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

@@ -15,11 +15,11 @@ func _on_fairy_island_interacted() -> void:
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You are roaming through the wonderful island garden. Towering beside you is an enchanting ivory palace. You see an interesting statue within this part of the garden.")
ScriptBuilder.narrate("You are roaming through the wonderful island garden. Towering beside you is an enchanting ivory palace. You see an interesting statue within this part of the garden.")
).build(self, "_on_script_complete"))
func _on_garden_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You are in a beautiful island garden. An enchanting ivory palace towers above you. There is also an interesting statue here.")
ScriptBuilder.narrate("You are in a beautiful island garden. An enchanting ivory palace towers above you. There is also an interesting statue here.")
).build(self, "_on_script_complete"))