Files
ai-game-2/scenes/kq4_016_graveyard/kq4_016_graveyard.gd
Bryce b0eb6caf14 Replace say->narrate in remaining look script handlers (batch 2)
Complete the refactoring of look script handlers to use ScriptBuilder.narrate()
instead of ScriptBuilder.say() for better semantic clarity.

Files changed:
- kq4_013_beach.gd (3 instances)
- kq4_016_graveyard.gd (3 instances)
- kq4_017_spooky_house_exterior.gd (2 instances)
- kq4_022_gnomes_cottage.gd (2 instances)
- kq4_027_forest_path.gd (2 instances)
- kq4_029_dense_forest.gd (2 instances)
- kq4_030_mountain_pass.gd (2 instances)
- kq4_031_open_ocean.gd (2 instances)
- kq4_033_enchanted_island_beach.gd (2 instances)
- kq4_034_island_beach.gd (2 instances)
- kq4_035_island_beach.gd (2 instances)
- kq4_036_island_garden_pond.gd (2 instances)
- kq4_038_island_garden.gd (2 instances)

Total: 28 instances across 13 files

Archive scenes (healer_pasture, healer_interior, entrance) closed as
not in active project.
2026-03-10 09:44:21 -07:00

36 lines
980 B
GDScript

extends Scene
func _on_frog_pond_interacted() -> void:
$kq4_015_frog_pond.default_script(self)
func _on_forest_path_interacted() -> void:
$kq4_010_forest_path.default_script(self)
func _on_gnomes_cottage_interacted() -> void:
$kq4_022_gnomes_cottage.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_tree_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.narrate("An old, rotting tree adds appropriate charm to the decrepit cemetery.")
).build(self, "_on_script_complete"))
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.narrate("This run-down, gloomy cemetery gives you the creeps!")
).build(self, "_on_script_complete"))