Magic Lock Documentation

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Second Life
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Contents

Obsolete Page

This page applied to the precursor of Witchbound, the level 1 version, Go to the Witchbound page to read about our current products.

Magic Lock System

The Magic Lock system is a wearable restraint device. It is currently available in two variants; the Magic Yoke and the Magic Cuffs. Once bound, the wearer has no control over the Magic Lock, and they can be locked by key for added security. Rather than the normal locked or not, Magic Lock has three states of escalating security, green, yellow, and red. The functions are menu-controlled, with chatline commands that bring up the menus.

Frequently Asked Questions

Q: There appears to be items missing in the menus. Sometimes certain buttons disappear or change meaning. What gives?

A: The menus have buttons intentionally let blank in order to make positioning more intuitive. In addition, buttons are blanked out when not relevant or accessible. In particular, many buttons disappear when the Magic Lock System is locked, and only accessible from the key menu (click the key to rez this menu).

Q: This is not a slave control system?

A: Correct, this is a bondage device, not an avatar remote control system. It can do what a bondage device could reasonably do. In certain versions it is magic, but this manifests in the FX and style, not by allowing mind control.

Q: I have my own key, but now I'm bound in yellow state. How do I free myself?

A: Because of how the key menu works, you have to lock yourself up in order to free yourself. Wear the key or rez it on the ground. Enter the key menu and choose Lock. Enter the key menu again and choose Free. Enter the key menu a third time and chose Unlock.

Features

These are the key features of the Magic Lock system.

Sit Pose

If using the "sit pose" option, the Magic Lock unbinds the captive when sitting down on furniture and poseballs. It then automatically reappears when the captive stands up again. This is very useful for bondage devices; the master does not need to remove or alter the Magic Lock before depositing the captive in a punitive device. Of course, the Magic Lock can be set to not disappear, which makes non-bondage furniture, dance balls etc. more exiting.

Lock and Key

Magic Lock uses a key that is an item in SL. It can be copied, transfered and rezzed, and needs to be either worn or lying on the ground to work. The key is marked with a glowing magical rune, a very clear message to the captive that things are now serious. If the key has been properly attuned, it will automatically change name to indicate the identity of the bearer of the cuffs it opens; each key is keyed to one unique Magic Lock device.

Omnileash

The Magic Lock leash system is special in that it can leash not only to leash handles and specially prepared objects. It can also leash to any prim object in the surroundings, giving a unique versatility. This works even in no-rez areas, tough not when scripts are disabled. You can also leash Magic Lock restraints to each other, creating a coffle of captives.

RLV Functionality

If the captive is using the Restrained Life Viewer, several additional functions become available. The Magic Lock items can no longer be taken off when locked, and it is possible to strip the clothes off the captive. One can also impose restrictions, such as preventing the captive from teleporting or standing up from furniture.

Multipose

The Magic Cuffs have five different poses to chose from, all compatible with the sit pose/cuffs pose options mentioned above. Two of them have spreader bars for the hands.

State

The magic lock system has three states, green, yellow, and red by order of increasing severity. Along with the Options.../Operators... functions, these states determine who can access the various functions of the Magic Lock. They are quite obvious as the color of the runes on the Magic Lock device changes to match the state.

Green State

In this state, the wearer and anyone else can use all functions of the Magic Lock. It is also the only state under which the captive can change the settings under Options.../Operators...

Yellow State

Once the Bind option has been chosen by anyone but the wearer, the Magic Lock enters the yellow state. In this state, the captive only has access to a few of the functions of the Magic Lock; most notably he cannot release himself. Anyone else can still manipulate the Magic Lock; it does not matter who initially bound the captive. Once the captive is released, the Magic Lock returns to green state. If the captive has his own key, it is possible to get back to green state by first locking the Magic Lock, then free, then unlock.

Red State

Red state can only be accessed by locking the Magic Lock using an attuned key. While in this state, the main menu is severely restricted; only the key menu allows full access. This means that keyholders have full and private control of the Magic Lock. Certain functions are still available to anyone, such as Strip. If the captive is released while the Magic Lock is unlocked, the Magic Lock returns to green state. If it is unlocked while the captive is bound, it returns to yellow state. A captive who has his own key must first unbind, then unlock, in order to be released.

Menus

The main functionality of Magic Lock is accessed through menus. These appear when the cuffs or key is clicked in-world, or by using chat commands.

  • If a menu does not appear as it should, check under Options.../Operators... to see who have access to the Magic Lock device.
  • Menu buttons appear or disappear depending on the state of the Magic Lock and the status of the operator. Most functions are unavailable to the captive except in green state.

