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_island_beach_interacted() -> void:
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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, "You have found yourself upon a most beautiful and exotic island. In the center of this island, a wondrous ivory palace towers. Behind you, the azure ocean washes gently upon the island's sparkling beach.")
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ScriptBuilder.narrate("You have found yourself upon a most beautiful and exotic island. In the center of this island, a wondrous ivory palace towers. Behind you, the azure ocean washes gently upon the island's sparkling beach.")
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).build(self, "_on_script_complete"))
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func _on_beach_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "A beautiful sandy beach on the east side of the island. The crystal clear water laps gently at the shore.")
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ScriptBuilder.narrate("A beautiful sandy beach on the east side of the island. The crystal clear water laps gently at the shore.")
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).build(self, "_on_script_complete"))
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