// Make it stay open or close
IfSpawned
  KeepAction
  tmpargument = passage
  ClosePassage

//The jewel glowing
tmpargument= passage
IfPassageOpen
  tmpargument = 1
  ChangeArmor
Else
  tmpargument = 0
  ChangeArmor

//Open door and close it
IfTimeOut
  KeepAction
  tmpargument = 10
  SetTime
  tmpargument = passage + 1
  SetTargetToWhoeverIsInPassage
    IfTargetCanOpenStuff	//Only open for intelligent creatures
      tmpargument = 0
      IfContentIs		//Only open unlocked doors
        tmpargument = passage
        OpenPassage
      Else
        IfTargetIsAPlayer
          tmpargument = 1	//Door locked?
          IfContentIs
            tmpargument = passage + 1
            tmpdistance = [KEYA]
            SetTargetToPassageID
              tmpargument = [KEYA]
              CostTargetItemID
                tmpargument = 0			//Tell them what happened
                SendMessageNear
                tmpargument = passage
                OpenPassage
                tmpargument = passage + 1
                SetTargetToWhoeverIsInPassage
                tmpargument = 10		//Award some xp
                tmpdistance = EXPSECRET
                GiveExperienceToTarget
                tmpargument = 0
                SendMessageNear
          Else
            tmpargument = 1
            SendMessageNear
            tmpargument = 300
            SetTime
  Else
    tmpargument = 0
    IfContentIs			//Only close unlocked doors
      tmpargument = passage
      ClosePassage

IfOrdered
  tmpx = selforder
  tmpy = 491  // The unique code for an unlock order
  IfXIsEqualToY
    tmpargument = 3
    SendMessageNear

// Handle the animation and sound
tmpargument = passage 	// Is the passage clear?
IfPassageOpen			// 
  tmpargument = 0		  //
  IfStateIs			  // State 0 ( Closed )
    tmpargument = ACTIONMG	    //
    DoAction			    //
      tmpargument = 1		      // Open it
      SetState			      //
      tmpargument = 0		      //
      PlaySound			      //
Else
  tmpargument = 1		  //
  IfStateIs			  // State 1 ( Open )
    tmpargument = ACTIONMJ	    //
    DoAction			    //
      tmpargument = 0		      // Close it
      SetState			      //
      tmpargument = 1		      //
      PlaySound			      //

//BAD
tmpx = passage
tmpy = 6
IfXIsEqualToY
  tmpargument = 2
  ChangeArmor
End				// Finished with this character