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_river_meadow_interacted() -> void:
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "You are wandering through a thick wood. You hear birds chirping from the many trees.")
ScriptBuilder.narrate("You are wandering through a thick wood. You hear birds chirping from the many trees.")
).build(self, "_on_script_complete"))
func _on_forest_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "Tall trees surround the path on both sides. Sunlight filters through the canopy above.")
ScriptBuilder.narrate("Tall trees surround the path on both sides. Sunlight filters through the canopy above.")
).build(self, "_on_script_complete"))