-.. todo::
-
- That block of code above should be colored. Is there a defect in the
- syntax coloring code?
-
-where 39 is the number for the standard message "That's not something
-you need to refer to in the course of this game" -- displayed when the
-player mentions a noun which is listed in a room's name property, as we
-did for the ``street``.
-
-.. todo::
-
- Begin big chunk of indented text. Also, NOTE should be in bigcaps.
-
-NOTE : remember that when we are testing for different values of the
-same variable, we can also use the switch statement. For the Miscellany
-entry, the following code would work just as nicely:
-
-.. code-block:: inform6
-
- ...
- Miscellany:
- switch (lm_n) {
- 19:
- if (clothes has worn)
- "In your secret identity's outfit, you manage most
- efficaciously to look like a two-cent loser, a
- good-for-nothing wimp.";
- else
- "Now that you are wearing your costume, you project
- the image of power UNBOUND, of ballooned,
- multicoloured MUSCLE, of DASHING yet MODEST chic.";
- 38:
- "That's not a verb you need to SUCCESSFULLY save the day.";
- 39:
- "That's not something you need to refer to in order to SAVE the day.";
- }
-
-.. todo::
-
- End big indented chunk
-
-Not surprisingly, the default message for self-examination: "As good
-looking as ever" is a ``Miscellany`` entry -- it's number 19 -- so we
-can change it through the ``LibraryMessages`` object instead of, as
-before, assigning a new string to the ``player.description property``.
-In our game, the description of the player character has two states:
-with street clothes as John Covarth and with the super-hero outfit as
-Captain Fate; hence the ``if (clothes has worn)`` clause.
-
-This discussion of changing our hero's appearance shows that there are
-different ways of achieving the same result, which is a common situation
-while designing a game. Problems may be approached from different
-angles; why use one technique and not another? Usually, the context tips
-the balance in favour of one solution, though it might happen that you
-opt for the not-so-hot approach for some overriding reason. Don't feel
-discouraged; choices like this become more common (and easier) as your
+where 39 is the number for the standard message "That's not something you
+need to refer to in the course of this game" -- displayed when the player
+mentions a noun which is listed in a room's name property, as we did for
+the ``street``.
+
+.. note::
+
+ Remember that when we are testing for different values of the same
+ variable, we can also use the switch statement. For the Miscellany
+ entry, the following code would work just as nicely:
+
+ .. code-block:: inform
+
+ ...
+ Miscellany:
+ switch (lm_n) {
+ 19:
+ if (clothes has worn)
+ "In your secret identity's outfit, you manage most
+ efficaciously to look like a two-cent loser, a
+ good-for-nothing wimp.";
+ else
+ "Now that you are wearing your costume, you project
+ the image of power UNBOUND, of ballooned,
+ multicoloured MUSCLE, of DASHING yet MODEST chic.";
+ 38:
+ "That's not a verb you need to SUCCESSFULLY save the day.";
+ 39:
+ "That's not something you need to refer to in order to SAVE the day.";
+ }
+
+.. index::
+ pair: LibraryMessages; library object
+
+.. Generated by autoindex
+.. index::
+ pair: Miscellany; library action
+
+Not surprisingly, the default message for self-examination: "As good
+looking as ever" is a :act:`Miscellany` entry -- it's number 19 -- so we
+can change it through the :obj:`LibraryMessages` object instead of, as
+before, assigning a new string to the ``player.description`` property. In
+our game, the description of the player character has two states: with
+street clothes as John Covarth and with the super-hero outfit as Captain
+Fate; hence the ``if (clothes has worn)`` clause.
+
+This discussion of changing our hero's appearance shows that there are
+different ways of achieving the same result, which is a common situation
+while designing a game. Problems may be approached from different angles;
+why use one technique and not another? Usually, the context tips the
+balance in favour of one solution, though it might happen that you opt for
+the not-so-hot approach for some overriding reason. Don't feel
+discouraged; choices like this become more common (and easier) as your