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
This commit is contained in:
2026-03-10 09:40:23 -07:00
parent 5233e2c9e0
commit 822be21c38
9 changed files with 19 additions and 19 deletions

View File

@@ -23,23 +23,23 @@ func _on_shady_wooded_area_interacted_from_9() -> void:
func _on_lilypads_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "Many water lilies float upon this little pond.")
ScriptBuilder.narrate("Many water lilies float upon this little pond.")
).build(self, "_on_script_complete"))
func _on_pond_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "This is a very pretty little pond. Floating upon it are many beautiful water lilies.")
ScriptBuilder.narrate("This is a very pretty little pond. Floating upon it are many beautiful water lilies.")
).build(self, "_on_script_complete"))
func _on_flowers_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You see flowers here and there.")
ScriptBuilder.narrate("You see flowers here and there.")
).build(self, "_on_script_complete"))
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You stand beside a peaceful frog pond.")
ScriptBuilder.narrate("You stand beside a peaceful frog pond.")
).build(self, "_on_script_complete"))