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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@@ -15,11 +15,11 @@ func _on_spooky_house_exterior_interacted() -> void:
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func _on_gravestones_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "Each tombstone has an epitaph written on it.")
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ScriptBuilder.narrate("Each tombstone has an epitaph written on it.")
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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, "This is a scary old cemetery!")
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ScriptBuilder.narrate("This is a scary old cemetery!")
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).build(self, "_on_script_complete"))
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