//############################
// Penetration system for CSD UO (Oskom)
//  rev. 1.00
//############################

// 20.07.2001, MoNK: modified obscene
// 16.07.2001, MoNK: obscene
// 11.07.2001, MoNK: disable to prison ghost
// 20.05.2001, MoNK: Enable equip t_eq_script objects
// 08.05.2001, MoNK: Prison system is started!
// 05.05.2001, MoNK: first release

[DEFNAME prison_names]
color_prison1		033e
color_prison2		02ed
color_prison3		03fe
color_prison4		0845
color_prison_obscene	color_o_verite
plotmask_prison		080000000

[PLEVEL 2]
obscene

[PLEVEL 3]
prison

[PLEVEL 6]
release

[FUNCTION obscene]
	src.newitem i_obscene_target
	src.act.equip
	return 1

[FUNCTION prison]
	src.newitem i_prison_target
	src.act.equip
	return 1

[FUNCTION release]
	src.newitem i_prison_release_target
	src.act.equip
	return 1

[ITEMDEF i_escape_pad]
NAME=hole
ID=i_hole
TYPE=t_normal

On=@Create
	attr = attr_static | attr_move_never | attr_invis
	morep = 308,788,0
	more = { 100 200 }

On=@Step
	if <attr> & attr_invis
		return 0
	endif

	// visible = found

	src.p = <morep>
	src.fix
	remove
	return 1

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Escape hole

[ITEMDEF i_escape_cleaner]
NAME=escape
ID=i_paver_stone
TYPE=t_normal

On=@Create
	attr = attr_static | attr_move_never | attr_invis

On=@Step
	if <src.plot1> & plotmask_prison
		src.plot1 = <src.plot1> & ~plotmask_prison
		if <src.findlayer(layer_robe).id> > 0
			src.findlayer(layer_robe).more = 0300030
			src.findlayer(layer_robe).attr = 0
		endif
	endif	
	if <src.restest t_prison_card>
		src.consume t_prison_card
	endif
	if <src.restest i_prison_shovel>
		src.consume i_prison_shovel
	endif

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Escape cleaner

[ITEMDEF i_obscene_target]
NAME=Prison target
ID=i_deed
WEIGHT=0
TYPE=t_eq_script
LAYER=30

On=@Create
	attr = attr_decay

On=@Equip
	attr = <attr> | attr_decay
	timer = 60
	src.sysmessage Whom do you wish to prison (you must select target within 60 seconds)?
	target
	return 1

On=@Targon_char
	if <cont.targ.brain>
		src.sysmessage Only player character may be prisoned!
		remove
		return 1
	endif
	if <cont.targ.flags> & statf_dead
		src.sysmessage Resurrect them first
		remove
		return 1
	endif
	if <cont.account.plevel> < <cont.targ.account.plevel>
		src.sysmessage Your account level is lower than <src.targ.name>'s account level.
		remove
		return 1
	endif
	if (<cont.targ.account.plevel> > 1) && (<cont.targ.serial> != <cont.serial>)
		cont.targ.go Yew prison
		cont.targ.message You was send to <region.name> by <cont.name>
		remove
		return 1
	endif
	if <cont.targ.plot1> & plotmask_prison
		cont.sysmessage <cont.targ.name> is prisoner already.
		if <cont.account.plevel> < 6
			remove
			return 1
		endif
	endif

	// unequip

	if <cont.targ.findlayer(layer_hand1).id> > 0
		cont.targ.findlayer(layer_hand1).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_hand2).id> > 0
		cont.targ.findlayer(layer_hand2).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_shoes).id> > 0
		cont.targ.findlayer(layer_shoes).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_pants).id> > 0
		cont.targ.findlayer(layer_pants).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_shirt).id> > 0
		cont.targ.findlayer(layer_shirt).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_helm).id> > 0
		cont.targ.findlayer(layer_helm).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_gloves).id> > 0
		cont.targ.findlayer(layer_gloves).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_ring).id> > 0
		cont.targ.findlayer(layer_ring).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_collar).id> > 0
		cont.targ.findlayer(layer_collar).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_half_apron).id> > 0
		cont.targ.findlayer(layer_half_apron).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_chest).id> > 0
		cont.targ.findlayer(layer_chest).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_wrist).id> > 0
		cont.targ.findlayer(layer_wrist).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_tunic).id> > 0
		cont.targ.findlayer(layer_tunic).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_ears).id> > 0
		cont.targ.findlayer(layer_ears).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_arms).id> > 0
		cont.targ.findlayer(layer_arms).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_cape).id> > 0
		cont.targ.findlayer(layer_cape).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_legs).id> > 0
		cont.targ.findlayer(layer_legs).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_skirt).id> > 0
		cont.targ.findlayer(layer_skirt).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_robe).id> > 0
		cont.targ.findlayer(layer_robe).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif

