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
22 lines
748 B
GDScript
22 lines
748 B
GDScript
extends Scene
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func _on_island_garden_pond_interacted() -> void:
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$kq4_036_island_garden_pond.default_script(self)
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func _on_island_beach_east_interacted() -> void:
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$kq4_040_island_beach_east.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("You see a sparkling, sand beach of an exotic island. Before you, in the center of the island, a wonderful ivory palace rises. A lovely garden surrounds the palace.")
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).build(self, "_on_script_complete"))
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func _on_beach_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("This is a beautiful sandy beach on an exotic island. The water sparkles in the sunlight.")
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).build(self, "_on_script_complete"))
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