code:
mouse.tooltip {font-weight: normal;}

mouse.tooltip span {
	z-index:210;
	display:none;
	padding:14px 10px;
	margin-top:50px; margin-left:-40px;
	min-width: 50px;
	max-width: 450px !important;
	line-height:20px;
	border-radius:2px;
	box-shadow: 0px 0px 8px 4px #000;
}

mouse.tooltip:hover span {
	display:inline;
	position:absolute;
	border:2px solid #000000;
	color: #000000;
	font-weight: normal;
	text-decoration: none;
	font-size:1.0em;
	background:#C4C4C4 repeat-x 0 0;
}

#ui-bar-toggle {
	z-index: 500;
}

#ui-bar {
	z-index: 300;
}

body.has-images header#title {
	display: none;
}
body.has-images #story-caption {
	/* 256 px: images
	2.5 em: ui-bar-body margin-top */
	margin-top: calc(256px - 2.5em);
}

.red {
	color: #EC3535;
}

.greyred {
	color: #8e5757
}

.pink {
	color: #E40081;
}

.purple {
	color: #AA4BC8;
}

.blue {
	color: #4372FF;
}

.lblue {
	color: #559BC0;
}

.teal {
	color: #08C1C1;
}

.green {
	color: #38B20A;
}

.brat {
	color: #B75D41;
}

.meek {
	color: #C44B8B;
}

.def {
	color: #D20000;
}

.hide a {
	color: #eee;
	text-decoration: none;
}

.hide a:hover {
	color: #eee;
	text-decoration: none;
}

.sub {
	color: #AA4BC8;
}

.gold {
	color: #FFD700;
}

.orange {
	color: #f28500
}

.tangerine {
	color: #f28500
}

.black {
	color: #929292
}

.brown {
	color: #aa7243
}

.lightbrown {
	color: #C5793A
}

.platinum {
	color: #FEF593
}

.strawberry {
	color: #F08C51
}

.lewd {
	color: #E04880
}

.grey {
	color: #B7B7B7
}

.general {
	opacity: 0.99;

}

.wetstage2 {
	opacity: 0.90;
		filter: brightness(0.95);

}

.wetstage3 {
	opacity: 0.75;
		filter: brightness(0.90);

}

#statbar {
		position: relative;
		left: 0px;
		top: 9px;
	z-index: 0;
}

#img {
	height: 256px;
	width: 256px;
	overflow: hidden;

	position: fixed;
	top: 0px;
	left: 0px;
}

#img > * {
	position: absolute;
	top: 0px;
	left: 0px;
}

.layer-bg {
	z-index: 0;
}

#relative {
		position: relative;
		width: 0px;
		height: 0px;
	z-index: 10;
}

#icon {
		position: absolute;
}

#daystate {
		position: fixed;
		left: 0px;
		top: 0px;
	z-index: 10;
}

#weather {
		position: fixed;
		left: 0px;
		top: 64px;
	z-index: 10;
}

#location {
		position: fixed;
		left: 0px;
		top: 128px;
	z-index: 10;
}

#spray1 {
		position: fixed;
		left: 168px;
		top: 152px;
	z-index: 10;
}

#spray2 {
		position: fixed;
		left: 184px;
		top: 152px;
	z-index: 10;
}

#spray3 {
		position: fixed;
		left: 200px;
		top: 152px;
	z-index: 10;
}

#spray4 {
		position: fixed;
		left: 216px;
		top: 152px;
	z-index: 10;
}

#spray5 {
		position: fixed;
		left: 232px;
		top: 152px;
	z-index: 10;
}

#divandroidxray {
		position: relative;
		display: inline-block;
		height: 256px;
		width: 256px;

}

#xrayvaginal, #divsex #xrayvaginal {
		position: absolute;
		left: 0px;
		top: 0px;
	z-index: 3;
}

#xrayvaginalcum, #divsex #xrayvaginalcum {
		position: absolute;
		left: 0px;
		top: 0px;
	z-index: 4;
}

#xraypenile, #divsex #xraypenile {
		position: absolute;
		left: 0px;
		top: 0px;
	z-index: 2;
}

#xrayanal, #divsex #xrayanal {
		position: absolute;
		left: 512px;
		top: 0px;
	z-index: 1;
}

#xrayandroidanal, #divsex #xrayandroidanal {
		position: relative;
		left: 0px;
		top: -150px;
	z-index: 1;
}

/*
removed unused:
#arm #underacc #legs #feet #bottom #top #sleeve #outer #outersleeve #neckacc
*/

.layer-backhair {
	z-index: 10;
}
.layer-base {
	z-index: 20;
}
.layer-hirsute {
	z-index: 21;
}

.layer-eyes {
	z-index: 30;
}
.layer-sclera {
	z-index: 35;
}
.layer-mouth {
	z-index: 40;
}
.layer-breasts {
	z-index: 35;
}
.layer-blush {
	z-index: 50;
}
.layer-tears {
	z-index: 55;
}
.layer-hair {
	z-index: 60;
}
.layer-brow {
	z-index: 62;
}
.layer-lashes {
	z-index: 64;
}
.layer-under {
	z-index: 75;
}
.layer-legsacc {
	z-index: 80;
}
.layer-feetacc {
	z-index: 85;
}
.layer-lower {
	z-index: 90;
}
.layer-upper {
	z-index: 95;
}
.layer-collar {
	z-index: 100;
}
.layer-rightarm {
	z-index: 105;
}
.layer-leftarm {
	z-index: 105;
}
.layer-rightarmclothes {
	z-index: 110;
}
.layer-leftarmclothes {
	z-index: 110;
}
.layer-hairforwards {
	z-index: 115;
}
.layer-fronthair {
	z-index: 120;
}
.layer-faceacc {
	z-index: 125;
}
.layer-headacc {
	z-index: 130;
}

#divsex {
		position: relative;
		display: inline-block;
		height: 256px;
		width: 768px;

}
#divsex > *, #divandroidsex > * {
	position: absolute;
	left: 256px;
	top: 0px;
}

#divandroidsex {
		position: relative;
		display: inline-block;
		height: 256px;
		width: 256px;
		left: -256px;
}

#closepenis, #divsex #closepenis {
		position: absolute;
		left: 321px;
		top: -30px;
	z-index: 250;
}

#closeanus, #divsex #closeanus {
		position: absolute;
		left: 451px;
		top: -30px;
	z-index: 250;
}

#closevagina, #divsex #closevagina {
		position: absolute;
		left: 386px;
		top: -30px;
	z-index: 250;
}

.layer-voreback {
	z-index: -20;
}
.layer-sexbaseback {
	z-index: 1;
}
.layer-sexpenis {
	z-index: 5;
}
.layer-beastback {
	z-index: 6;
}
.layer-sexbase {
	z-index: 10;
}
.layer-sexbaseoverlay {
	z-index: 12;
}
.layer-sexeyes {
	z-index: 20;
}
.layer-sexsclera {
	z-index: 30;
}
.layer-sexmouth {
	z-index: 40;
}
.layer-sexblush {
	z-index: 50;
}
.layer-sextears {
	z-index: 60;
}
.layer-beastfront {
	z-index: 65;
}
.layer-sexbrow {
	z-index: 80;
}
.layer-sexlashes {
	z-index: 90;
}
.layer-sexbasefront {
	z-index: 100;
}
.layer-doggyhirsute {
	z-index: 101;
}
.layer-sexunder {
	z-index: 102;
}
.layer-sexlower {
	z-index: 104;
}
.layer-sexupper {
	z-index: 106;
}
.layer-sexaboveclothes {
	z-index: 108;
}

.layer-beastforeground {
	z-index: 120;
}

.layer-sexhair {
	z-index: 140;
}
.layer-foreground {
	z-index: 200;
}

#divmap {
		position: relative;
		display: inline-block;
		height: 256px;
		width: 256px;

}

#map {
		position: absolute;
		left: 0px;
		top: 0px;
	z-index: 10;
}

#maparrow {
		position: absolute;
		left: 0px;
		top: 0px;
	z-index: 20;
}

/*! <<numberpool>> macro set for SugarCube v2 */
div[id|="numberbox-body"] {
	display: inline-block;
}
div[id|="numberbox-body"] input {
	min-width: 3em;
	width: 3em;
	text-align: center;
}
div[id|="numberbox-body"] button {
	font-family: "tme-fa-icons";
	font-style: normal;
	font-weight: normal;
	font-variant: normal;
	text-transform: none;
	line-height: normal;
	speak: none;
	padding: 0.4em 0.6em;
}
div[id|="numberbox-body"] button[id|="numberbox-minus"] {
	margin-right: 0.4em;
}
div[id|="numberbox-body"] button[id|="numberbox-plus"] {
	margin-left: 0.4em;
}

div[id|="numberslider-body"] {
	display: inline-block;
}
div[id|="numberslider-body"] span {
	display: inline-block;
	/*font-size: 1.25em;*/
	margin-left: 0.25em;
	min-width: 3em;
	text-align: center;
	vertical-align: middle;
}
div[id|="numberslider-body"] input {
	-webkit-appearance: none;
	cursor: pointer;
	height: 1.25em;
	min-width: 20em;
	vertical-align: middle;
}
div[id|="numberslider-body"] input:focus {
	outline: none;
}
div[id|="numberslider-body"] input::-webkit-slider-runnable-track {
	background: #222;
	border: 1px solid #444;
	border-radius: 0;
	cursor: pointer;
	height: 10px;
	width: 100%;
}
div[id|="numberslider-body"] input::-webkit-slider-thumb {
	-webkit-appearance: none;
	background: #35a;
	border: 1px solid #57c;
	border-radius: 0;
	cursor: pointer;
	height: 18px;
	margin-top: -5px;
	width: 33px;
}
div[id|="numberslider-body"] input:focus::-webkit-slider-runnable-track {
	background: #222;
}
div[id|="numberslider-body"] input::-moz-range-track {
	background: #222;
	border: 1px solid #444;
	border-radius: 0;
	cursor: pointer;
	height: 10px;
	width: 100%;
}
div[id|="numberslider-body"] input::-moz-range-thumb {
	background: #35a;
	border: 1px solid #57c;
	border-radius: 0;
	cursor: pointer;
	height: 18px;
	width: 33px;
}
div[id|="numberslider-body"] input::-ms-track {
	background: transparent;
	border-color: transparent;
	color: transparent;
	cursor: pointer;
	height: 10px;
	width: 99%; /* fallback for MS browsers without support for calc() */
	width: calc(100% - 1px);
}
div[id|="numberslider-body"] input::-ms-fill-lower {
	background: #222;
	border: 1px solid #444;
	border-radius: 0;
}
div[id|="numberslider-body"] input::-ms-fill-upper {
	background: #222;
	border: 1px solid #444;
	border-radius: 0;
}
div[id|="numberslider-body"] input::-ms-thumb {
	background: #35a;
	border: 1px solid #57c;
	border-radius: 0;
	cursor: pointer;
	height: 16px;
	width: 33px;
}

