-By default, Inform uses a system of automatic pronouns: as the player
-character moves into a room, the library assigns pronouns like IT and
-HIM to likely objects (if you play "Heidi" or "William Tell" and type
-PRONOUNS, you can see how the settings change). There is another option.
-If we declare the ``MANUAL_PRONOUNS`` onstant, we force the library to
-assign pronouns to objects only as the player mentions them (that is, IT
-will be unassigned until the player types, say, EXAMINE TREE, at which
-point, IT becomes the TREE ). The behaviour of pronoun assignment is a
-matter of personal taste; no system is objectively perfect.
-
-Apart from the constant ``MAX_SCORE`` that we have seen in "William
-Tell", which defines the maximum number of points to be scored, we now
-see two more constants: ``OBJECT_SCORE`` and ``ROOM_SCORE``. There are
-several scoring systems predefined in Inform. In "William Tell" we've
-seen how you can manually add (or subtract) points by changing the value
-of the variable :var:`score`. Another approach is to award points to
-players on the first occasion that they (a) enter a particular room, or
-(b) pick up a particular object. To define that a room or object is
-indeed “particular”, all you have to do is give it the attribute
-:attr:`scored`; the library take cares of the rest. The predefined scores
-are five points for finally reached rooms and four points for wondrous
-acquisition of objects. With the constants ``OBJECT_SCORE`` and
-``ROOM_SCORE`` we can change those defaults; for the sake of example,
-we've decided to modestly award one point for each. By the way, the use
-of an equals sign ``=`` is optional with ``Constant``; these two lines
-have identical effect:
+By default, Inform uses a system of automatic pronouns: as the player
+character moves into a room, the library assigns pronouns like IT and HIM
+to likely objects (if you play "Heidi" or "William Tell" and type PRONOUNS,
+you can see how the settings change). There is another option. If we
+declare the ``MANUAL_PRONOUNS`` constant, we force the library to assign
+pronouns to objects only as the player mentions them (that is, IT will be
+unassigned until the player types, say, EXAMINE TREE, at which point, IT
+becomes the TREE ). The behaviour of pronoun assignment is a matter of
+personal taste; no system is objectively perfect.
+
+.. Generated by autoindex
+.. index::
+ pair: score; library variable
+ pair: scored; library attribute
+
+Apart from the constant ``MAX_SCORE`` that we have seen in "William Tell",
+which defines the maximum number of points to be scored, we now see two
+more constants: ``OBJECT_SCORE`` and ``ROOM_SCORE``. There are several
+scoring systems predefined in Inform. In "William Tell" we've seen how you
+can manually add (or subtract) points by changing the value of the variable
+:var:`score`. Another approach is to award points to players on the first
+occasion that they (a) enter a particular room, or (b) pick up a particular
+object. To define that a room or object is indeed “particular”, all you
+have to do is give it the attribute :attr:`scored`; the library take cares
+of the rest. The predefined scores are five points for finally reached
+rooms and four points for wondrous acquisition of objects. With the
+constants ``OBJECT_SCORE`` and ``ROOM_SCORE`` we can change those defaults;
+for the sake of example, we've decided to modestly award one point for
+each. By the way, the use of an equals sign ``=`` is optional with
+``Constant``; these two lines have identical effect: