<?xml version="1.0" encoding="utf-8" ?>

<Defs>
	<ThingDef>
		<defName>Hololock</defName>
		<label>Hololock</label>
		<description>A high-tech locking mechanism. Features include:
- Extremely hardy, plasteel-reinforced build
- Key and lock paired using a cryptographic UID holographically embedded in a jade substrate, ensuring counterfeit keys are impossible to produce
- Self-destruct failsafe triggers when the lock is tampered with, ensuring that the protected item is destroyed rather than captured by the enemy

Originally designed for military use, the hololock has since become popular in the BDSM community, where it is customary to engrave a key and lock pair with matching names so they are easier to identify.</description>
		<thingClass>ThingWithComps</thingClass>
		<category>Item</category>
		<thingCategories>
			<li>Manufactured</li>
		</thingCategories>
		<useHitPoints>true</useHitPoints>
		<selectable>true</selectable>
		<generateCommonality>0.0</generateCommonality>
		<statBases>
			<MaxHitPoints>500</MaxHitPoints>
			<Flammability>0.0</Flammability>
			<DeteriorationRate>0.1</DeteriorationRate>
			<Beauty>-6</Beauty>
			<MarketValue>400</MarketValue>
			<Mass>0.5</Mass>
		</statBases>
		<altitudeLayer>Item</altitudeLayer>
		<tickerType>Never</tickerType>
		<alwaysHaulable>true</alwaysHaulable>
		<tradeTags>
			<li>Exotic</li>
		</tradeTags>
		<comps>
			<li Class="CompProperties_Forbiddable" />
		</comps>
		<pathCost>2</pathCost>
		<graphicData>
			<texPath>Things/Pawn/Humanlike/Apparel/Bondage/hololock</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<techLevel>Spacer</techLevel>
	</ThingDef>

	<ThingDef>
		<defName>Holokey</defName>
		<label>Holokey</label>
		<description>A high-tech key. Releases the lock on an item with a matching cryptographic stamp.</description>
		<thingClass>ThingWithComps</thingClass>
		<category>Item</category>
		<thingCategories>
			<li>Manufactured</li>
		</thingCategories>
		<useHitPoints>true</useHitPoints>
		<selectable>true</selectable>
		<generateCommonality>0.0</generateCommonality>
		<statBases>
			<MaxHitPoints>50</MaxHitPoints>
			<Flammability>0.2</Flammability>
			<DeteriorationRate>0.5</DeteriorationRate>
			<Beauty>0</Beauty>
			<MarketValue>10</MarketValue>
			<Mass>0.1</Mass>
		</statBases>
		<altitudeLayer>Item</altitudeLayer>
		<tickerType>Never</tickerType>
		<alwaysHaulable>true</alwaysHaulable>
		<tradeTags>
			<li>Exotic</li>
		</tradeTags>
		<tradeability>Sellable</tradeability>
		<comps>
			<li Class="CompProperties_Forbiddable" />
			<li Class="rjw.CompProperties_HoloCryptoStamped" />
			<li Class="CompProperties_Usable">
				<compClass>rjw.CompStampedApparelKey</compClass>
				<useJob>UnlockBondageGear</useJob>
				<useLabel>Unlock apparel</useLabel>
			</li>
			<li Class="CompProperties_UseEffect">
				<compClass>rjw.CompUnlockBondageGear</compClass>
			</li>
		</comps>
		<pathCost>1</pathCost>
		<graphicData>
			<texPath>Things/Pawn/Humanlike/Apparel/Bondage/holokey</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<techLevel>Spacer</techLevel>
	</ThingDef>
	
