{ saved_Open [0] saved_bCanOpen[false] resistDisarm[5] quest_door[false] bPlaySound[true] Init[ (s) { if (saved_Open = 0) { SetUseText(1896); } else { //let's open the door SetUseText(714); } SetMPUsable( true ); } ] OnUse[ (s) { if (saved_Open = 0) { if (quest_door = false) { OpenMenu("Menus\\\\UsePicks"); } } }] LockPicked[() { OpenMenu("Menus\\\\LockPickDoor"); OpenDoor(" "); SetUsable(false); // inform the other players in an MP game to call LockPicked on this object // on their machine //MirrorMethod("ReallyPicked"); }] ReallyPicked[ (s) { OpenDoor(" "); SetUsable(false); } ] MagicDamage[() { //DoMagicDamage(); //Use specific lockeddoor_SPELL.s files to trigger traps OpenMenu("Menus\\\\PickFailed"); }] UseKey[ (s) { OpenMenu("usekey"); }] OpenDoor[ (s) { saved_bCanOpen=true; if( saved_Open = 0 ) { if (saved_bCanOpen = true) { // the door is closed. open it! if (bPlaySound = true) { GetPlayer().PlaySound( 63 ); } bPlaySound=true; SetPassable( true ); AddRotationTurn( -64*256 ); SetPassable( true ); saved_Open = 1; DoorOpened(self,1,0); //replicate door open 1 for open, 0 for normal door SetUsable(false); SetUseText(714); return; } } } ] }