.. epigraph::
- | *S was a sailor, and spent all he got;*
- | *T was a tinker, and mended a pot.*
+ | |CENTER| *S was a sailor, and spent all he got;*
+ | |CENTER| *T was a tinker, and mended a pot.*
.. only:: html
.. image:: /images/picS.png
:align: left
-.. raw:: latex
-
- \dropcap{s}
-
-imple though they are, our two games have covered most of the basic
-functionality of Inform, providing enough solid ground underfoot
-for you to start creating simple stories. Even if some of what you've
-encountered doesn't make sense yet, you should be able to browse a
-game's source code and form a general understanding of what is going on.
+|S|\imple though they are, our two games have covered most of the basic
+functionality of Inform, providing enough solid ground underfoot for you to
+start creating simple stories. Even if some of what you've encountered
+doesn't make sense yet, you should be able to browse a game's source code
+and form a general understanding of what is going on.
We'll now design a third game, to show you a few additional features and
give you some more sample code to analyse. In "Heidi" we tried to make
discouraged; choices like this become more common (and easier) as your
experience grows.
-.. todo::
+.. Ugh. Ghastly, but it does the job.
+
+.. |WNL_LATEX| replace:: :latex:`\emph{\textbf{whatever new look}}`
- That "whatever new look" below needs to be italicized and bolded for
- LaTeX.
+.. |WNL_HTML| replace:: :html:`<strong><em>whatever new look</em></strong>`
.. note::
- 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
- can alter its value with another statement like ``player.description =``
- *whatever new look* anywhere in your code. This alternative solution
- might be better if we intended changing the description of the player
- many times through the game. Since we plan to have only two states, the
+ 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 can
+ alter its value with another statement like ``player.description =``
+ |WNL_LATEX| |WNL_HTML| anywhere in your code. This alternative solution
+ might be better if we intended changing the description of the player
+ many times through the game. Since we plan to have only two states, the
``LibraryMessages`` approach will do just fine.
A final warning: as we explained when extending the standard verb