// Place in the OnAreaTransitionClick event for the <span class="highlight">door</span>

#include "prc_class_const"

void main()
{
	object oPC = GetClickingObject();
	object oJump = GetTransitionTarget(OBJECT_SELF);

	int nPCClass1 = GetClassByPosition(1, oPC);
	int nPCClass2 = GetClassByPosition(2, oPC);
	int nPCClass3 = GetClassByPosition(3, oPC);
	int nPCClass4 = GetClassByPosition(4, oPC);
	int nPCClass5 = GetClassByPosition(5, oPC);
	int nPCClass6 = GetClassByPosition(6, oPC);
	int nPCClass7 = GetClassByPosition(7, oPC);
	int nPCClass8 = GetClassByPosition(8, oPC);

	int iRogue	= GetLevelByClass(CLASS_TYPE_ROGUE, oPC)
				+ GetLevelByClass(CLASS_TYPE_SCOUT, oPC)
				+ GetLevelByClass(CLASS_TYPE_BEGUILER, oPC)
				+ GetLevelByClass(CLASS_TYPE_NINJA, oPC)
				+ GetLevelByClass(CLASS_TYPE_FACTOTUM, oPC)				
				+ GetLevelByClass(CLASS_TYPE_ASSASSIN, oPC)
				+ GetLevelByClass(CLASS_TYPE_ARCTRICK, oPC)
				+ GetLevelByClass(CLASS_TYPE_HANDOTWM, oPC)
				+ GetLevelByClass(CLASS_TYPE_NIGHTSHADE, oPC)
				+ GetLevelByClass(CLASS_TYPE_NINJA_SPY, oPC)
				+ GetLevelByClass(CLASS_TYPE_SHADOWLORD, oPC)
				+ GetLevelByClass(CLASS_TYPE_SHADOW_SUN_NINJA, oPC)
				+ GetLevelByClass(CLASS_TYPE_SHADOW_THIEF_AMN, oPC)
				+ GetLevelByClass(CLASS_TYPE_UNSEEN_SEER, oPC)
				+ GetLevelByClass(CLASS_TYPE_PSYCHIC_ROGUE, oPC);
				
	if (!GetIsPC(oPC))
    {
		return;
    }
	else if (iRogue > 0)
    {
		AssignCommand(oPC, JumpToObject(oJump));
    }
	else
    {
		FloatingTextStringOnCreature("Only rogues may pass this way.", oPC);
    }
}