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
24 lines
570 B
GDScript
24 lines
570 B
GDScript
extends Scene
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func _on_meadow_20_interacted() -> void:
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$kq4_020_meadow.default_script(self)
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func _on_meadow_2_interacted() -> void:
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$kq4_002_meadow.default_script(self)
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func _on_beach_at_river_delta_interacted() -> void:
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$kq4_025_beach_at_river_delta.default_script(self)
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func _on_forest_path_interacted() -> void:
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$kq4_027_forest_path.default_script(self)
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func _on_room_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("A cold river carves its way through this lush flowery meadow.")
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).build(self, "_on_script_complete"))
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