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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@@ -19,11 +19,11 @@ func _on_spooky_house_exterior_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, "This place gives you the willies! The trees around here are very strange; almost human-like. A dense forest surrounds this odd grove of trees.")
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ScriptBuilder.narrate("This place gives you the willies! The trees around here are very strange; almost human-like. A dense forest surrounds this odd grove of trees.")
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).build(self, "_on_script_complete"))
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func _on_tree_left_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "This gnarled tree has an almost human-like appearance. Its twisted branches seem to reach toward you...")
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ScriptBuilder.narrate("This gnarled tree has an almost human-like appearance. Its twisted branches seem to reach toward you...")
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).build(self, "_on_script_complete"))
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