	if <cont.targ.restest i_obscene_card>
		cont.targ.consume 1 i_obscene_card
	endif

	cont.targ.newitem i_obscene_robe
	cont.targ.act.cont = <cont.targ.serial>
	cont.targ.newitem i_obscene_card
	cont.targ.act.name = <cont.targ.act.name> from <cont.name>

	link = <cont.targ.act.serial>	// store serial of added prison card

	cont.targ.message You was prisoned by <cont.name>! All your belonings were transferred to your bank box.
	cont.targ.plot1 = <cont.targ.plot1> | plotmask_prison
	cont.targ.findlayer(layer_pack).attr = 0
	cont.targ.findlayer(layer_pack).cont = <cont.targ.findlayer(layer_bankbox).serial>
	cont.targ.bankself
	cont.targ.go Yew prison
	cont.targ.newitem i_backpack
	cont.targ.act.attr = attr_move_never | attr_newbie
	cont.targ.act.cont = <cont.targ.serial>		// add new backpack

	link.cont = <cont.targ.findlayer(layer_pack).serial>	// bounce prison card

	cont.targ.newitem i_hatchet
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>
	cont.targ.newitem i_prison_shovel
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>
	cont.targ.newitem i_fishing_pole
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>
	cont.targ.newitem i_dagger
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>

	cont.message You are prisoner now. You have two options: harvest wood or mine for ore. To turn in aquired resources - double click on your parollee card and target an item you wish to turn in.
	remove
	return 1

[ITEMDEF i_prison_release_target]
NAME=Prison target
ID=i_deed
WEIGHT=0
TYPE=t_eq_script
LAYER=30

On=@Create
	attr = attr_decay

On=@Equip
	attr = <attr> | attr_decay
	timer = 60
	src.sysmessage Whom do you wish to release (you must select target within 60 seconds)?
	target
	return 1

On=@Targon_char
	if <cont.targ.brain>
		src.sysmessage You can release from prison player characters only.
		remove
		return 1
	endif

	if <cont.targ.plot1> & plotmask_prison
		cont.targ.plot1 = <cont.targ.plot1> & ~plotmask_prison
		if <cont.targ.restest t_prison_card>
			cont.targ.consume t_prison_card
		endif
		cont.message You release <src.targ.name>
		cont.targ.message <src.name> release you!
		cont.targ.go Yew prison
	else
		cont.sysmessage <src.targ.name> is not prisoner.
	endif
	remove
	return 1

[ITEMDEF i_prison_target]
NAME=Prison target
ID=i_deed
WEIGHT=0
TYPE=t_eq_script
LAYER=30

On=@Create
	attr = attr_decay

On=@Equip
	attr = <attr> | attr_decay
	timer = 60
	src.sysmessage Whom do you wish to prison (you must select target within 60 seconds)?
	target
	return 1

On=@Targon_char
	if <cont.targ.brain>
		src.sysmessage Only player character may be prisoned!
		remove
		return 1
	endif
	if <cont.targ.flags> & statf_dead
		src.sysmessage Resurrect them first
		remove
		return 1
	endif
	if <cont.account.plevel> < <cont.targ.account.plevel>
		src.sysmessage Your account level is lower than <src.targ.name>'s account level.
		remove
		return 1
	endif
	if (<cont.targ.account.plevel> > 1) && (<cont.targ.serial> != <cont.serial>)
		cont.targ.go Yew prison
		cont.targ.message You was send to <region.name> by <cont.name>
		remove
		return 1
	endif
	if <cont.targ.plot1> & plotmask_prison
		cont.sysmessage <cont.targ.name> is prisoner already.
		if <cont.account.plevel> < 6
			remove
			return 1
		endif
	endif

