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
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@@ -11,11 +11,11 @@ func _on_island_beach_interacted() -> void:
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func _on_room_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "You see the beach of a beautiful enchanted island. Behind you, an ivory palace rises majestically. A luxuriant garden encircles the magnificent palace.")
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ScriptBuilder.narrate("You see the beach of a beautiful enchanted island. Behind you, an ivory palace rises majestically. A luxuriant garden encircles the magnificent palace.")
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).build(self, "_on_script_complete"))
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func _on_beach_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "The sandy beach is white and pristine. Crystal clear water laps at the shore.")
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ScriptBuilder.narrate("The sandy beach is white and pristine. Crystal clear water laps at the shore.")
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).build(self, "_on_script_complete"))
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