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

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