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.
26 lines
821 B
GDScript
26 lines
821 B
GDScript
extends Scene
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func _on_island_garden_interacted() -> void:
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$kq4_038_island_garden.default_script(self)
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func _on_island_beach_interacted() -> void:
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$kq4_034_island_beach.default_script(self)
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func _on_island_shore_interacted() -> void:
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$kq4_041_island_shore.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 stare out at the ocean and the white sand beach of this secluded island. From the middle of the island, a majestic ivory palace towers, surrounded by a lovely manicured garden.")
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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("The warm sand feels nice between your toes. Palm trees sway in the breeze.")
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).build(self, "_on_script_complete"))
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