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.
30 lines
800 B
GDScript
30 lines
800 B
GDScript
extends Scene
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func _on_beach_interacted() -> void:
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$kq4_001_beach.default_script(self)
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func _on_beach_at_river_delta_interacted() -> void:
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$kq4_025_beach_at_river_delta.default_script(self)
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func _on_coastal_cliffs_interacted() -> void:
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$kq4_019_coastal_cliffs.default_script(self)
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func _on_beach_13_interacted() -> void:
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$kq4_013_beach.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 are swimming in a great ocean. Playful fish leap about you as you swim.")
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).build(self, "_on_script_complete"))
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func _on_ocean_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("The endless ocean stretches in all directions. Waves gently lap around you.")
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).build(self, "_on_script_complete"))
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