Replace say->narrate in look script handlers
Refactor all look script handlers to use ScriptBuilder.narrate() instead of ScriptBuilder.say() for better semantic clarity. Look commands describe what the player sees, so narrate is more appropriate than say. Files changed: - kq4_009_shady_wooded_area.gd (1 instance) - kq4_010_forest_path.gd (3 instances) - kq4_011_enchanted_grove.gd (2 instances) - kq4_015_frog_pond.gd (4 instances) - kq4_018_cemetery.gd (2 instances) - kq4_023_forest_path_with_cottage.gd (2 instances) - kq4_026_river_meadow.gd (1 instance) - kq4_039_island_beach.gd (2 instances) - kq4_040_island_beach_east.gd (2 instances) Total: 19 instances across 9 files
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@@ -23,17 +23,17 @@ func _on_shady_wooded_area_interacted() -> void:
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func _on_flowers_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "There aren't many flowers to pick!")
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ScriptBuilder.narrate("There aren't many flowers to pick!")
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).build(self, "_on_script_complete"))
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func _on_pine_trees_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "Mostly, you see pine trees.")
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ScriptBuilder.narrate("Mostly, you see pine trees.")
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).build(self, "_on_script_complete"))
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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 on a forest path.")
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ScriptBuilder.narrate("You are on a forest path.")
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).build(self, "_on_script_complete"))
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