Files
ai-game-2/scenes/kq4_026_river_meadow/kq4_026_river_meadow.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

24 lines
570 B
GDScript

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