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

@@ -11,11 +11,11 @@ func _on_island_beach_interacted() -> void:
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
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.")
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.")
).build(self, "_on_script_complete"))
func _on_beach_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "The sandy beach is white and pristine. Crystal clear water laps at the shore.")
ScriptBuilder.narrate("The sandy beach is white and pristine. Crystal clear water laps at the shore.")
).build(self, "_on_script_complete"))