#include "prc_class_const" void main() { object oDoor = OBJECT_SELF; object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); int nClass; //:: Restrict based on the player's class nClass = GetLevelByClass(CLASS_TYPE_CRUSADER, oPC) +GetLevelByClass(CLASS_TYPE_FIGHTER, oPC) +GetLevelByClass(CLASS_TYPE_KNIGHT, oPC) +GetLevelByClass(CLASS_TYPE_MARSHAL, oPC) +GetLevelByClass(CLASS_TYPE_SAMURAI, oPC) +GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oPC) +GetLevelByClass(CLASS_TYPE_WARBLADE, oPC) +GetLevelByClass(CLASS_TYPE_PSYWAR, oPC) +GetLevelByClass(CLASS_TYPE_RANGER, oPC) +GetLevelByClass(CLASS_TYPE_BARBARIAN, oPC) +GetLevelByClass(CLASS_TYPE_MONK, oPC) +GetLevelByClass(CLASS_TYPE_SWORDSAGE, oPC) +GetLevelByClass(CLASS_TYPE_SOULKNIFE, oPC) +GetLevelByClass(CLASS_TYPE_SOHEI, oPC); if (nClass >= 20) { AssignCommand(oDoor, ActionOpenDoor(oDoor)); SendMessageToPC(oPC, "You may pass."); } else { SendMessageToPC(oPC, "You will not pass."); } }