Main

This is the top control menu. When the Magic Lock is in red state, the full main menu is only available by using the key; others get only very limited access to these functions.

  • Bind - Binds the captive, rezing any additional cuffs as required. This button only appears when the captive is not bound. If done by someone other than the captive while in green state, the Magic Lock goes to yellow state.
  • Free - Unavailable to the captive except in green state. Frees the captive, removing any additional cuffs. This shifts yellow state to green state, but does not change red state at all.
  • Give Key - This button is only available if the Magic Lock device does not have an attuned key. Gives an unattuned magic key. Place this key on the ground in order to attune it to the Magic Lock device. It can also e worn to attune it, but then it will not change name to include the wearer of the Magic Lock in the name of the key.
  • Sit pose - Only available if the current selection is Yoke/Cuffs pose. While this mode is active, the Magic Lock device disappears whenever the captive sits on something, enabling him to be bound n other restraint devices.
  • Yoke/Cuffs pose - Only available if the current selection is Sit pose. While this mode is active, the Magic Lock device will not disappear when the captive sits.
  • Poses - Not available on Magic Yoke. Choses the selection of available bondage poses. If the captive is not currently bound, changes here have no immediate effect; they only become apparent once the captive is bound.
  • Strip... - Only available if the captive is using the Restrained Life Viewer client. Opens the Strip menu, described below.
  • Enforce/Lift - Only available if the captive is using the Restrained Life Viewer client. This name-changing button either enforces or lifts the restrictions selected under Options.../Restrict...
  • Leash... - Opens up the Leash menu, described below.
  • Quickleash/Unleash - Quickleash leashes the captive to a leash handle on the command-givers person. If no such handle is available, nothing happens. This button changes name to Unleash is the target is currently leashed, and in this case undoes any current leash.
  • Yank - Only available if the captive is leashed. Pulls the captive in the direction of the leash point.
  • Options... Opens up the Options menu, described below.

Key

The key menu exists in two versions. The first is when the Magic Lock is in green or yellow state. That's the one with the selections shown here. The second becomes available when the Magick Lock is in a red state, and is a special version of the Main Menu, with the same commands described above.

  • Lock - Locks all parts of the Magic Lock involved in the current pose, setting them to red state. Remaining parts of the Magic Lock retain their earlier state.
  • Lock All - Locks all currently worn parts of the Magic Lock, setting them to red state.
  • Reset - Resets the key function, making all existing keys to this Magic Lock device useless, and allowing the creation and attunement of new keys. THis is an emergency option in case the key is lost, or perhaps if there are too many keys in circulation.
  • Find key - Gives direction to the closest rezed key. Useful to find your captor if you have become separated, or to get a clue to the location of a rezed but hidden key.

Poses

  • Elbows
  • Crossed
  • Scarecrow
  • Arm spread
  • Behind
  • Bunny
  • Neck

Leash

  • Leash/Unleash
  • Leash to
  • Targets...
  • +1m
  • -1m
  • Yank
  • Give handle

Options

  • Sparkles...
  • Color...
  • Restrict...
  • Operators...

Strip

  • Shoes
  • Bottom
  • Top

Operators

  • Anybody
  • Just me
  • Operators

Restrictions

Deny/Allow Unsit Deny/Allow etc...

Chatline Commands

  • menu
  • leash
  • yank
  • unleash
  • strip

Known Issues with Magic Lock Level 1

The Magic Lock Level 1 has been extensively tested before release, but the following issues have appeared after release. They are rare but can be disconcerting.

Complete Lockout

It is possible, but extremely unlikely, that the Magic Lock can be in yellow or red state, and only the wearer can operate the Magic Lock. As yellow and red state prevents the captive from freeing himself, this means it is impossible to unlock the Magic Lock if you are on the Restrained Life Viewer. The Bondage Witch project has access to a master key that can unlock any Magic Lock, or the wearer can log on to SL using a regular client and detach and reset the Magic Lock device. A reset is an emergency option; it makes all currently existing keys useless.

This problem has not been reported yet, but could potentially happen so we want to explain it here. We made every effort to ensure it would not.

Persistent Object Leashing

If the captive is leashed to an object with Leash.../Targets... and teleports out of the current sim, there have been instances where there is no leash, but the captive is still dragged towards the same coordinates to which he was leashed before teleporting. This can also appear if the Magic Lock has been taken off while locked and then worn again in another sim. It is a rare bug, even harder to reproduce while wearing the RLV, and there is a workaround. Leash the captive to something else (a lone captive can use the Leash.../Targets... function to do this) and the pulling will stop.

References

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