	// unequip

	if <cont.targ.findlayer(layer_hand1).id> > 0
		cont.targ.findlayer(layer_hand1).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_hand2).id> > 0
		cont.targ.findlayer(layer_hand2).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_shoes).id> > 0
		cont.targ.findlayer(layer_shoes).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_pants).id> > 0
		cont.targ.findlayer(layer_pants).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_shirt).id> > 0
		cont.targ.findlayer(layer_shirt).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_helm).id> > 0
		cont.targ.findlayer(layer_helm).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_gloves).id> > 0
		cont.targ.findlayer(layer_gloves).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_ring).id> > 0
		cont.targ.findlayer(layer_ring).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_collar).id> > 0
		cont.targ.findlayer(layer_collar).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_half_apron).id> > 0
		cont.targ.findlayer(layer_half_apron).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_chest).id> > 0
		cont.targ.findlayer(layer_chest).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_wrist).id> > 0
		cont.targ.findlayer(layer_wrist).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_tunic).id> > 0
		cont.targ.findlayer(layer_tunic).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_ears).id> > 0
		cont.targ.findlayer(layer_ears).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_arms).id> > 0
		cont.targ.findlayer(layer_arms).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_cape).id> > 0
		cont.targ.findlayer(layer_cape).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_legs).id> > 0
		cont.targ.findlayer(layer_legs).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_skirt).id> > 0
		cont.targ.findlayer(layer_skirt).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif
	if <cont.targ.findlayer(layer_robe).id> > 0
		cont.targ.findlayer(layer_robe).cont = <cont.targ.findlayer(layer_bankbox).serial>
	endif

	if <cont.targ.restest i_prison_card1>
		cont.targ.newitem i_prison_robe2
		cont.targ.act.cont = <cont.targ.serial>
		cont.targ.consume i_prison_card1
		cont.targ.newitem i_prison_card2
		cont.targ.act.name = <cont.targ.act.name> from <cont.name>
	elseif <cont.targ.restest i_prison_card2>
		cont.targ.newitem i_prison_robe3
		cont.targ.act.cont = <cont.targ.serial>
		cont.targ.consume i_prison_card2
		cont.targ.newitem i_prison_card3
		cont.targ.act.name = <cont.targ.act.name> from <cont.name>
	elseif <cont.targ.restest i_prison_card3>
		cont.targ.newitem i_prison_robe4
		cont.targ.act.cont = <cont.targ.serial>
		cont.targ.consume i_prison_card3
		cont.targ.newitem i_prison_card4
		cont.targ.act.name = <cont.targ.act.name> from <cont.name>
	elseif <cont.targ.restest i_prison_card4>
		cont.targ.newitem i_prison_robe4
		cont.targ.act.cont = <cont.targ.serial>
		cont.targ.newitem i_prison_card4
		cont.targ.act.more = <cont.targ.findlayer(layer_pack).findid(i_prison_card4).more> + 10000
		cont.targ.act.more2 = <cont.targ.act.more>
		cont.targ.consume i_prison_card4
		cont.targ.act.name = <cont.targ.act.name> from <cont.name>
	else
		cont.targ.newitem i_prison_robe1
		cont.targ.act.cont = <cont.targ.serial>
		cont.targ.newitem i_prison_card1
		cont.targ.act.name = <cont.targ.act.name> from <cont.name>
	endif

	link = <cont.targ.act.serial>	// store serial of added prison card

	cont.targ.message You was prisoned by <cont.name>! All your belonings were transferred to your bank box.
	cont.targ.plot1 = <cont.targ.plot1> | plotmask_prison
	cont.targ.findlayer(layer_pack).attr = 0
	cont.targ.findlayer(layer_pack).cont = <cont.targ.findlayer(layer_bankbox).serial>
	cont.targ.bankself
	cont.targ.go Yew prison
	cont.targ.newitem i_backpack
	cont.targ.act.attr = attr_move_never | attr_newbie
	cont.targ.act.cont = <cont.targ.serial>		// add new backpack

	link.cont = <cont.targ.findlayer(layer_pack).serial>	// bounce prison card

	cont.targ.newitem i_hatchet
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>
	cont.targ.newitem i_prison_shovel
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>
	cont.targ.newitem i_fishing_pole
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>
	cont.targ.newitem i_dagger
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>

	dorand 2
		cont.targ.newitem i_dice_cup
		cont.targ.newitem i_game_board
	enddo
	cont.targ.act.timer = -1
	cont.targ.act.cont = <cont.targ.findlayer(layer_pack).serial>

	if <cont.restest i_prison_card1>
		cont.message You are prisoner now. You have two options: harvest wood or mine for ore. To turn in aquired resources - double click on your parollee card and target an item you wish to turn in.
	endif
	remove
	return 1

