Scripting Tlk Prison Script -

This guide covers the Concept , Mechanics , Commands , Roleplay Hooks , and a Technical Implementation Outline .

Project: The Iron Cage (TLK Prison System) 1. Concept & Atmosphere In a medieval setting like TLK, prison is not just a timeout zone; it is a place of suffering, labor, and political intrigue.

Atmosphere: Dark, damp, torch-lit. Sounds of dripping water, distant screams, and clanking chains. Purpose: Punishment for crimes (Thievery, Treason, Desertion), holding prisoners for ransom, or awaiting execution. Locations:

The Holding Cell: A common pit for drunks and petty thieves. The Dungeon: Secure cells for high-value targets or enemies of the state. The Yard: A controlled area for manual labor (breaking rocks, moving supplies). Scripting TLK Prison Script

2. Mechanical Systems A. The Jailing Process Instead of a teleport command, the script should support a physical interaction.

Restraints: The script forces a "handcuff" or "rope bind" animation on the prisoner. Escort Mode: A Guard drags the prisoner. If the Guard walks, the prisoner walks. If the Guard stops, the prisoner stops. Booking: Upon entering the cell, a menu pops up for the Guard to input:

Prisoner Name Charge (e.g., "Theft of Bread", "Assault on a Noble") Sentence Duration (In-game time or real-time minutes). This guide covers the Concept , Mechanics ,

B. The Prisoner Experience (Anti-AFK) To prevent players from simply walking away (AFK) while jailed, the script implements "Labor Points."

Labor System: Prisoners start with 0 Labor Points. They require $X$ points to be released. Labor Actions:

Mine Rock: Animation plays -> Progress bar fills -> +1 Labor Point. Clean Floor: Animation plays -> +1 Labor Point. Atmosphere: Dark, damp, torch-lit

Benefits: Encourages RP interaction with guards and keeps the player engaged.

C. Security Features