	<!--
	<ThingDef>
		<defName>Simplelock</defName>
		<label>Simple lock</label>
		<description>A low-tech locking mechanism.</description>
		<thingClass>ThingWithComps</thingClass>
		<category>Item</category>
		<thingCategories>
			<li>Manufactured</li>
		</thingCategories>
		<useHitPoints>true</useHitPoints>
		<selectable>true</selectable>
		<generateCommonality>0.0</generateCommonality>
		<statBases>
			<MaxHitPoints>500</MaxHitPoints>
			<Flammability>0.0</Flammability>
			<DeteriorationRate>0.1</DeteriorationRate>
			<Beauty>-6</Beauty>
			<MarketValue>400</MarketValue>
			<Mass>0.5</Mass>
		</statBases>
		<altitudeLayer>Item</altitudeLayer>
		<tickerType>Never</tickerType>
		<alwaysHaulable>true</alwaysHaulable>
		<tradeTags>
			<li>Exotic</li>
		</tradeTags>
		<comps>
			<li Class="CompProperties_Forbiddable" />
		</comps>
		<pathCost>2</pathCost>
		<graphicData>
			<texPath>Things/Pawn/Humanlike/Apparel/Bondage/hololock</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<techLevel>Medieval</techLevel>
	</ThingDef>
	
	<ThingDef>
		<defName>Simplekey</defName>
		<label>Simple key</label>
		<description>A low-tech key. Releases matching lock.</description>
		<thingClass>ThingWithComps</thingClass>
		<category>Item</category>
		<thingCategories>
			<li>Manufactured</li>
		</thingCategories>
		<useHitPoints>true</useHitPoints>
		<selectable>true</selectable>
		<generateCommonality>0.0</generateCommonality>
		<statBases>
			<MaxHitPoints>50</MaxHitPoints>
			<Flammability>0.2</Flammability>
			<DeteriorationRate>0.5</DeteriorationRate>
			<Beauty>0</Beauty>
			<MarketValue>1</MarketValue>
			<Mass>0.1</Mass>
		</statBases>
		<altitudeLayer>Item</altitudeLayer>
		<tickerType>Never</tickerType>
		<alwaysHaulable>true</alwaysHaulable>
		<tradeTags>
			<li>Exotic</li>
		</tradeTags>
		<tradeability>Sellable</tradeability>
		<comps>
			<li Class="CompProperties_Forbiddable" />
			<li Class="rjw.CompProperties_CryptoStamped" />
			<li Class="CompProperties_Usable">
				<compClass>rjw.CompStampedApparelKey</compClass>
				<useJob>UnlockBondageGear</useJob>
				<useLabel>Unlock apparel</useLabel>
			</li>
			<li Class="CompProperties_UseEffect">
				<compClass>rjw.CompUnlockBondageGear</compClass>
			</li>
		</comps>
		<pathCost>1</pathCost>
		<graphicData>
			<texPath>Things/Pawn/Humanlike/Apparel/Bondage/holokey</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<techLevel>Medieval</techLevel>
	</ThingDef>
	
	<ThingDef>
		<defName>Genericlockpick</defName>
		<label>Lock pick</label>
		<description>A lock pick. Picks locks.</description>
		<thingClass>ThingWithComps</thingClass>
		<category>Item</category>
		<thingCategories>
			<li>Manufactured</li>
		</thingCategories>
		<useHitPoints>true</useHitPoints>
		<selectable>true</selectable>
		<generateCommonality>0.0</generateCommonality>
		<statBases>
			<MaxHitPoints>50</MaxHitPoints>
			<Flammability>0.2</Flammability>
			<DeteriorationRate>0.5</DeteriorationRate>
			<Beauty>0</Beauty>
			<MarketValue>50</MarketValue>
			<Mass>0.1</Mass>
		</statBases>
		<altitudeLayer>Item</altitudeLayer>
		<tickerType>Never</tickerType>
		<alwaysHaulable>true</alwaysHaulable>
		<tradeTags>
			<li>Exotic</li>
		</tradeTags>
		<tradeability>Sellable</tradeability>
		<comps>
			<li Class="CompProperties_Forbiddable" />
			<li Class="rjw.CompProperties_CryptoStamped" />
			<li Class="CompProperties_Usable">
				<compClass>rjw.CompStampedApparelKey</compClass>
				<useJob>UnlockBondageGear</useJob>
				<useLabel>Unlock apparel</useLabel>
			</li>
			<li Class="CompProperties_UseEffect">
				<compClass>rjw.CompUnlockBondageGear</compClass>
			</li>
		</comps>
		<pathCost>1</pathCost>
		<graphicData>
			<texPath>Things/Pawn/Humanlike/Apparel/Bondage/holokey</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<techLevel>Medieval</techLevel>
	</ThingDef>
	-->
	
