If one player made a quest and stand in quest door, anyone can enter:

It's a example.
This is a known issue, although it has only been brought up in a pull request which is now closed (#1083), so we could use this issue to track it.
@marksamman this i thougt maybe do something like this:
const Item* topItem = playerTile->getTopTopItem();
if (topItem && topItem->getDoor() && !topItem->hasWalkStack()) {
std::cout << "Quest/Level Door: " << topItem->getID() << std::endl;
return false;
}
printer idea is good i believe, but we will need to edit every door with the walkstack flag.
No fix for this problem?
Vankk, what I did to fix was add a action id to the Tile below and add this movement, it's obviously not a fix but a temporary solution (ie, atleast it wont be exploitable for now)
pastebin: http://pastebin.com/kLFCHc2k
if not have a fix, remove the protection zone in sqm of door. I did it on my server ^^
@mrhultin that's a pretty good fix but you should add that script to all quest doors and make the storage depends on the items unique id.
@TheSumm yes, I'm using a temporary fix like this. But how I have much doors, it is a hard work,
There should probably be a flag for characters to prevent anyone from walking over them. This will of course override global configuration. Then let LUA take care of setting that flag. This will add more flexibility and wont require any modifications to all doors in items.xml. You'd still have to do the LUA though.
@TheSumm, sorry for the late reply here. But you are correct, I've simply added it to several doors around my map for now, looking at a few other solutions but I keep finding myself running out of time for this, right now. My server isn't live yet anyways but the system has been throughly tested and does it's job but it's not a perfect system in any sense of the word.
We should check if this bug still exists, I'm not sure why it was reopened.
@WibbenZ @ninjalulz do you mind checking?
It still exists when you have a PZ zone at the door.
@WibbenZ that's valid observation according to our logic but it's hard to say if it's a bug.
It's a choice of what should take priority: PZ or level door. PZ wins now and you can always enter. I guess people can just take PZ off the door to avoid that. It's a viable workaround, or even desired behavior.
@DSpeichert
I don't agree. What WibbenZ is observing is definitely a bug. The function of a level door should never change. Those below the required level can't pass thought it, those equal to or above the required level can pass. The fact that there may be PZ should not stop a level door from working correctly.
The game will always allow you to get into PZ. If the door is open, you can go there.
Let's see what is the expectation by popular vote.
My opinion is that it shouldn't be possible to pass a level door or a quest door if you are not eligible, regardless of PZ. I'm curious why 91e0663677af1ad01a8af106daaa9520ee1bfe0c didn't fix this.
@marksamman Probably because of this: https://github.com/otland/forgottenserver/commit/9c0f9d4923a04698646cec8efd6b4913b78d787c
@DSpeichert The movement script should still be pushing the player (with that change) to their initial position if they aren't eligible to enter (i.e. not having the required storage).
Tested again and for some reason it seems to work now, @ninjalulz got the same results.
Can someone else test so we know if it's bugged or if we should close this issue?