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.
This commit is contained in:
2026-03-10 09:44:21 -07:00
parent 7ed20048b9
commit b0eb6caf14
9 changed files with 19 additions and 19 deletions

View File

@@ -19,11 +19,11 @@ func _on_cemetery_interacted() -> void:
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "Indeed, this is a spooky old house! It looks as if no one has lived here for many years. Flanking the old house on both sides is a run-down cemetery. A thick forest looms all around.")
ScriptBuilder.narrate("Indeed, this is a spooky old house! It looks as if no one has lived here for many years. Flanking the old house on both sides is a run-down cemetery. A thick forest looms all around.")
).build(self, "_on_script_complete"))
func _on_house_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "The old house looks abandoned and decrepit. Windows are boarded up and the door hangs off its hinges.")
ScriptBuilder.narrate("The old house looks abandoned and decrepit. Windows are boarded up and the door hangs off its hinges.")
).build(self, "_on_script_complete"))