	<!-- -->

	<rjw.bondage_gear_def Name="BondageGearBase" Abstract="True">
		<thingClass>rjw.bondage_gear</thingClass>
		<category>Item</category>
		<generateCommonality>0.0</generateCommonality>
		<thingCategories>
			<li>Bondage</li>
		</thingCategories>
		<useHitPoints>true</useHitPoints>
		<selectable>true</selectable>
		<drawGUIOverlay>true</drawGUIOverlay>
		<altitudeLayer>Item</altitudeLayer>
		<tickerType>Never</tickerType>
		<alwaysHaulable>true</alwaysHaulable>
		<tradeTags>
			<li>Exotic</li>
		</tradeTags>
		<tradeNeverStack>true</tradeNeverStack>
		<comps>
			<li Class="CompProperties_Forbiddable" />
			<li Class="rjw.CompProperties_HoloCryptoStamped" />
			<!--<li Class="rjw.CompProperties_CryptoStamped" />-->
			<li Class="CompProperties_Usable">
				<compClass>rjw.CompBondageGear</compClass>
				<useJob>GiveBondageGear</useJob>
				<useLabel>Equip</useLabel>
			</li>
			<li Class="CompProperties_UseEffect">
				<compClass>rjw.CompGetBondageGear</compClass>
			</li>
			<li>
				<compClass>CompColorable</compClass>
			</li>
			<li>
				<compClass>CompQuality</compClass>
			</li>
		</comps>
		<pathCost>10</pathCost>
	</rjw.bondage_gear_def>

	<rjw.bondage_gear_def ParentName="BondageGearBase">
		<defName>PrisonerChains</defName>
		<label>chains</label>
		<description>Chains with cuffs. Useful for restricting someone's movement and manipulation freedom. Prevents* hand-to-hand fighting attempts.
*gag is advised for complete neutralization</description>
		<thingClass>rjw.restraints</thingClass>
		<graphicData>
			<texPath>Things/Pawn/Humanlike/Apparel/Bondage/PrisonerChains/PrisonerChains</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<stuffCategories>
			<li>Metallic</li>
		</stuffCategories>
		<costStuffCount>80</costStuffCount>
		<statBases>
			<MaxHitPoints>400</MaxHitPoints>
			<Flammability>0.1</Flammability>
			<DeteriorationRate>1.0</DeteriorationRate>
			<Beauty>-6</Beauty>
			<MarketValue>300</MarketValue>
			<Mass>4</Mass>
			<ArmorRating_Blunt>0.10</ArmorRating_Blunt>
			<ArmorRating_Sharp>0.05</ArmorRating_Sharp>
			<Insulation_Cold>-4</Insulation_Cold>
		</statBases>
		<apparel>
			<bodyPartGroups>
				<li>Arms</li>
				<li>LeftHand</li>
				<li>RightHand</li>
			</bodyPartGroups>
			<wornGraphicPath>Things/Pawn/Humanlike/Apparel/Bondage/PrisonerChains/PrisonerChains</wornGraphicPath>
			<layers>
				<li>Shell</li>
			</layers>
		</apparel>
		<soul_type>rjw.bondage_gear_soul</soul_type>
		<equipped_hediff>Chains</equipped_hediff>
		<gives_bound_moodlet>true</gives_bound_moodlet>
		<HediffTargetBodyPartDefs>
			<li>Arm</li>
			<li>Leg</li>
		</HediffTargetBodyPartDefs>
		<BoundBodyPartGroupDefs>
			<li>Arms</li>
			<li>LeftHand</li>
			<li>RightHand</li>
			<li>Legs</li>
			<li>Feet</li>
		</BoundBodyPartGroupDefs>
	</rjw.bondage_gear_def>
</Defs>