Files
ai-game-2/scenes/kq4_018_cemetery/kq4_018_cemetery.gd
Bryce 822be21c38 Replace say->narrate in look script handlers
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
2026-03-10 09:40:23 -07:00

26 lines
678 B
GDScript

extends Scene
func _on_haunted_forest_interacted() -> void:
$kq4_012_haunted_forest.default_script(self)
func _on_waterfall_and_pool_interacted() -> void:
$kq4_024_waterfall_and_pool.default_script(self)
func _on_spooky_house_exterior_interacted() -> void:
$kq4_017_spooky_house_exterior.default_script(self)
func _on_gravestones_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.narrate("Each tombstone has an epitaph written on it.")
).build(self, "_on_script_complete"))
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.narrate("This is a scary old cemetery!")
).build(self, "_on_script_complete"))