Make Collars?
Are you in the collar business? If you are, then you absolutely want to make them ToKon enabled. In fact, there's no
reason not to, especially if you're using some sort of freeware or homegrown scripting inside, or no scripting at all.
All it takes is two ToKon scripts and a notecard, and about 15 minutes of your time. If you have your own scripts,
you can probably even keep them in there. And it's 100% free. We don't charge you a single linden dollar to join our partner
program.
By making your collars ToKon compatible, you open your customers to a world of powerful possibilities by using the ToKon
system. You also aren't competing with the big names in collars anymore, trying to slice out a small market share.
ToKon is a powerful and popular system, backed by one of the largest companies in Second Life (Xcite!™) and your collars will
have every bit as much functionality as the collars
we sell. We know, because we use the same scripts in our collars as you will in yours.
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Make Gear?
Unlike other slave systems, ToKon isn't just about collars. If you make any other type of gear, anything at all prim based and designed for those into the BDSM/Gorean/Kink lifestyle,
then guess what...you can make all that stuff compatible with ToKon too.
If you make cuffs or other bondage gear, you'll definitely want to make those ToKon compatible. It's a few scripts and a
notecard, and you'll get compatibility with the full ToKon system, as well as LockGuard, LockMeister and RestrainedLife
compatibility for
free. You don't have to figure any of that stuff out, we've done all the hard work for you, allowing you to do what you
do best...design exceptional gear.
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How It Works
Making ToKon compatible gear is easy! There are two scripts, one that goes into the root prim, the other in whatever prim you want chains to be drawn from (this
script is only used in chainable items, of course). Then you create a custom notecard that describes the geometry of your object
(this identifies groups of subprims by their names)
so that ToKon knows how to recolor it. If you don't want ToKon recoloring it, you don't even need to bother with this step. You can also define groups
of geometry for any bells, locks and labels that you have, but this too is optional.
That's it. Really. Nothing else to do. Two scripts and a notecard, and your collar/cuffs/gear is completely compatible with the ToKon system. The ToKon system
is also expandable, so if you have some time to learn more about the system, you can build custom actions and functions that plug right into the HUDs.
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