.meter {
	position: relative;
	height: 0.3em;
	width: 100%;
	background-color: gray;
	text-align: center;
	z-index: -10;
}
.redbar {
	position: absolute;
	left: 0;
	top: 0;
	height: 0.3em;
	background-color: #EC3535;
	z-index: -10;
}

.pinkbar {
	position: absolute;
	left: 0;
	top: 0;
	height: 0.3em;
	background-color: #E40081;
	z-index: -10;
}

.purplebar {
	position: absolute;
	left: 0;
	top: 0;
	height: 0.3em;
	background-color: #AA4BC8;
	z-index: -10;
}

.bluebar {
	position: absolute;
	left: 0;
	top: 0;
	height: 0.3em;
	background-color: #4372FF;
	z-index: -10;
}

.lbluebar {
	position: absolute;
	left: 0;
	top: 0;
	height: 0.3em;
	background-color: #559BC0;
	z-index: -10;
}

.tealbar {
	position: absolute;
	left: 0;
	top: 0;
	height: 0.3em;
	background-color: #08C1C1;
	z-index: -10;
}

.greenbar {
	position: absolute;
	left: 0;
	top: 0;
	height: 0.3em;
	background-color: #38B20A;
	z-index: -10;
}

.goldbar {
	position: absolute;
	left: 0;
	top: 0;
	height: 0.3em;
	background-color: #FFD700;
	z-index: -10;
}

/*
 * Hair/Eye/Clothing colour filters
 * Expected document structure:
 * - some outer element has .hair-$haircolour (or .eye-/.lower-/.upper-/.under-) class
 * - inner image element has .colour-hair (or -eye/-lower/-upper/-under) class
 */
/* Hair: base is red */
.hair-black .colour-hair {
	-webkit-filter: hue-rotate(0deg) saturate(0%) brightness(40%) contrast(100%);
	filter: hue-rotate(0deg) saturate(0%) brightness(40%) contrast(100%);
}
.hair-platinumblond .colour-hair {
	-webkit-filter: hue-rotate(57deg) saturate(250%) brightness(180%) contrast(60%) sepia(0.75);
	filter: hue-rotate(57deg) saturate(250%) brightness(180%) contrast(60%) sepia(0.75);
}
.hair-blond .colour-hair {
	-webkit-filter: hue-rotate(60deg) saturate(130%) brightness(135%) contrast(100%);
	filter: hue-rotate(60deg) saturate(130%) brightness(135%) contrast(100%);
}
.hair-blue .colour-hair {
	-webkit-filter: hue-rotate(210deg) saturate(200%) brightness(60%) contrast(150%);
	filter: hue-rotate(210deg) saturate(200%) brightness(60%) contrast(150%);
}
.hair-brown .colour-hair {
	-webkit-filter: hue-rotate(40deg) saturate(100%) brightness(80%) contrast(100%);
	filter: hue-rotate(40deg) saturate(100%) brightness(80%) contrast(100%);
}
.hair-lightbrown .colour-hair {
	-webkit-filter: hue-rotate(40deg) saturate(100%) brightness(100%) contrast(110%);
	filter: hue-rotate(40deg) saturate(100%) brightness(100%) contrast(110%);
}
.hair-darkbrown .colour-hair {
	-webkit-filter: hue-rotate(40deg) saturate(70%) brightness(20%) contrast(100%);
	filter: hue-rotate(40deg) saturate(70%) brightness(20%) contrast(100%);
}
.hair-strawberryblond .colour-hair {
	-webkit-filter: hue-rotate(30deg) saturate(110%) brightness(110%) contrast(100%);
	filter: hue-rotate(30deg) saturate(110%) brightness(110%) contrast(100%);
}
.hair-ginger .colour-hair {
	-webkit-filter: hue-rotate(55deg) saturate(200%) brightness(110%) contrast(100%);
	filter: hue-rotate(55deg) saturate(200%) brightness(110%) contrast(100%);
}
.hair-green .colour-hair {
	-webkit-filter: hue-rotate(90deg) saturate(100%) brightness(100%) contrast(100%);
	filter: hue-rotate(90deg) saturate(100%) brightness(100%) contrast(100%);
}
.hair-teal .colour-hair {
	-webkit-filter: hue-rotate(165deg) saturate(100%) brightness(100%) contrast(100%);
	filter: hue-rotate(165deg) saturate(100%) brightness(100%) contrast(100%);
}
.hair-pink .colour-hair {
	-webkit-filter: hue-rotate(-20deg) saturate(70%) brightness(130%) contrast(100%);
	filter: hue-rotate(-20deg) saturate(70%) brightness(130%) contrast(100%);
}
.hair-hotpink .colour-hair {
	-webkit-filter: hue-rotate(320deg) saturate(100%) brightness(120%) contrast(100%);
	filter: hue-rotate(320deg) saturate(100%) brightness(120%) contrast(100%);
}
.hair-softpink .colour-hair {
	-webkit-filter: hue-rotate(0deg) saturate(30%) brightness(190%) contrast(100%);
	filter: hue-rotate(0deg) saturate(30%) brightness(190%) contrast(100%);
}
.hair-purple .colour-hair {
	-webkit-filter: hue-rotate(-80deg) saturate(110%) brightness(60%) contrast(200%);
	filter: hue-rotate(-80deg) saturate(110%) brightness(60%) contrast(200%);
}
.hair-red .colour-hair {
	-webkit-filter: hue-rotate(0deg) saturate(100%) brightness(100%) contrast(100%);
	filter: hue-rotate(0deg) saturate(100%) brightness(100%) contrast(100%);
}
.hair-crimson .colour-hair {
	-webkit-filter: hue-rotate(0deg) saturate(155%) brightness(75%) contrast(135%);
	filter: hue-rotate(0deg) saturate(155%) brightness(75%) contrast(135%);
}
.hair-white .colour-hair {
	-webkit-filter: hue-rotate(0deg) saturate(0%) brightness(160%) contrast(100%);
	filter: hue-rotate(0deg) saturate(0%) brightness(160%) contrast(100%);
}
.hair-snowwhite .colour-hair {
	-webkit-filter: hue-rotate(0deg) saturate(0%) brightness(190%) contrast(100%);
	filter: hue-rotate(0deg) saturate(0%) brightness(190%) contrast(100%);
}
.hair-deepblue .colour-hair {
	-webkit-filter: hue-rotate(0deg) saturate(0%) brightness(190%) contrast(100%);
	filter: hue-rotate(240deg) saturate(100%) brightness(40%) contrast(120%);
}

/* Eye: base is hazel */
.eye-dark-blue .colour-eye {
	-webkit-filter: hue-rotate(170deg) brightness(90%) saturate(100%) contrast(140%);
	filter: hue-rotate(170deg) brightness(90%) saturate(100%) contrast(140%);
}
.eye-light-blue .colour-eye {
	-webkit-filter: hue-rotate(160deg) brightness(180%) saturate(120%) contrast(100%);
	filter: hue-rotate(160deg) brightness(180%) saturate(120%) contrast(100%);
}
.eye-purple .colour-eye {
	-webkit-filter: hue-rotate(-120deg) brightness(80%) saturate(200%) contrast(190%);
	filter: hue-rotate(-120deg) brightness(80%) saturate(200%) contrast(190%);
}
.eye-hazel .colour-eye {
	-webkit-filter: hue-rotate(0deg) saturate(100%) brightness(100%) contrast(100%);
	filter: hue-rotate(0deg) saturate(100%) brightness(100%) contrast(100%);
}
.eye-amber .colour-eye {
	-webkit-filter: hue-rotate(0deg) brightness(170%) saturate(100%) contrast(100%);
	filter: hue-rotate(0deg) brightness(170%) saturate(100%) contrast(100%);
}
.eye-green .colour-eye {
	-webkit-filter: hue-rotate(30deg) brightness(140%) saturate(100%) contrast(100%);
	filter: hue-rotate(30deg) brightness(140%) saturate(100%) contrast(100%);
}
.eye-lightgreen .colour-eye {
	-webkit-filter: hue-rotate(30deg) brightness(170%) saturate(160%) contrast(100%);
	filter: hue-rotate(30deg) brightness(170%) saturate(160%) contrast(100%);
}
.eye-red .colour-eye {
	-webkit-filter: hue-rotate(335deg) saturate(200%) brightness(100%) contrast(140%);
	filter: hue-rotate(335deg) saturate(200%) brightness(100%) contrast(140%);
}
/* Clothing: base is red */
.upper-blue .colour-upper, .lower-blue .colour-lower, .under-blue .colour-under {
	-webkit-filter: hue-rotate(-120deg) saturate(100%) brightness(100%) contrast(100%);
	filter: hue-rotate(-120deg) saturate(100%) brightness(100%) contrast(100%);
}
.upper-white .colour-upper, .lower-white .colour-lower, .under-white .colour-under {
	-webkit-filter: hue-rotate(0deg) saturate(0%) brightness(440%) contrast(140%);
	filter: hue-rotate(0deg) saturate(0%) brightness(440%) contrast(140%);
}
.upper-red .colour-upper, .lower-red .colour-lower, .under-red .colour-under {
	-webkit-filter: hue-rotate(0deg) saturate(100%) brightness(100%) contrast(100%);
	filter: hue-rotate(0deg) saturate(100%) brightness(100%) contrast(100%);
}
.upper-green .colour-upper, .lower-green .colour-lower, .under-green .colour-under {
	-webkit-filter: hue-rotate(120deg) saturate(100%) brightness(150%) contrast(100%);
	filter: hue-rotate(120deg) saturate(100%) brightness(150%) contrast(100%);
}
.upper-black .colour-upper, .lower-black .colour-lower, .under-black .colour-under {
	-webkit-filter: hue-rotate(0deg) saturate(0%) brightness(110%) contrast(110%);
	filter: hue-rotate(0deg) saturate(0%) brightness(110%) contrast(110%);
}
.upper-pink .colour-upper, .lower-pink .colour-lower, .under-pink .colour-under {
	-webkit-filter: hue-rotate(-30deg) saturate(50%) contrast(100%) brightness(160%);
	filter: hue-rotate(-30deg) saturate(50%) contrast(100%) brightness(160%);
}
.upper-purple .colour-upper, .lower-purple .colour-lower, .under-purple .colour-under {
	-webkit-filter: hue-rotate(-90deg) saturate(100%) brightness(100%) contrast(100%);
	filter: hue-rotate(-90deg) saturate(100%) brightness(100%) contrast(100%);
}
.upper-tangerine .colour-upper, .lower-tangerine .colour-lower, .under-tangerine .colour-under {
	-webkit-filter: hue-rotate(60deg) saturate(150%) brightness(200%) contrast(100%);
	filter: hue-rotate(60deg) saturate(150%) brightness(200%) contrast(100%);
}
.upper-yellow .colour-upper, .lower-yellow .colour-lower, .under-yellow .colour-under {
	-webkit-filter: hue-rotate(65deg) saturate(100%) brightness(290%) contrast(300%) sepia(0.55);
	filter: hue-rotate(65deg) saturate(100%) brightness(290%) contrast(300%) sepia(0.55);
}