[PLOTITEM 31]

// Prisoner can equip hatchet, fishing pole, dagger and prison robes
// Prisoner can click twice at hatchet, fishing pole, dagger, prison cards, dice and cup, game board, doors and prison doors

On=@Equip
	if <type>==t_eq_script
		return 0
	endif
	if <baseid>==i_hatchet
		return 0
	endif
	if <baseid>==i_fishing_pole
		return 0
	endif
	if <baseid>==i_dagger
		return 0
	endif
	if <baseid>==i_prison_robe1
		return 0
	endif
	if <baseid>==i_prison_robe2
		return 0
	endif
	if <baseid>==i_prison_robe3
		return 0
	endif
	if <baseid>==i_prison_robe4
		return 0
	endif

	src.message Prisoners are restricted in equip any items except hatchets and fishing poles!
	if <src.isgm>
		src.sysmessage Equip <name>, <id> in GM mode: operation enabled.
		return 0
	endif
	unequip
	return 1


On=@DClick
	if <serial>==<src.findlayer(layer_pack).serial>
		return 0
	endif
	if <baseid>==i_prison_shovel)
		return 0
	endif
	if <baseid>==i_hatchet
		return 0
	endif
	if <baseid>==i_dagger
		return 0
	endif
	if <baseid>==i_fishing_pole
		return 0
	endif
	if <baseid>==i_kindling
		return 0
	endif
	if <type>==t_food
		return 0
	endif
	if <type>==t_food_raw
		return 0
	endif
	if <type>==t_door
		return 0
	endif
	if <type>==t_prison_door
		return 0
	endif
	if <type>==t_prison_card
		return 0
	endif
	if <baseid>==i_game_board
		return 0
	endif
	if <baseid>==i_dice_cup
		return 0
	endif

	src.message Prisoners are restricted in use any items except shovel, hatchet and fishing pole!
	if <src.isgm>
		src.sysmessage DClick at <name> in GM mode: operation is enabled.
		return 0
	endif
	return 1

On=@CastSpell
	if <src.isgm>
		src.sysmessage Cast spell in GM mode: operation is enabled.
		return 0
	endif
	src.message  Prisoners are restricted in cast any spells!
	return 1

[TYPEDEF t_prison_door]
// morep - coords

On=@Click
	message Prison door
	return 1

On=@DClick
	if <src.plot1> & plotmask_prison
		src.message You cannot pass this door prisoner!
		return 1
	endif
	if <src.restest t_prison_card>
		if <src.restest i_hatchet>
			src.consume i_hatchet
		endif
		if <src.restest i_prison_shovel>
			src.consume i_prison_shovel
		endif
		if <src.restest i_dagger>
			src.consume i_dagger
		endif
		if <src.restest i_fishing_pole>
			src.consume i_fishing_pole
		endif
		if <src.restest i_dice_cup>
			src.consume i_dice_cup
		endif
		if <src.restest i_game_board>
			src.consume i_game_board
		endif
		if <src.findlayer(layer_robe).id> > 0
			src.findlayer(layer_robe).more = 0300030
			src.findlayer(layer_robe).attr = 0
		endif
	endif	
	if <src.distance> < 2
		src.p = <morep>
		src.fix
	else
		src.sysmessage You are too far away.
	endif
	return 1

[TYPEDEF t_prison_card]
// more2 - resources left

On=@Click
	if <more2> == 0
		if <morez> != 0
			if <timer> < 1
				message You can trash this parollee tag
				timer = -1
				attr = 0
			elseif <timer> < 60
				message <timer> seconds left
			elseif <timer> < 3600
				message <eval(<timer> / 60)> minutes left
			else			
				message <eval(<timer> / 3600)> hours left
			endif
			return 1
		else
			message <name>
			return 1
		endif
	else
		message You are obliged for <eval(<more2>)> more of resources to turn in.
		return 1
	endif

