note the acute "e" -- the game itself simplifies this to "cafe". - We do this for clarity, not because Inform doesn't support accented - characters. The *Inform Designer's Manual* explains in detail how to - display these characters in "§1.11 *How text is printed*" and - provides the whole Z-machine character set in Table 2. In our case, - we could have displayed this:: + Although the text of our guide calls Benny's establishment a "café" -- + note the acute "e" -- the game itself simplifies this to "cafe". We do + this for clarity, not because Inform doesn't support accented + characters. The |DM4| explains in detail how to display these characters + in :dm4:`§1.11 ` "*How text is printed*" and provides the + whole Z-machine character set in Table 2. In our case, we could have + displayed this:: The town's favourite for a quick snack, Benny's café has a 50's ROCKETSHIP look. @@ -524,12 +524,12 @@ rip with a snatch of Wagner, you may intercept the ``Sing`` action in a ``before`` property and alter its default, pretty useless behaviour. If not, it's "Your singing is abominable" for you. -All actions, useful or not, have a stock of messages associated with -them (the messages are held in the ``english.h`` library file and listed -in Appendix 4 of the *Inform Designer's Manual*). We have already seen -one way of altering the player character's description -- "As good -looking as ever" -- in "William Tell", but the other defaults may also -be redefined to suit your tastes and circumstantial needs. +All actions, useful or not, have a stock of messages associated with them +(the messages are held in the ``english.h`` library file and listed in +:dm4:`Appendix 4 ` of the |DM4|). We have already seen one way of +altering the player character's description -- "As good looking as ever" -- +in "William Tell", but the other defaults may also be redefined to suit +your tastes and circumstantial needs. John Covarth, aka Captain Fate, could happily settle for most of these default messages, but we deem it worthwhile to give him some customised @@ -645,11 +645,12 @@ experience grows. .. todo:: - That "whatever new look" below needs to be italicized and bolded for LaTeX + That "whatever new look" below needs to be italicized and bolded for + LaTeX. .. note:: - going back to our example, an alternative approach would be to set + Going back to our example, an alternative approach would be to set the variable ``player.description`` in the ``Initialise`` routine (as we did with "William Tell") to the "ordinary clothes" string, and then later change it as the need arises. It is a variable, after all, and you