/* wet clothes */
.upper-wetblue .colour-upper, .lower-wetblue .colour-lower, .under-wetblue .colour-under {
	-webkit-filter: hue-rotate(-120deg) saturate(0.5) brightness(90%) contrast(100%) opacity(0.5);
	filter: hue-rotate(-120deg) saturate(0.5) brightness(90%) contrast(100%) opacity(0.5);
}
.upper-wetwhite .colour-upper, .lower-wetwhite .colour-lower, .under-wetwhite .colour-under {
	-webkit-filter: hue-rotate(0deg) saturate(0%) brightness(430%) contrast(140%) opacity(0.5);
	filter: hue-rotate(0deg) saturate(0%) brightness(430%) contrast(140%) opacity(0.5);
}
.upper-wetred .colour-upper, .lower-wetred .colour-lower, .under-wetred .colour-under {
	-webkit-filter: hue-rotate(0deg) saturate(0.5) brightness(90%) contrast(100%) opacity(0.5);
	filter: hue-rotate(0deg) saturate(0.5) brightness(90%) contrast(100%) opacity(0.5);
}
.upper-wetgreen .colour-upper, .lower-wetgreen .colour-lower, .under-wetgreen .colour-under {
	-webkit-filter: hue-rotate(120deg) saturate(0.5) brightness(140%) contrast(100%) opacity(0.5);
	filter: hue-rotate(120deg) saturate(0.5) brightness(140%) contrast(100%) opacity(0.5);
}
.upper-wetblack .colour-upper, .lower-wetblack .colour-lower, .under-wetblack .colour-under {
	-webkit-filter: hue-rotate(0deg) saturate(0%) brightness(90%) contrast(110%) opacity(0.5);
	filter: hue-rotate(0deg) saturate(0%) brightness(90%) contrast(110%) opacity(0.5);
}
.upper-wetpink .colour-upper, .lower-wetpink .colour-lower, .under-wetpink .colour-under {
	-webkit-filter: hue-rotate(-30deg) saturate(25%) contrast(100%) brightness(150%) opacity(0.5);
	filter: hue-rotate(-30deg) saturate(25%) contrast(100%) brightness(150%) opacity(0.5);
}
.upper-wetpurple .colour-upper, .lower-wetpurple .colour-lower, .under-wetpurple .colour-under {
	-webkit-filter: hue-rotate(-90deg) saturate(0.5) brightness(90%) contrast(100%) opacity(0.5);
	filter: hue-rotate(-90deg) saturate(0.5) brightness(90%) contrast(100%) opacity(0.5);
}
.upper-wettangerine .colour-upper, .lower-wettangerine .colour-lower, .under-wettangerine .colour-under {
	-webkit-filter: hue-rotate(60deg) saturate(0.75) brightness(190%) contrast(100%) opacity(0.5);
	filter: hue-rotate(60deg) saturate(0.75) brightness(190%) contrast(100%) opacity(0.5);
}
.upper-wetyellow .colour-upper, .lower-wetyellow .colour-lower, .under-wetyellow .colour-under {
	-webkit-filter: hue-rotate(65deg) saturate(0.5) brightness(280%) contrast(300%) sepia(0.55) opacity(0.5);
	filter: hue-rotate(65deg) saturate(0.5) brightness(280%) contrast(300%) sepia(0.55) opacity(0.5);
}

/*
 * Animation-related classes. Work-in-progress
 * Expected document structure:
 * <div class="i256" -- should have the image size-related class
 *					(or have fixed size & overflow: hidden any other way)
 *	<img class="anim-2s anim-2f" -- should have
 *		1) duration-related class like "anim-2s" (2 seconds)
 *		2) frame count-related class like "anim-2f" (2 frames)
 *		OR
 *	 *, .i128 > *, .i64 > * {
	position: absolute;
}
.anim-1s, .anim-2s {
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-iteration-count: infinite;
	animation-name: anim-default;
}

/* joint duration & frame-count classes */

/* generic idle animation, -slow(default)/-mid/-fast */
.anim-idle-1f, .anim-idle-1f-slow { }
.anim-idle-2f, .anim-idle-2f-slow {
	-webkit-animation-duration: 2s; /* 1s x 2 */
	-webkit-animation-timing-function: steps(2);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 2s; /* 1s x 2 */
	animation-timing-function: steps(2);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-idle-3f, .anim-idle-3f-slow {
	-webkit-animation-duration: 3s; /* 1s x 3 */
	-webkit-animation-timing-function: steps(3);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 3s; /* 1s x 3 */
	animation-timing-function: steps(3);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-idle-4f-mid {
	-webkit-animation-duration: 1320ms; /* 330ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 1320ms; /* 330ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-idle-4f-fast {
	-webkit-animation-duration: 320ms; /* 80ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 320ms; /* 80ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}

/* sex animations, main slot */
.anim-doggy-4f-vfast {
	-webkit-animation-duration: 320ms; /* 80ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 320ms; /* 80ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-doggy-4f-fast {
	-webkit-animation-duration: 440ms; /* 110ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 440ms; /* 110ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-doggy-4f-mid {
	-webkit-animation-duration: 680ms; /* 170ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 680ms; /* 170ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-doggy-4f-slow {
	-webkit-animation-duration: 1320ms; /* 330ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 1320ms; /* 330ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}

/* sex animations, close-up slots */
.anim-close-3f-vfast {
	-webkit-animation-duration: 240ms; /* 80ms x 3 */
	-webkit-animation-timing-function: steps(3);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 240ms; /* 80ms x 3 */
	animation-timing-function: steps(3);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-3f-fast {
	-webkit-animation-duration: 330ms; /* 110ms x 3 */
	-webkit-animation-timing-function: steps(3);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 330ms; /* 110ms x 3 */
	animation-timing-function: steps(3);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-3f-mid {
	-webkit-animation-duration: 510ms; /* 170ms x 3 */
	-webkit-animation-timing-function: steps(3);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 510ms; /* 170ms x 3 */
	animation-timing-function: steps(3);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-3f-slow {
	-webkit-animation-duration: 990ms; /* 330ms x 3 */
	-webkit-animation-timing-function: steps(3);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 990ms; /* 330ms x 3 */
	animation-timing-function: steps(3);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-4f-vfast {
	-webkit-animation-duration: 320ms; /* 80ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 320ms; /* 80ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-4f-fast {
	-webkit-animation-duration: 440ms; /* 110ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 440ms; /* 110ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-4f-mid {
	-webkit-animation-duration: 680ms; /* 170ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 680ms; /* 170ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-4f-slow {
	-webkit-animation-duration: 1320ms; /* 330ms x 4 */
	-webkit-animation-timing-function: steps(4);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 1320ms; /* 330ms x 4 */
	animation-timing-function: steps(4);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-5f-vfast {
	-webkit-animation-duration: 400ms; /* 80ms x 5 */
	-webkit-animation-timing-function: steps(5);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 400ms; /* 80ms x 5 */
	animation-timing-function: steps(5);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-5f-fast {
	-webkit-animation-duration: 550ms; /* 110ms x 5 */
	-webkit-animation-timing-function: steps(5);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 550ms; /* 110ms x 5 */
	animation-timing-function: steps(5);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-5f-mid {
	-webkit-animation-duration: 850ms; /* 170ms x 5 */
	-webkit-animation-timing-function: steps(5);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 850ms; /* 170ms x 5 */
	animation-timing-function: steps(5);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-5f-slow {
	-webkit-animation-duration: 1650ms; /* 330ms x 5 */
	-webkit-animation-timing-function: steps(5);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 1650ms; /* 330ms x 5 */
	animation-timing-function: steps(5);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-6f-vfast {
	-webkit-animation-duration: 480ms; /* 80ms x 6 */
	-webkit-animation-timing-function: steps(6);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 480ms; /* 80ms x 6 */
	animation-timing-function: steps(6);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-6f-fast {
	-webkit-animation-duration: 660ms; /* 110ms x 6 */
	-webkit-animation-timing-function: steps(6);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 660ms; /* 110ms x 6 */
	animation-timing-function: steps(6);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-6f-mid {
	-webkit-animation-duration: 1020ms; /* 170ms x 6 */
	-webkit-animation-timing-function: steps(6);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 1020ms; /* 170ms x 6 */
	animation-timing-function: steps(6);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-close-6f-slow {
	-webkit-animation-duration: 1980ms; /* 330ms x 6 */
	-webkit-animation-timing-function: steps(6);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 1980ms; /* 330ms x 6 */
	animation-timing-function: steps(6);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}

