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
46 lines
1.2 KiB
GDScript
46 lines
1.2 KiB
GDScript
extends Scene
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func _on_shady_wooded_area_interacted() -> void:
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$kq4_009_shady_wooded_area.default_script(self)
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func _on_graveyard_interacted() -> void:
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$kq4_016_graveyard.default_script(self)
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func _on_green_meadow_interacted() -> void:
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$kq4_014_green_meadow.default_script(self)
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func _on_bridge_over_stream_interacted() -> void:
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$kq4_021_bridge_over_stream.default_script(self)
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func _on_shady_wooded_area_interacted_from_9() -> void:
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$kq4_009_shady_wooded_area.default_script(self)
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func _on_lilypads_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("Many water lilies float upon this little pond.")
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).build(self, "_on_script_complete"))
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func _on_pond_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("This is a very pretty little pond. Floating upon it are many beautiful water lilies.")
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).build(self, "_on_script_complete"))
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func _on_flowers_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("You see flowers here and there.")
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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.narrate("You stand beside a peaceful frog pond.")
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).build(self, "_on_script_complete"))
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