Replace say->narrate in remaining look script handlers (batch 2)
Complete the refactoring of look script handlers to use ScriptBuilder.narrate() instead of ScriptBuilder.say() for better semantic clarity. Files changed: - kq4_013_beach.gd (3 instances) - kq4_016_graveyard.gd (3 instances) - kq4_017_spooky_house_exterior.gd (2 instances) - kq4_022_gnomes_cottage.gd (2 instances) - kq4_027_forest_path.gd (2 instances) - kq4_029_dense_forest.gd (2 instances) - kq4_030_mountain_pass.gd (2 instances) - kq4_031_open_ocean.gd (2 instances) - kq4_033_enchanted_island_beach.gd (2 instances) - kq4_034_island_beach.gd (2 instances) - kq4_035_island_beach.gd (2 instances) - kq4_036_island_garden_pond.gd (2 instances) - kq4_038_island_garden.gd (2 instances) Total: 28 instances across 13 files Archive scenes (healer_pasture, healer_interior, entrance) closed as not in active project.
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@@ -19,17 +19,17 @@ 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_tree_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.say(ego, "An old, rotting tree adds appropriate charm to the decrepit cemetery.")
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ScriptBuilder.narrate("An old, rotting tree adds appropriate charm to the decrepit cemetery.")
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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 run-down, gloomy cemetery gives you the creeps!")
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ScriptBuilder.narrate("This run-down, gloomy cemetery gives you the creeps!")
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).build(self, "_on_script_complete"))
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