.anim-xray-8f-vfast {
	-webkit-animation-duration: 320ms; /* 40ms x 8 */
	-webkit-animation-timing-function: steps(8);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 320ms; /* 40ms x 8 */
	animation-timing-function: steps(8);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-xray-8f-fast {
	-webkit-animation-duration: 480ms; /* 60ms x 8 */
	-webkit-animation-timing-function: steps(8);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 480ms; /* 60ms x 8 */
	animation-timing-function: steps(8);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-xray-8f-mid {
	-webkit-animation-duration: 640ms; /* 80ms x 8 */
	-webkit-animation-timing-function: steps(8);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 640ms; /* 80ms x 8 */
	animation-timing-function: steps(8);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}
.anim-xray-8f-slow {
	-webkit-animation-duration: 1320ms; /* 170ms x 8 */
	-webkit-animation-timing-function: steps(8);
	-webkit-animation-iteration-count: infinite;
	-webkit-animation-name: anim-default;
	animation-duration: 1320ms; /* 170ms x 8 */
	animation-timing-function: steps(8);
	animation-iteration-count: infinite;
	animation-name: anim-default;
}

/* duration related-classes.
	When adding, don't forget to add it to rule above with animation-iteration-count */
.anim-1s {
	-webkit-animation-duration: 1s;
	animation-duration: 1s;
	}
.anim-2s {
	-webkit-animation-duration: 2s;
	animation-duration: 2s;
	}

/* frame-count related classes */
.anim-2f {
	-webkit-animation-timing-function: steps(2);
	animation-timing-function: steps(2);
	}
.anim-4f {
	-webkit-animation-timing-function: steps(4);
	animation-timing-function: steps(4);
	}

@keyframes anim-default {

	0% {
	-webkit-transform: translateX(0);
	transform: translateX(0);
	}
	100% {
		-webkit-transform: translateX(-100%);
		transform: translateX(-100%);
		}
}

repo_name: Mauno/degrees


code:
:: dummy
/*
This is special passage to avoid false positive error in sanityCheck build script. Do not uncomment anything!

$dancestudioanger
$wolfpackrob
$torturesurvivor
$communityservice
$winterlakeknown
$robinrescued
$sleeptransform
$diagnosis
$passage
$tags
$uppertowelno
$lowertowelno
$upperplantno
$lowerplantno
$averylust

*/


code:
{
	game: {
		state: {
			/*Set before game is compiled*/
			text_only: 0,
			images: 1,
			debug: 1,
			dev: 0,
			numberify_enabled: 1,
			/*setting*/
			game_mode: "normal",
			/*Prevents character sprite and such from appearing on start screen.*/
			intro: 1,
			/*Set to 1 after tutorial fight, so it doesn't happen again.*/
			tutorial: 0,

		}
	}
}

{
	combat: {
		state: {
			/*Set to 1 if you're currently in combat, and hides the sidebar menus.*/
			combat: 0,
			/*Flags set during and reset at the end of encounters.*/
			rape_avoid: 1,
			sex_avoid: 1,
			penis_bitten: 0,
			apologised: 0,
			angel_forgive: 0,
			/*Some encounters will end if this becomes 1.*/
			finish: 0,
			/*Whether you're stuck in a wall or not.*/
			position: 0,
			/*How many hands you have clutching a garment.*/
			under_struggle: 0,
			lower_struggle: 0,
			upper_struggle: 0,
			/*Set to 1 if you scream.*/
			alarm: 0,
			/*Probably does nothing, except maybe in some older events.*/
			event: 0,
			/*Set to 1 if this encounter is one you can be rescued from by screaming.*/
			rescue: 0,
			/*Some encounters set this at the start. Decreases by 1 per turn.*/
			timer: 0,
			/*If stuck in wall, whether it's a stock or regular wall.*/
			wall_type: "wall",
			/*Set to 1 if this NPC doesn't speak. Used to stop Robin talking like a borderline rapist.*/
			speech_disable: 0,
			/*How many beasts have been beaten up this encounter.*/
			enemy_wounded: 0,
			/*How many beasts have orgasmed this encounter.*/
			enemy_ejaculated: 0,
			/*How many beasts have ejaculated in a position that would cause a puddle around you knees.*/
			semen_puddle: 0,
			/*How many turns you've been strangled for.*/
			strangle: 0,
			/*How many seconds have passed this minute. Used during encounters.*/
			seconds: 0,
			/*If this encounter is consensual.*/
			consensual: 0,
			/*If this encounter is really consensual. Remains 0 if in soft mode and the encounter would be noncon in normal mode.*/
			true_consensual: 0,
			/*Does nothing.*/
			attention: 0,

		}

		dance: {
			/*Set to 1 if you're dancing.*/
			dancing: 0,
			/*Where you are dancing.*/
			dance_location: 0,
			/*Set to 1 if the dance is forced.*/
			forced_dance: 0,
			/*The action chosen last turn with the dance radiobuttons.*/
			dance_action: 0,
			/*The action the dance radiobuttons default to.*/
			dance_action_default: 0,
			/*How many in the audience.*/
			audience: 0,
			/*Used to determine chance of new audience members, how much money they give and what actions they perform.*/
			audience_excitement: 0,
			audience_arousal: 0,
			audience_mod: 0,
			venue_mod: 0,
			/*The action the audience is performing.*/
			dance_event: 0,
			/*Set to 1 if refused a dance offer.*/
			private_dance_offered: 0,

		}

		actions: {
			/*Set by the action radiobuttons one screen, and trigger things on the next, where they are reset to 0*/
			penis_action: 0,
			vagina_action: 0,
			anus_action: 0,
			left_action: 0,
			right_action: 0,
			mouth_action: 0,
			thigh_action: 0,
			cheek_action: 0,
			feet_action: 0,
			chest_action: 0,
			mock_action: 0,

		}

		defaults: {
			/*remembers default actions when disabled by pain/orgasm/trauma*/
			carry_block: 0,
			left_action_carry: 0,
			right_action_carry: 0,
			feet_action_carry: 0,
			mouth_action_carry: 0,
			vagina_action_carry: 0,
			penis_action_carry: 0,
			anus_action_carry: 0,
			thigh_action_carry: 0,
			cheek_action_carry: 0,
			chest_action_carry: 0,
			left_action_carry_pain: 0,
			right_action_carry_pain: 0,
			feet_action_carry_pain: 0,
			mouth_action_carry_pain: 0,
			vagina_action_carry_pain: 0,
			penis_action_carry_pain: 0,
			anus_action_carry_pain: 0,
			thigh_action_carry_pain: 0,
			cheek_action_carry_pain: 0,
			chest_action_carry_pain: 0,
			left_action_carry_orgasm: 0,
			right_action_carry_orgasm: 0,
			feet_action_carry_orgasm: 0,
			mouth_action_carry_orgasm: 0,
			vagina_action_carry_orgasm: 0,
			penis_action_carry_orgasm: 0,
			anus_action_carry_orgasm: 0,
			thigh_action_carry_orgasm: 0,
			cheek_action_carry_orgasm: 0,
			chest_action_carry_orgasm: 0,
			left_action_carry_dissociation: 0,
			right_action_carry_dissociation: 0,
			feet_action_carry_dissociation: 0,
			mouth_action_carry_dissociation: 0,
			vagina_action_carry_dissociation: 0,
			penis_action_carry_dissociation: 0,
			anus_action_carry_dissociation: 0,
			thigh_action_carry_dissociation: 0,
			cheek_action_carry_dissociation: 0,
			chest_action_carry_dissociation: 0,
		}
	}
}

{
	world: {
		event: {
			/*Used during events to determine outcomes.*/
			phase: 0,
			phase_2: 0,
			noise: 0,
			robin_hugging: 0,
			robin_room_entered: 0,
			/*How long you've been underwater.*/
			underwater_time: 0,
			/*If you're underwater.*/
			underwater: 0,
			/*If you're in water.*/
			water: 0,

		}

		time: {
			/*Used to control the time.*/
			time: 420,
			days: 0,
			weekday: 1,
			hour: 7,
			year: 2018,
			month: "september",
			monthday: 4,
			birthmonth: "september",
			birthday: 3,

		}
	}
}

{
	player: {
		body: {
			/*Set to a string indicating which body part it is occupied by, such as "penis" or "lefthand"*/
			vagina_use: 0,
			penis_use: 0,
			mouth_use: 0,
			anus_use: 0,
			thigh_use: 0,
			bottom_use: 0,
			feet_use: 0,
			left_arm: 0,
			right_arm: 0,
			chest_use: 0,
			head: 0,
			left_let: 0,
			right_leg: 0,
			breast_use: 0,
			left_nipple: 0,
			right_nipple: 0,
			/*Set to a string indicating both which body part it is occupied by, and the type of "hold" that body part has on in. Such as "anusentrance" or "anusimminent"*/
			vagina_state: 0,
			penis_state: 0,
			anus_state: 0,
			mouth_state: 0,
			left_arm_state: 0,
			right_arm_state: 0,
			feet_state: 0
			/*More stuff I hope is self-explanatory*/
			penis_fucked: 0,
			vagina_fucked: 0,
			pull_away: 0,
			orgasm_current: 0,
			water_wash: 0,

