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:
@@ -11,11 +11,11 @@ func _on_enchanted_island_beach_interacted() -> void:
|
||||
|
||||
func _on_room_looked() -> void:
|
||||
start_main_script(ScriptBuilder.init(
|
||||
ScriptBuilder.say(ego, "You see the azure ocean stretching in front of you as you stand on the beach of this marvelous island. Behind you, set amidst a beautiful garden, rises a splendid ivory palace.")
|
||||
ScriptBuilder.narrate("You see the azure ocean stretching in front of you as you stand on the beach of this marvelous island. Behind you, set amidst a beautiful garden, rises a splendid ivory palace.")
|
||||
).build(self, "_on_script_complete"))
|
||||
|
||||
|
||||
func _on_beach_looked() -> void:
|
||||
start_main_script(ScriptBuilder.init(
|
||||
ScriptBuilder.say(ego, "The white sandy beach is warm under your feet. Palm trees dot the shoreline.")
|
||||
ScriptBuilder.narrate("The white sandy beach is warm under your feet. Palm trees dot the shoreline.")
|
||||
).build(self, "_on_script_complete"))
|
||||
|
||||
Reference in New Issue
Block a user