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

@@ -11,11 +11,11 @@ func _on_island_beach_east_interacted() -> void:
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You see a sparkling, sand beach of an exotic island. Before you, in the center of the island, a wonderful ivory palace rises. A lovely garden surrounds the palace.")
ScriptBuilder.narrate("You see a sparkling, sand beach of an exotic island. Before you, in the center of the island, a wonderful ivory palace rises. A lovely garden surrounds the palace.")
).build(self, "_on_script_complete"))
func _on_beach_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "This is a beautiful sandy beach on an exotic island. The water sparkles in the sunlight.")
ScriptBuilder.narrate("This is a beautiful sandy beach on an exotic island. The water sparkles in the sunlight.")
).build(self, "_on_script_complete"))