		}

		mind: {
			/*Disables you if 1.*/
			panic_paralysis: 0,
			panic_violence: 0,
			trance: 0,
			/*Builds during consensual, provides benefit at end.*/
			assertive: 0,
			/*Set to 1 if NPC is successfully asked not to go ham on the specified body part.*/
			no_vaginal: 0,
			no_anal: 0,
			no_penile: 0,
			/*Trauma and stress at encounter's start.*/
			trauma_saved: 0,
			stress_saved: 0,
			/*Trauma and stress gained during encounter.*/
			trauma_gain: 0,
			stress_gain: 0,

		}

		skill: {
			/*Lewd skills.*/
			seduction_skill: 0,
			vaginal_skill: 0,
			penile_skill: 0,
			anal_skill: 0,
			oral_skill: 0,
			hand_skill: 0,
			feet_skill: 0,
			chest_skill: 0,
			thigh_skill: 0,
			bottom_skill: 0,
			/*Causes a skill up message to appear after encounter*/
			seduction_skill_up: 0,
			vaginal_skill_up: 0,
			penile_skill_up: 0,
			anal_skill_up: 0,
			oral_skill_up: 0,
			hand_skill_up: 0,
			feet_skill_up: 0,
			chest_skill_up: 0,
			thigh_skill_up: 0,
			bottom_skill_up: 0,
		}

		masturbation: {
			masturbation_orgasm: 0,

		}

	}
}

{
	npc: {
		state: {
			/*Makes actions easier.*/
			enemy_trust: 0,
			/*Encounter ends if this reaches 0.*/
			enemy_health: 0,
			enemy_health_max: 0,
			/*Encounter ends if this reaches max.*/
			enemy_arousal: 0,
			enemy_arousal_max: 0,
			/*Impacts NPC behaviour during encounters.*/
			enemy_anger: 0,
			enemy_anger_max: 0,
			/*Unused.*/
			enemy_strength: 0,
			/*Be they man, beast, tentacles etc.*/
			enemy_type: 0,
			/*Set to NPC's name if they have one.*/
			npc: 0,
			/*How many NPCs are loaded.*/
			enemy_no: 0,

		}

		/*Speech variables are set during encounters, and control what NPCs say should they perform a speech action.*/
		specific_speech: {
			/*Speech variables that disappear after the current NPC's turn, meaning other NPCs won't use them.*/
			speech_orgasm_weak_cum_count: 0,
			speech_orgasm_no_cum_count: 0,
			speech_orgasm_count: 0,
			speech_orgasm_repeat: 0,
			speech_crossdress_angry: 0,
			speech_crossdress_aroused: 0,
			speech_crosdress_shock: 0,
			speech_crossdress_disappointed: 0,
			speech_cum: 0,
			speech_penis_penetrated: 0,
			speech_vagina_penetrated: 0,
			speech_anus_penetrated: 0,
			speech_mouth_penetrated: 0,
			speech_other_anus_penetrated: 0,
			speech_vagina_imminent: 0,
			speech_penis_imminent: 0,
			speech_anus_imminent: 0,
			speech_mouth_imminent: 0,
			speech_other_anus_imminent: 0,
			speech_vagina_entrance: 0,
			speech_penis_entrance: 0,
			speech_anus_entrance: 0,
			speech_mouth_entrance: 0,
			speech_other_anus_entrance: 0,
			speech_vagina_withhold: 0,
			speech_anus_withhold: 0,
			speech_penis_withold: 0,
			speech_other_anus_withold: 0,
			speech_vagina: 0,
			speech_penis: 0,
			speech_anus: 0,
			speech_vagina_mouth: 0,
			speech_vagina_vagina: 0,
			speech_beat: 0,
			speech_hit: 0,
			speech_throat: 0,
			speech_vagina_foot: 0,
			speech_penis_foot: 0,
			speech_chastity: 0,
			speech_struggle: 0,
			speech_strip_struggle: 0,
			speech_spank: 0,
			speech_arms: 0,
			speech_clit: 0,
			speech_glans: 0,
			speech_bottom: 0,
			speech_hair: 0,
			speech_chest_rub: 0,
			speech_breast_rub: 0,
			speech_vagina_flaunt: 0,
			speech_vagina_virgin: 0,
			speech_anus_virgin: 0,
			speech_mouth_virgin: 0,
			speech_penis_virgin: 0,
			speech_penis_escape: 0,
			speech_vagina_escape: 0,
			speech_anus_escape: 0,

		}

		general_speech: {
			/*Speech variables that linger until all NPCs have had their turn. Any ending with a 1 also have 5 additional version, 2 - 6.*/
			speech_cum: 0,
			speech_orgasm_repeat: 0,
			speech_genitals: 0,
			speech_breasts: 0,
			speech_scream: 0,
			speech_apologise: 0,
			speech_plead: 0,
			speech_moan: 0,
			speech_demand: 0,
			speech_cover_face: 0,
			speech_cover_penis: 0,
			speech_cover_vagina: 0,
			speech_apologise_no: 0,
			speech_forgive: 0,

			speech_anus_escape: 0,
			speech_vagina_escape: 0,
			speech_penis_escape: 0,

			speech_anus_escape_1: 0,
			speech_vagina_escape_1: 0,
			speech_penis_escape_1: 0,

			speech_crossdress_angry: 0,
			speech_crossdress_aroused: 0,
			speech_crossdress_shock: 0,
			speech_crossdress_disappointed: 0,

		}

		man: {
		/*These all have five additional versions, the same but with a number on the end, 2 - 6. One for each NPC "slot" in scenes and combat. Note that the first instance sometimes has the number 1 on the end, and sometimes does not.*/
		/*Controls correct grammar and capitalisation during encounters.*/
		intro1: 0,
		/*What their body parts are occupied by. Note this is different from, but will impact, the actions they take.*/
		lefthand: 0,
		righthand: 0,
		penis: 0,
		vagina: 0,
		mouth: 0,
		/*NPC gender, pronouns and description, like "muscular" or "thin".*/
		gender: 0,
		pronoun: 0,
		description1: 0,

		}

		audience: {
			/*This is the audience for regular encounters, and is separate to dance audiences.*/
			/*Controls which audience member becomes selected.*/
			audience_selector: 0,
			/*Currently selected NPC.*/
			audience_camera: 0,
			/*What NPCs are in the audience.*/
			audience_camera_1: 0,/*audience_camera_2 - 6 too*/
			/*How many members the audience has.*/
			audience_member: 0,
			/*Forces all the audience to be boys.*/
			audience_force_boy: 0,
			/*Forces all the audience to be girls.*/
			audience_force_girl: 0,

		}

		beast: {
			/*How many beasts are waiting their turn, or having their turn.*/
			beast_no: 0,
			/*How many beasts in the encounter total.*/
			beast_nomax: 0,
			/*Type of beast. Dog, wolf etc.*/
			beast_name: "none",
			/*If they have claws.*/
			claws: 0,
			/*Currently active beast's gender and pronouns.*/
			beast_gender: 0,
			beast_pronoun: 0,
			/*The following have 2 - 6 versions too*/
			beast_gender1: 0,
			beast_pronoun1: 0,
		}

	}
}

{
	monster: {
		swarm: {
			swarm1: 0,/*Also swarm2, swarm3...up to swarm10*/
			swarm_pending: 0,
			/*Set at start of encounter*/
			swarm_steady: 0,
			swarm_Steady: 0,
			swarm_name: 0,
			swarm_move: 0,
			swarm_active: 0,
			swarm_creature: 0,
			swarm_count: 0,
			/*I tried something different with the swarms, having each action they could take associated with a variable, which would then be used to output text elsewhere*/
			swarm_chest_molest: 0,
			swarm_chest_grab: 0,
			swarm_chest_grab_intro: 0,
			swarm_chest_grab_clothes: 0,
			swarm_chest_clothed: 0,
			swarm_chest_covered: 0,
			swarm_activate: 0,
			swarm_spill: 0,
			swarm_back: 0,
			swarm_back_molest: 0,
			swarm_back_grab: 0,
			swarm_back_grab_intro: 0,
			swarm_back_grab_under_clothed: 0,
			swarm_back_under_clothed: 0,
			swarm_back_grab_lower_clothed: 0,
			swarm_back_lower_clothed: 0,
			swarm_back_cover: 0,
			swarm_back_inside: 0,
			swarm_back_inside_intro: 0,
			swarm_back_grab_lower_chastity: 0,
			swarm_front: 0,
			swarm_front_molest: 0,
			swarm_front_grab: 0,
			swarm_front_grab_intro: 0,
			swarm_front_grab_under_clothed: 0,
			swarm_front_under_clothed: 0,
			swarm_front_grab_lower_clothed: 0,
			swarm_front_lower_clothed: 0,
			swarm_front_cover: 0,
			swarm_front_inside: 0,
			swarm_front_inside_intro: 0,
			swarm_front_grab_lower_chastity: 0,
			front: 0,
			back: 0,
			chest: 0,

		}
	}

	vore: {
		/*Set at encounter's start.*/
		vore_strength: 0,
		/*How hard you struggle.*/
		vore_struggle: 0,
		/*If the encounter has tentacles.*/
		vore_tentacles: 0,
		/*What part of the beast's digestive system you're in.*/
		vore_stage: 0,
		/*Name of creature.*/
		vore_creature: 0,
		/*Set to 1 if swallowed, reset at end of encounter.*/
		swallowed: 0,

	}

	tentacles: {
		/*Set at encounter's start*/
		/*Total number of tentacles.*/
		tentacle_no: 0,
		/*Number of active tentacles.*/
		active_tentacle_no: 0,
		/*How much health each tentacle has. Set at start.*/
		tentacle_health: 0,
		/*There alternative versions of the following, with the number 1 replaced with 2 - 16, covering each possible tentacle*/
		/*What each tentacle is doing.*/
		tentacle_1: 0,
		tentacle_1_shaft: 0,
		tentacle_1_head: 0,
		tentacle_1_health: 0,

