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
26 lines
678 B
GDScript
26 lines
678 B
GDScript
extends Scene
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func _on_haunted_forest_interacted() -> void:
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$kq4_012_haunted_forest.default_script(self)
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func _on_waterfall_and_pool_interacted() -> void:
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$kq4_024_waterfall_and_pool.default_script(self)
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func _on_spooky_house_exterior_interacted() -> void:
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$kq4_017_spooky_house_exterior.default_script(self)
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func _on_gravestones_looked() -> void:
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start_main_script(ScriptBuilder.init(
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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_room_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("This is a scary old cemetery!")
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).build(self, "_on_script_complete"))
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