void main() { // Get the creature who triggered this event. object oPC = GetEnteringObject(); // Only fire for (real) PCs. if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) ) return; // Only fire once. if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) ) return; SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE); // Have the PC perform a sequence of actions. AssignCommand(oPC, ClearAllActions()); // Have the PC say something. AssignCommand(oPC, SpeakString("A stout banded door stands in the south wall, apparently recently repaired and reinforced.")); // Have the PC say something. DelayCommand(3.0, AssignCommand(oPC, SpeakString("A metal plate with three levers protruding from it is set into the east wall."))); // Have the PC say something. DelayCommand(7.0, AssignCommand(oPC, SpeakString("An old table and chair, dry-rotted and aged, stand beneath a smoky-burning torch."))); }