	}
}

{
	clothes: {
		state: {
			/*If you're crossdressing.*/
			crossdressing: 0,
			/*Skips the "they keep your panties as a souvenir" text if this is 1.*/
			steal_text_skip: 0,
			/*If wearing something with an anal shield, protecting your sweet ass.*/
			anal_shield: 0,
		}

		strip: {
			/*When stripping outside of encounter, set on one screen to give an effect on the next. Like the radiobuttons in encounters.*/
			action_unclad_outfit: 0,
			action_unclad_upper: 0,
			action_unclad_lower: 0,
			/*What clothes are stored. One per clothing slot. This is why you lose your clothes stored in the school toilets if you store further clothes in the changing room.*/
			upper_store: 0,
			lower_store: 0,
			under_store: 0,
			/*Where you're clothes are stored. Not used in passages, set by a widget.*/
			store_location: 0,
			/*This is the variable actually used on passages, where store_location pulls from.*/
			store_location_init: 0,
			/*Set to the clothes that have been stripped from you, but are still in your possession and can be put back on.*/
			upper_off: 0,
			lower_off: 0,
			under_off: 0,
			/*Set to 1 if clothes are being ruined to bypass the usual removal of both upper and lower clothes in the case of outfits.*/
			ruined: 0,
			/*Set to 1 if wearing part of an outfit has triggered the other half to be worn, which then blocks the second half of the outfit from doing the same and causing a loop.*/
			clothing_change: 0,
			/*Last item used in slot. Used in some scenes.*/
			upper_last: 0,
			lower_last: 0,
			under_last: 0

		}

		wet: {
			/*How wet you are.*/
			upper_wet: 0,
			lower_wet: 0,
			under_wet: 0,
			/*Which stage of wetness you're in.*/
			upper_wet_stage: 0,
			lower_wet_stage: 0,
			under_wet_stage: 0,
			/*Makes sure your clothes remain wet if removed and put back on.*/
			upper_wet_carry: 0,
			lower_wet_carry: 0,
			under_wet_carry: 0,
			upper_wet_stage_carry: 0,
			lower_wet_stage_carry: 0,
			under_wet_stage_carry: 0,

		}

		shop: {
			/*Set when you buy clothes in clothing shop, and causing the right text to appear on subsequent screen.*/
			clothing_selector: 0,
			/*As above, but for accessory shop.*/
			buy: 0,
			/*Makes the text that indicates that your clothes have been replaced appear.*/
			clothingrebuytext: 0,

		}

		wardrobe: {
			/*Set when you click on something to wear at a wardrobe, and puts it on next screen.*/
			wear: 0,
			/*Default outfits.*/
			upper_outfit_casual: 0,
			lower_outfit_casual: 0,
			under_outfit_casual: 0,
			upper_outfit_school: 0,
			lower_outfit_school: 0,
			under_outfit_school: 0,
			/*There are three more of the following variables, 2 - 4*/
			upper_outfit_custom_1: 0,
			lower_outfit_custom_1: 0,
			under_outfit_custom_1: 0,

		}

		accessories: {
			/*What you wear in each accessory slot.*/
			head_acc: 0,
			face_acc: 0,
			legs_acc: 0,
			feet_acc: 0,
			hair_pin: 0,
			/*If you own the accessory in question, this is set to 1.*/
			black_shoes: 0,
			glasses: 0,
			boys_gym_socks: 0,
			girls_gym_socks: 0,
			stockings: 0,
			fishnet_stockings: 0,
			cool_shades: 0,
			beanie: 0,
			/*Repeated for each accessory*/
			hair_pin_new

		}

		upper: {
			/*Item name.*/
			upper_clothes: 0,
			upper_variable: 0,
			/*Max health.*/
			upper_integrity_max: 0,
			/*Unused*/
			upper_fabric_strength: 0,
			/*Effect on allure and appearance.*/
			upper_reveal: 0,
			/*Used for grammar.*/
			upper_word: 0,
			/*If the item is part of an outfit that fits both upper and lower slots.*/
			upper_one_piece: 0,
			/*Unused.*/
			strap: 0,
			/*If it has an open top.*/
			open: 0,
			/*Where on your body the bottom of the garment is.*/
			upper_state: 0,
			/*Where on your body the top of the body is.*/
			upper_state_top: 0,
			/*Where on your body the bottom of the garment defaults to.*/
			upper_state_base: 0,
			/*Where on your body the top fo the garment defaults to.*/
			upper_state_top_base: 0,
			/*If the item requires plural grammar. ("I have a skirt" versus "I have shorts")*/
			upper_plural: 0,
			/*Item's colour.*/
			upper_colour: 0,
			/*Current health.*/
			upper_integrity: 0,
			/*The degree of exposure this item is giving you, 0 - 2. 0 is proper, 1 is lewd and 2 is super lewd.*/
			upper_exposed: 0,
			/*Item's default degree of exposure.*/
			upper_exposed_base: 0,
			/*If this item has a special attribute, like "school" or "swim".*/
			upper_type: 0,
			/*The outfit this is part of, if it's part of one.*/
			upper_set: 0,
			/*The gender this garment is meant for. Part of deciding if you're crossdressing.*/
			upper_gender: 0,
			/*Set to 1 if this item is borrowed and won't replace your current owned item, or appear in the wardrobe.*/
			upper_temp: 0,
			/*Each upper clothing item has it's own versions of the following variables, replacing "upper_sundress" with either upper_pjs, upper_towel, upper_bikini, tshirt, school_shirt, upper_school_swimsuit, upper_plant, upper_evening_gown, or tank_top. E.g. "upper_*/
			upper_sundress_integrity_max: 0,
			upper_sundress_integrity: 0,
			upper_sundress_new: 0,
			upper_sundress_no: 0
			/*As above, except the variables are shared between the upper and lower parts in the case of outfits. In such cases the "upper" and "lower" parts of the variable are removed. For items not part of an outfit, like pjs, it works like above: "upper_pjs_colour".*/
			sundress_colour: 0,
			sundress_colour_choice: 0,
		}

		/*Mostly the same as above. Exceptions noted.*/
		lower: {
			lower_clothes: 0,
			lower_variable: 0,
			lower_integrity_max: 0,
			lower_fabric_strength: 0,
			lower_reveal: 0,
			lower_word: 0,
			lower_one_piece: 0,
			/*If this item has/is a skirt.*/
			skirt: 0,
			/*If the skirt is in a "down" position.*/
			skirtdown: 0,
			lower_state: 0,
			/*Where on your body the top of the item is.*/
			lower_state_base: 0,
			/*Where on your body the top of the item is supposed to be.*/
			lower_plural: 0,
			lower_colour: 0,
			lower_integrity: 0,
			lower_exposed: 0,
			lower_exposed_base: 0,
			/*If this item is blocking physical access to your genitals, including penis.*/
			lower_vagina_exposed: 0,
			/*What the above defaults to when worn.*/
			lower_vagina_exposed_base: 0,
			/*As above, but for anus instead of genitals.*/
			lower_anus_exposed: 0,
			lower_anus_exposed_base: 0,
			lower_type: 0,
			lower_set: 0,
			lower_gender: 0,
			lower_temp: 0,
			/*Each lower clothing item has it's own versions of the following variables, replacing "sundress" with either lower_pjs, lower_towel, lower_bikini, waist_apron, school_skirt, lower_school_swimsuit, school_swim_shorts, lower_plant, lower_evening_gown, or school_shorts.*/
			lower_sundress_integrity_max: 0,
			lower_sundress_integrity: 0,
			lower_sundress_new: 0,
			lower_sundress_no: 0
			/*As above, except the variables are shared between the upper and lower parts in the case of outfits. In such cases the "upper" and "lower" parts of the variable are removed. For items not part of an outfit, like pjs, it works like above: "lower_pjs_colour".*/
			sundress_colour: 0,
			sundress_colour_choice: 0,

		}

		under: {
			under_clothes: 0,
			under_variable: 0,
			under_integrity_max: 0,
			under_fabric_strength: 0,
			under_reveal: 0,
			under_word: 0,
			under_one_piece: 0,
			under_state: 0,
			under_state_base: 0,
			under_plural: 0,
			under_colour: 0,
			under_integrity: 0,
			under_exposed: 0,
			under_exposed_base: 0,
			under_vagina_exposed: 0,
			under_vagina_exposed_base: 0,
			under_anus_exposed: 0,
			under_anus_exposed_base: 0,
			under_type: 0,
			under_set: 0,
			under_gender: 0,
			under_temp: 0,
			/*Each under clothing item has it's own versions of the following variables, replacing "plain_panties" with either lace_panties, y_fronts, chastity_belt, or tights.*/
			plain_panties_integrity_max: 0,
			plain_panties_integrity: 0,
			plain_panties_new: 0,
			plain_panties_no: 0,
			plain_panties_colour: 0,
			plain_panties_colour_choice: 0,

		}
	}
}


code:
:: Passout Asylum [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You wake up strapped to a chair. The room is bare, except a window covering the length of one side.

<<if $penisexist is 1>>
You feel something odd on your penis.
<<else>>
You feel something odd on your pussy.
<</if>>

It buzzes into life, teasing your <<genitals>> directly.<<garousal>>

On the verge of orgasm it ceases, but only for a moment.

<<set $arousal to 10000>><<orgasmpassage>>

You strain against the binds holding you, but they're firm. You can't stop it.

<<set $arousal to 10000>><<orgasmpassage>>

<<set $arousal to 10000>><<orgasmpassage>>

<<set $arousal to 10000>><<orgasmpassage>>

The buzzing ceases and the bindings snap loose, leaving you gasping for breath. <<tearful>> you struggle to your feet and make your way through the exit.

<<log "I woke up strapped to a chair and was forced to orgasm several times." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Button Press [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

<<if $phase is 0>><<set $phase to 1>>
You press the button. The <<person2>><<person>> squirms. You notice <<his>> arms are bound to the side of the chair. "Thank you," Doctor Harper says. "

<<if $penis2 isnot "none">>
We have a device attached to <<his>> penis. To aid in <<his>> treatment.
<<else>>
We have a device inserted in <<his>> vagina. To aid in <<his>> treatment.
<</if>>
" You spot wires trailing across the floor and disappearing into the <<persons>> clothes.