On=@DClick
	if <more2> > 0
		target Which resources do you want to turn in?
	else
		message You can trash this parollee tag
	endif
	return 1

On=@Targon_item
	if <src.targ.cont>
		if (<src.targ.type>==t_ore) || (<src.targ.type>==t_log) || (<src.targ.type>==t_fish)
			if <src.targ.amount> > <more2>
				src.targ.amount = (<src.targ.amount> - <more2>)
				more2 = 0
			else
				src.targ.remove
				more2 = (<more2> - <src.targ.amount>)
			endif

		else
			src.message Don't be stuped. Go mine ore and hack trees or do fishining!
			return 1
		endif
	else
		src.message To turn in <src.targ.name> you must have it in your backpack
		return 1
	endif
	if <more2>==0
		src.plot1 = <src.plot1> & ~plotmask_prison
		if <morez>!=0
			timer = (<morez> * 24 * 60 * 60)
			src.message You've fulfilled your obligation to society. Parollee tag will be removed in <eval(<morez>)> days.
		else
			src.message You've fulfilled your obligation to society.
		endif
		src.go Yew prison
		return 1
	endif
	return 1

[ITEMDEF i_prison_shovel]
NAME=prison shovel
ID=i_shovel

On=@Targon_item
	if <src.targ.type>==t_rock
		return 0
	endif
	if <baseid>!=i_escape_pad
		src.sysmessage You can't think of a way to use this item
		return 1
	endif

	// dig escape pad

	if <src.targ.more> == 0
		return 1
	endif

	src.targ.more = (<src.targ.more> - 1)
	if rand(1000)==111
		src.message Wow! Ground here is soft!
		return 1
	endif
	if <src.targ.more> == 0
		src.targ.attr = <src.targ.attr> & ~attr_invis
		src.targ.update
		src.message It seems as way to escape!
	else
		src.sysmessage Tyr mining in rock.
	endif
	return 1

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Shovel

[ITEMDEF i_prison_robe1]
NAME=prison robe
ID=i_robe
DYE=0

On=@Create
	hitpoints = 1000
	color = color_prison1

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Robe 1

[ITEMDEF i_prison_robe2]
NAME=prison robe
ID=i_robe
DYE=0

On=@Create
	hitpoints = 1000
	color = color_prison2

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Robe 2

[ITEMDEF i_prison_robe3]
NAME=prison robe
ID=i_robe
DYE=0

On=@Create
	hitpoints = 1000
	color = color_prison3

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Robe 3

[ITEMDEF i_prison_robe4]
NAME=prison robe
ID=i_robe
DYE=0

On=@Create
	hitpoints = 1000
	color = color_prison4

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Robe 4


[ITEMDEF i_obscene_robe]
NAME=prison robe
ID=i_robe
DYE=0

On=@Create
	hitpoints = 1000
	color = color_prison_obscene

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Robe (obscene)

[ITEMDEF i_prison_card1]
NAME=prison card
ID=i_deed
TYPE = t_prison_card
WEIGHT=0

On=@Create
	more2 = 5000
	morez = 7
	color = color_prison1
	attr = 08014

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Card 1

[ITEMDEF i_prison_card2]
NAME=prison card
ID=i_deed
TYPE = t_prison_card

On=@Create
	more2 = 10000
	morez = 14
	color = color_prison2
	attr = 08014

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Card 2

[ITEMDEF i_prison_card3]
NAME=prison card
ID=i_deed
TYPE = t_prison_card
WEIGHT=0

On=@Create
	more2 = 20000
	morez = 28
	color = color_prison3
	attr = 08014

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Card 3

[ITEMDEF i_prison_card4]
NAME=prison card
ID=i_deed
TYPE = t_prison_card
WEIGHT=0

On=@Create
	more = 30000
	more2 = 30000
	morez = 0
	color = color_prison4
	attr = 08014

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Card 4

[ITEMDEF i_obscene_card]
NAME=obscene card
ID=i_deed
TYPE = t_prison_card
WEIGHT=0

On=@Create
	more = 2000
	more2 = 2000
	morez = 1
	color = color_prison_obscene
	attr = 08014

CATEGORY=CSD UO Shard Stuff
SUBSECTION=Prison
DESCRIPTION=Prison Card (obscene)

[EOF]