#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.");
	}
	
}