"Press it again," the Doctor says.

<<person1>>

<<link [[Press|Asylum Button Press]]>><<awareness -1>><<stress 3>><<arousal 6>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>

<<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>

<<elseif $phase is 1>><<set $phase to 2>>
<<person2>>
You press the button. The <<person>> squirms more this time. <<He>> strains against the bonds. You hear buzzing through the glass. "Very good," the Doctor says. "Any moment now."

Almost on cue, the <<person>> spasms, before slumping back in the chair. The buzzing ceases. "<<He>> will learn to enjoy it," the Doctor says. "Press it again."

<<person1>>
<<link [[Press|Asylum Button Press]]>><<awareness -10>><<stress 3>><<arousal 6>><<suspicion -1>><</link>><<lsuspicion>><<llawareness>><<gstress>><<garousal>>

<<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>

<<else>>
<<person2>>

The <<persons>> eyes widen as the buzzing starts up again. Louder this time. <<He>> shakes <<his>> head and rocks back and forth, as if trying to knock the chair over. It's not long before <<he>> spasms again. And again. Even the counter in front of you vibrates.

<<person1>>Doctor Harper writes on <<his>> clipboard, a small smile on <<his>> face. "Thank you," <<he>> says. "You've been very helpful. That's all for now. Be well." <<person2>>The <<person>> falls limp as Harper finishes speaking, and the buzzing stops.

<<endevent>>
<<log "I had a treatment session that was about pressing a button, I pressed it." 3>>
<<logopinion "I hope Doctor Harper is Satisfied">>
<<link [[Next|Asylum]]>><</link>>

<</if>>

:: Asylum Button Refuse [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You refuse to press the button. "This is for <<person2>><<his>> benefit,<<person1>> and yours," <<he>> says. "Press the button."

<<if $phase is 0>>
<<link [[Press|Asylum Button Press]]>><</link>>

<<else>>
<<link [[Press|Asylum Button Press]]>><<awareness -1>><<stress 3>><<arousal 6>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>

<</if>>
<<link [[Refuse|Asylum Button Refuse 2]]>><<def 1>><<suspicion 5>><</link>><<ggsuspicion>>

:: Asylum Button Refuse 2 [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

Harper shakes <<his>> head. "I'm disappointed. You can go."

<<endevent>>
<<log "I had a treatment session that was about pressing a button, I refused to press it." 3>>
<<logopinion "I must have disappointed Doctor Harper">>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Sit Desk [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You sit on the desk. Harper frowns at you. "It's rude to sit like that," <<he>> says. "There's a chair here. We can share."

<<link [[Sit on lap|Asylum Sit Lap]]>><<suspicion -1>><</link>><<promiscuous1>><<lsuspicion>><<lawareness -1>>

<<link [[Refuse|Asylum Sit Stand]]>><<suspicion 1>><</link>><<gsuspicion>>

:: Asylum Sit Lap [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You sit on the Doctor's lap. <<He>> wraps an arm around your waist.<<promiscuity1>> "Today I want to talk about kissing." <<he>> says. "It's a normal and healthy activity. You should be happy kissing anyone at any time." <<He>> leans close. "Kiss me."

<<link [[Kiss cheek|Asylum Sit Kiss]]>><<suspicion -1>><<awareness -1>><</link>><<promiscuous1>><<lsuspicion>><<lawareness>>

<<if $promiscuity gte 15>>
<<link [[Kiss mouth|Asylum Sit Kiss Mouth]]>><<suspicion -5>><<awareness -10>><<set $harperlove += 1>><</link>><<promiscuous2>><<llsuspicion>><<llawareness>>

<<set $skulduggerydifficulty to (700 + ($suspicion * 6))>>
	<<if $leftarm is "bound" and $rightarm is "bound">>
	<<elseif $asylumkeycard isnot 1>>
<<link [[Steal keycard|Asylum Sit Steal]]>><</link>><<promiscuous2>><<skulduggerydifficulty>> This will be easier with low suspicion.

	<</if>>
<</if>>
<<link [[Refuse|Asylum Sit Refuse]]>><<suspicion 1>><<stress 3>><</link>><<gsuspicion>><<gstress>>

:: Asylum Sit Stand [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

Refusing to play along, you stand in the middle of the office. The Doctor shakes <<his>> head. "We can't help you if you won't let us," <<he>> says. "You can go."

<<endevent>>

<<log "I had to sit on Doctor Harper's lap for my treatment but I refused to do it." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Sit Refuse [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

The Doctor shakes <<his>> head. "Disappointing, but there's always tomorrow. You may go."

<<set $logprep to "I had to kiss Doctor Harper while sitting on "+$his+" lap for my treatment but I refused to do it.">>
<<log $logprep 3>>
<<logopinion >>

<<link [[Next|Asylum]]>><</link>>

:: Asylum Sit Kiss Mouth [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You kiss <<himcomma>> and make good use of your tongue. <<His>> eyes widen at first, but then close. <<He>> kisses back.<<promiscuity2>>

"V-very good," <<he>> says, pulling away from you. "You've done well today. Be well."

You climb off <<his>> lap and walk to the door.<<lsuspicion>><<suspicion -5>>

<<set $logprep to "I kissed Doctor Harper deeply while sitting on "+$his+" lap for my treatment.">>
<<log $logprep 3>>
<<logopinion >>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Sit Kiss [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You plant a light kiss on the Doctor's cheek. <<He>> scribbles on <<his>> clipboard. "That's satisfactory," <<he>> says. "You may go. Be well."

<<set $logprep to "I gave Doctor Harper a kiss while sitting on "+$his+" lap for my treatment.">>
<<log $logprep 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Sit Steal [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You kiss <<himcomma>> and make good use of your tongue. <<His>> eyes widen at first, but then close. <<He>> kisses back.<<promiscuity2>>

You run your hand against <<his>> chest, and dip into <<his>> pocket.

<<skulduggerycheck>>
	<<if $skulduggerysuccess is 1>>
	You pull out a keycard and hide it away.<<set $asylumkeycard to 1>>

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
		<<else>>
		That was too easy. You didn't learn anything.

		<</if>>

	"V-very good," <<he>> says, pulling away from you. "You've done well today. Be well."

	You climb off <<his>> lap and walk to the door. You can't help but smirk.<<lsuspicion>><<suspicion -5>><<set $harperlove += 1>>

	<<set $logprep to "I stole a keycard when I kissed Doctor Harper deeply while sitting on "+$his+" lap for my treatment.">>
	<<log $logprep 3>>
	<<logopinion >>
<<endevent>>
		<<link [[Next|Asylum]]>><</link>>

	<<else>>

	<<He>> grabs your wrist.<<gggsuspicion>><<suspicion 20>>

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
		<<else>>
		That was too easy. You didn't learn anything.

		<</if>>

	"I'm very disappointed in you," <<he>> says. <<He>> reaches beneath the desk, and the doors swing open. Several orderlies march in.

	<<set $logprep to "I tried to steal a keycard when I was kissing Doctor Harper as part of my treatment but I was caught.">>
	<<log $logprep 3>>
	<<logopinion >>
	<<asylumpunish2>>

	<</if>>

:: Asylum Room [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

<<if $hallucinations gte 1 and $tentacledisable is "f">>
You notice a faint purple light. You reach toward it, and feel the door. It's ajar.

<<link [[Open it|Tentacle World Intro]]>><<endevent>><<arousal 6>><</link>><<garousal>>

<<link [[Stay away|Asylum Room 2]]>><<stress 3>><<awareness -10>><</link>><<llawareness>><<gstress>>

<<else>>
<<pass 180>>
Hours pass, with nothing to distract you but your own thoughts. You're relieved when the door is opened by Doctor Harper.

<<He>> smiles at you. "I'm sorry," <<he>> says. "It was for your own good.
<<log "I was locked into a small room for hours as my punishement." 3>>

	<<if $asylumstate is "sleep">>
	Let's bring you to your bed. You need your sleep."

	Flanked by orderlies, Doctor Harper leads you back to your room. The door locks with a click.

	<<endevent>>
	<<link [[Next|Asylum Cell]]>><</link>>

	<<else>>
	Let's bring you back to your fellow patients. They've missed you."

	Flanked by orderlies, Doctor Harper leads you back to the occupied part of the asylum.

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>

	<</if>>
<</if>>

:: Asylum Room 2 [nobr]
<<pass 180>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

Hours pass, with nothing to distract you but your own thoughts. You feel relieved when the door is opened by Doctor Harper.<<llawareness>><<gstress>><<stress 3>><<awareness -10>>

<<He>> smiles at you. "I'm sorry," <<he>> says. "It was for your own good.
<<log "I was locked into a small room for hours as my punishement." 3>>

	<<if $asylumstate is "sleep">>
	Let's bring you back to your bed. You need your sleep."

	Flanked by orderlies, Doctor Harper leads you back to your room. The door locks with a click.

<<endevent>>
	<<link [[Next|Asylum Cell]]>><</link>>

	<<else>>
	Let's bring you back to your fellow patients. They've missed you."

	Flanked by orderlies, Doctor Harper leads you back to the occupied part of the asylum.

<<endevent>>
	<<link [[Next|Asylum]]>><</link>>

	<</if>>

:: Asylum You Flaunt [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<uppernaked>><<lowernaked>><<undernaked>>
"I'll strip," you say. The orderlies step forward to help, but there's no need. You <<nervously>> remove your clothes and walk up to the window. You knock on it, and keep knocking until everyone is looking. You hear whistling through the glass. <<covered>> You twirl to give everyone a good look.<<exhibitionism5>>

"Very good," Doctor Harper says with a smile. The <<person2>><<person>> gapes. "You can get dressed. I think you already understand this lesson."

<<clotheson>>
Once dressed you leave the room. Harper has the <<person2>><<person>> remain for further instruction.

