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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@@ -15,11 +15,11 @@ func _on_fairy_island_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 are standing in the lovely garden of this enchanted island. Beside you, rises a grand ivory palace. Within this garden, a bridge, emblazoned with the figures of swans, arches over a little pond. A beautiful white swan floats serenely upon it.")
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ScriptBuilder.narrate("You are standing in the lovely garden of this enchanted island. Beside you, rises a grand ivory palace. Within this garden, a bridge, emblazoned with the figures of swans, arches over a little pond. A beautiful white swan floats serenely upon it.")
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).build(self, "_on_script_complete"))
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func _on_pond_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "A tranquil pond with lily pads and a graceful swan swimming lazily.")
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ScriptBuilder.narrate("A tranquil pond with lily pads and a graceful swan swimming lazily.")
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).build(self, "_on_script_complete"))
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