.. 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
.. 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 <s1.html#s1_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.
``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 <sa4.html>` 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
.. 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