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:
@@ -19,5 +19,5 @@ func _on_forest_path_interacted() -> void:
|
||||
|
||||
func _on_room_looked() -> void:
|
||||
start_main_script(ScriptBuilder.init(
|
||||
ScriptBuilder.say(ego, "A cold river carves its way through this lush flowery meadow.")
|
||||
ScriptBuilder.narrate("A cold river carves its way through this lush flowery meadow.")
|
||||
).build(self, "_on_script_complete"))
|
||||
|
||||
Reference in New Issue
Block a user