// Says the lines necessary for a given part of the area void main() { object oPC = GetEnteringObject(); if (!GetIsObjectValid(oPC)) oPC = GetLastUsedBy(); object oTrigger = OBJECT_SELF; string sTag = GetTag(oTrigger); if (GetIsPC(oPC)) { if (sTag == "wol_a_dyenter" && !GetLocalInt(GetModule(), "wol_a_dyenter")) { AssignCommand(oPC, SpeakString("You hear bellows of fury, clashes of wood on wood, and other sounds that indicate a fight. Visible in the distance is a nightmarish group of thrashing, animate shrubs, each scaled and dark with a terrible rot.")); SetLocalInt(GetModule(), "wol_a_dyenter", TRUE); } if (sTag == "wol_a_bbbenter" && !GetLocalInt(GetModule(), "wol_a_bbbenter")) { AssignCommand(oPC, SpeakString("The narrow cul-de-sac of woodlands seems peaceful, but the trail of an insane dwarf has led to this locale.")); SetLocalInt(GetModule(), "wol_a_bbbenter", TRUE); } } }