{
  "name": "Captivity & Prison",
  "icon": "minecraft:lead",
  "category": "tiedup:gameplay",
  "sortnum": 4,
  "pages": [
    {
      "type": "patchouli:text",
      "title": "Captivity & Prison",
      "text": "$(bold)Two interconnected systems.$(br2)$(thing)Captivity:$()$(br)Leash-based slave system$(br)Invisible leash connects captive to master$(br2)$(thing)Prison:$()$(br)Collar creates zone boundary$(br)Radius: 3-1000 blocks$(br)Auto-return and shock on escape"
    },
    {
      "type": "patchouli:text",
      "title": "How to Capture",
      "text": "$(bold)Requirements to capture a target:$(br2)$(thing)Target Must:$()$(br)$(li) Be tied up$(br)OR$(br)$(li) Wear your collar$(br2)$(thing)Also:$()$(br)$(li) Must not already be someone's captive$(br)$(li) You must allow captures in settings$(br2)Once captured, an invisible leash connects you to the target."
    },
    {
      "type": "patchouli:text",
      "title": "Leash System",
      "text": "$(bold)Invisible leash connects you to captives.$(br2)$(thing)How It Works:$()$(br)$(li) Leash appears at neck height$(br)$(li) Completely invisible entity$(br)$(li) Follows player automatically$(br)$(li) Renders like normal leash$(br2)$(thing)NPCs:$()$(br)NPCs use vanilla leash mechanics directly"
    },
    {
      "type": "patchouli:text",
      "title": "Freeing Captives",
      "text": "$(bold)Release or transfer captives.$(br2)$(thing)Free Captive:$()$(br)$(li) Removes leash$(br)$(li) Drops lead item$(br)$(li) Captive is released$(br2)$(thing)Transfer Captive:$()$(br)$(li) Move to new master$(br)$(li) Requires permission$(br)$(li) Rebinds leash to new master$(br2)$(thing)Multi-Captive:$()$(br)Hold multiple slaves at once"
    },
    {
      "type": "patchouli:text",
      "title": "Prison Zones",
      "text": "$(bold)Collar creates enforced zone.$(br2)$(thing)How It Works:$()$(br)$(li) Prison location stored in collar$(br)$(li) Circular boundary around center$(br)$(li) Radius: 3-1000 blocks (default 10)$(br)$(li) Can set home location too$(br2)$(thing)Features:$()$(br)$(li) Auto-return on escape$(br)$(li) Fence mode available"
    },
    {
      "type": "patchouli:text",
      "title": "Prison Settings",
      "text": "$(thing)Configure via collar:$()$(br2)$(bold)Prison Location:$()$(br)Set center of zone$(br2)$(bold)Radius:$()$(br)Size of boundary (3-1000)$(br2)$(bold)Fence Mode:$()$(br)Kidnappers avoid this zone$(br2)$(bold)Home:$()$(br)Respawn point on death$(br2)$(bold)Auto-Return:$()$(br)Teleport back on escape"
    },
    {
      "type": "patchouli:text",
      "title": "Prison Enforcement",
      "text": "$(thing)Zone Boundary:$()$(br)Circular area around prison center$(br2)$(thing)When Escaping:$()$(br)$(li) Triggers security checks$(br)$(li) Shock collar activates$(br)$(li) Force teleport back$(br)$(li) Master gets notified$(br2)$(thing)Fence Mode:$()$(br)Kidnappers won't target players already inside prison zone"
    },
    {
      "type": "patchouli:text",
      "title": "Tips & Tricks",
      "text": "$(thing)Leash System:$()$(br)$(li) Leash appears at neck height$(br)$(li) Looks like normal Minecraft leash$(br)$(li) Automatically follows player$(br2)$(thing)Trading Captives:$()$(br)$(li) Can transfer to other players$(br)$(li) Requires permission from captor$(br2)$(thing)Prison:$()$(br)$(li) Check radius in collar GUI$(br)$(li) Set home for respawn$(br)$(li) Fence prevents re-capture$(br2)See $(l:tiedup:camps_prisons/cell_system)Cell System$(/l) for camp-based prisons."
    }
  ]
}
