Replace say->narrate in remaining look script handlers

Continue refactoring look script handlers to use ScriptBuilder.narrate()
instead of ScriptBuilder.say() for better semantic clarity.

Files changed:
- kq4_036_island_garden_pond.gd (2 instances)
- kq4_013_beach.gd (3 instances)
- kq4_038_island_garden.gd (2 instances)
- kq4_033_enchanted_island_beach.gd (2 instances)

Total: 9 instances across 4 files
This commit is contained in:
2026-03-10 09:41:55 -07:00
parent 822be21c38
commit 7ed20048b9
4 changed files with 9 additions and 9 deletions

View File

@@ -19,17 +19,17 @@ func _on_open_ocean_interacted() -> void:
func _on_dock_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You see a shabby little house, with a pier, in the distance.")
ScriptBuilder.narrate("You see a shabby little house, with a pier, in the distance.")
).build(self, "_on_script_complete"))
func _on_cottage_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You see a shabby little house, with a pier, in the distance.")
ScriptBuilder.narrate("You see a shabby little house, with a pier, in the distance.")
).build(self, "_on_script_complete"))
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You stand on a beautiful beach.")
ScriptBuilder.narrate("You stand on a beautiful beach.")
).build(self, "_on_script_complete"))