As an extension to the GRF port, I've also created a data driven way to invoke actions when entering a named area.
The script looks like this:
```xml
<!-- Conduit tutorial -->
<EnteredNamedArea>
<Trigger>
<!--<All>-->
<!--<Not>-->
<!--<CompletedTutorial>conduitTutorial</CompletedTutorial>-->
<!--</Not>-->
<CurrentNamedArea>conduitArea</CurrentNamedArea>
<!--</All>-->
</Trigger>
<Effects>
<!--<PopulateAllContainersInsideOfNamedArea/>-->
<DialogSequence>
<Dialog>
This area will teach you all about Conduits.
</Dialog>
<Delay/>
<AppendToDialog>
Press {y} to learn more about Conduits.
Press {n} if you already know about Conduits.
</AppendToDialog>
<ProceedCancel>
<Cancel>
<Log>
Exiting dialog sequence
</Log>
<ExitDialogSequence/>
</Cancel>
</ProceedCancel>
<Dialog>
Conduits provide players with a powerful Status Effect when they are underwater or in the rain, but they can be quite complicated to build.
</Dialog>
<Delay/>
<ContinueText/>
<ProceedCancel/>
<Dialog>
The chest in the area has everything you need to craft a Conduit; eight Nautilus Shells and one Heart of the Sea.
</Dialog>
<Delay/>
<ContinueText/>
<ProceedCancel/>
<Dialog>
A Conduit will only activate when it is underwater, and fully surrounded by water (even diagonally).
</Dialog>
<Delay/>
<ContinueText/>
<ProceedCancel/>
<Dialog>
A Conduit must be placed within a frame made of Prismarine, Dark Prismarine, Prismarine Bricks, and/or Sea Lanterns.
There's a frame in the water nearby.
</Dialog>
<Delay/>
<ContinueText/>
<ProceedCancel/>
<Dialog>
Try crafting a Conduit, placing it on the wooden planks in the centre of the frame, then removing the planks.
</Dialog>
<Delay/>
<ContinueText/>
<ProceedCancel/>
<!--<CompleteTutorial>conduitTutorial</CompleteTutorial>-->
</DialogSequence>
</Effects>
</EnteredNamedArea>