<<endevent>>
<<log "I had a treatment session that was about choosing if I or someone else should strip. I stripped and showed off my nudity." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum You Strip [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<uppernaked>><<lowernaked>><<undernaked>>
"I'll strip," you say. You <<nervously>> undress, though not fast enough for the orderlies, who step forward to help. They almost tear your clothing off in their eagerness. The <<person>> averts <<his>> gaze. <<covered>> "Very good," Harper says. "Now, the window. Let everyone see."

You walk up to the window. One of the orderlies knocks on it, until everyone outside is watching at you. <<covered>> You hear whistling through the glass.

"Isn't it exciting?" The Doctor says. "All those people can't keep their eyes off you. That will do. Get dressed."

<<clotheson>>
Once dressed you leave the room. Harper has the <<person2>><<person>> remain for further instruction.

<<endevent>>
<<log "I had a treatment session that was about choosing if I or someone else should strip. I chose to strip." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum They Strip [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"Please," the <<person>> sobs. The orderlies pay no heed as they tear <<his>> clothing off <<his>> body and shove <<him>> to the window. One of them knocks on it, until everyone outside is watching. You hear whistling through the glass.

"<<He>> doesn't have to suffer so," The Doctor whispers to you. "<<He>> chooses to. <<Hes>> in no danger. But you've done your part. You can go."

You leave the room.

<<log "I had a treatment session that was about choosing if I or someone else should strip. I made the other person strip." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Hypnosis Oral [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>><<npcoral>>
<<set $enemytrust += 100>>
You crouch in front of the <<personstop>><<npcexposetext>> Doctor Harper leans forward for a closer look.

<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
<<link [[Next|Asylum Hypnosis Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Asylum Hypnosis Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Asylum Hypnosis Oral Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Asylum Hypnosis Oral]]>><</link>><<nexttext>>
<</if>>

:: Asylum Hypnosis Oral Finish [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"Very good," the Doctor says. "Both of you. When I drop this pen, you will awaken." <<He>> drops the pen.

The <<person>> blinks, then blushes and covers <<his>> genitals. "You can go," the Doctor says. "Be well."

<<tearful>> you leave the office.

<<clotheson>>
<<endcombat>>
<<log "I had a treatment session that was about relaxing and enjoying things, I did well." 3>>
<<logopinion >>

<<elseif $enemyhealth lte 0>>

The <<person>> snaps out of <<his>> trance. <<He>> blushes and covers <<his>> genitals. "You have a long way to go," the Doctor says. "You can go. Be well."

<<tearful>> you leave the office.

<<clotheson>>
<<endcombat>>
<<log "I had a treatment session that was about relaxing and enjoying things, I did badly." 3>>
<<logopinion >>
<<elseif $finish is 1>>

The <<person>> snaps out of <<his>> trance. <<He>> blushes and covers <<his>> genitals. "You have a long way to go," the Doctor says. "You can go. Be well."

<<tearful>> you leave the office.

<<clotheson>>
<<endcombat>>
<<log "I had a treatment session that was about relaxing and enjoying things, I did badly." 3>>
<<logopinion >>
<</if>>

<<link [[Next|Asylum]]>><</link>>

:: Asylum Hypnosis Resist [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You shake yourself free of the effect.<<endevent>><<harper>><<person1>> The Doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well."

<<endevent>>
<<log "I had to relax for a treatment session, I refused." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Hypnosis Exhibitionism [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

<<undernaked>><<lowernaked>><<uppernaked>>
<<fameexhibitionism 10>>
You remove your clothing with robotic movements. The doctor smiles. "Good," <<he>> says as <<he>> stands. "Let's go for a walk."

You leave the office, into the corridor outside. A passing nurse ogles you, and gives Harper a knowing look. "You feel excited to be exposed in a public space," The Doctor says. <<Hes>> right. "You want to show everyone your body." You nod. Together you walk to the recreation room.

All heads turn when you arrive, a naked <<girl>> with Doctor Harper close behind. "Here." <<He>> hands you a feather duster. "This room is very dusty. Clean it."

You get to work. The room is very dusty. You dust the tables. You bend over to dust the chairs. You kneel to dust the floor. The Doctor stays near you, and intervenes whenever someone gropes. "That's not what this is about," <<he>> says. "Look, don't touch."

<<pass 30>>
You continue cleaning the room, unbothered by all the eyes on your <<lewdnessstop>> "That's enough," Harper announces after some time. "The room is clean." The room is clean. <<He>> takes the feather duster from you. The patients beg Harper to let you continue, but <<he>> doesn't relent.

"You've done very well today," the Doctor says once back in <<his>> office. "Get dressed."

<<clotheson>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "We've made good progress. You should be proud. Be well." You leave <<his>> office.

<<endevent>>
<<log "I had a treatment session that was about relaxing and walking, I did well." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Machine [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

The compartment clangs shut. A dim light fills the interior, though you can't see the source. "Are you comfortable in there?" asks Harper's muffled voice. "I'm turning it on." The light becomes more intense. Small holes open on the top and sides of the chamber. A pink mist flows out. It smells sweet. You feel warm.

<<set $drugged += 180>>
Several dozen tendrils emerge next. They snake over your body, writhing against your skin,

<<if $upperclothes isnot "naked">>
beneath your $upperclothes,
<</if>>
and against your <<breastsstop>>
<<if $underclothes isnot "naked">>
Even your $underclothes <<underplural>> is no protection.
<</if>>
They tease your <<genitals>> without mercy.

<<pass 5>>
This continues for a few minutes. Puffs of pink mist continue to emerge, along with more tendrils. Your breathing becomes deeper and your pulse quickens.

<<set $arousal += 10000>>
<<orgasmpassage>>

You hear applause from outside the machine. Did you make that much noise? "Very good," Harper says.

"That should do it. This should be the right button." The tendrils withdraw and the holes close. The compartment opens and several pairs of arms help you to your feet. "You've done well today," The Doctor says. "I hope you found it relaxing. Be well."

You leave the room, still shaking.

<<log "I had to lie down in some sort of machine for a treatment session." 3>>
<<logopinion >>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Machine Refuse [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

Harper looks above your shoulder, and nods.

<<if $physique gte $rng * 100 + 6000>>

You succeed in dodging the orderlies who try to grab you from behind. Harper shakes <<his>> head. "We can't help if you won't let us," <<he>> says. "You can go."

<<endevent>>
<<log "I was supposed to lie down in some sort of machine for a treatment session but I refused." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

<<else>>

You fail to dodge the orderlies who attack from behind. They lift you off your feet and force you into the machine.<<stress 6>><<gstress>>

<<link [[Next|Asylum Machine]]>><</link>>

<</if>>

:: Asylum Hypnosis Dog [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "dog">>
You drop to the ground and adopt a mating posture. Doctor Harper takes notes.
<</if>>

<<effects>>
<<effectsman>>
<<beast>>

<<audience>>

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
<<link [[Next|Asylum Hypnosis Dog Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Asylum Hypnosis Dog Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Asylum Hypnosis Dog Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Asylum Hypnosis Dog]]>><</link>><<nexttext>>
<</if>>

:: Asylum Hypnosis Dog Finish [nobr]
<<set $outside to 1>><<set $location to "asylum">><<asylumeffects>><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The orderly pulls the dog off you.

"You've done very well today," says Harper. "Get dressed."

<<clotheson>>
<<endcombat>>
<<harper>><<person1>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "We've made good progress. You should be proud. Be well." You leave <<his>> office. The orderlies are smiling at their phones.

<<endevent>>
<<log "I had a treatment session that was about relaxing and feeling heat, I did well." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

<<elseif $enemyhealth lte 0>>

The dog whimpers and hides behind the orderlies.

Harper sighs. "Get dressed."

<<clotheson>>
<<endcombat>>
<<harper>><<person1>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "That's it for today. Be well." You leave <<his>> office.

<<endevent>>
<<log "I had a treatment session that was about relaxing and feeling heat, I did badly." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

<<else>>
The dog whimpers and backs away from you.

Harper sighs. "Get dressed."

<<clotheson>>
<<endcombat>>
<<harper>><<person1>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "That's it for today. Be well." You leave <<his>> office.

<<endevent>>
<<log "I had a treatment session that was about relaxing and feeling heat, I did badly." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

<</if>>

:: Asylum Hypnosis Dog Resist [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You shake yourself free of the effect.<<endevent>><<harper>><<person1>> The Doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well."

<<endevent>>
You pet the dog on the way out.<<lstress>><<stress -12>>

<<log "I had to relax for a treatment session, I refused but I got to pet a dog that was in the room on my way out." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Pill Sit [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

<<if $phase is 1>>
The <<person>> pushes you onto the chair and binds your limbs. "There," <<he>> says. "Administer the treatment."
<<else>>
You sit down. Harper binds your arms and legs. "It's just a precaution," <<he>> assures you.
<</if>>

<<person1>>
Harper affixes a mask around <<his>> head. The others follow <<his>> example while <<he>> opens a safe. <<He>> pulls out a canister, then holds it at arms reach in front of you, and opens it. Purple fumes rise from within. It smells sweet.

<<pass 5>>
You sit for a few minutes. The Doctors watch you, as if expecting something to happen. "Well?" the <<person2>><<person>> says. "Do you see anything strange?" You shake your head.

"We'll keep an eye on <<phimstop>>" Harper says. "I'll send for the next patient." <<He>> undoes the straps on the chair. "Thank you for cooperating. Be well."

<<log "I took a drug of some sort as part of a treatment session." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Pill Refuse [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"That's disappointing," Harper sighs. "But alright. Be-"

"I don't see why the mad <<girl>> should have a choice," the <<person2>><<person>> interrupts. <<He>> rises to <<his>> feet and grabs your arm. <<He>> tries to pull you to the chair.

<<link [[Let it happen|Asylum Pill Sit]]>><<awareness -10>><<suspicion -5>><<set $phase to 1>><<set $hallucinogen += 180>><</link>><<llsuspicion>><<llawareness>>

<<link [[Slap|Asylum Pill Slap]]>><<suspicion 5>><<crimeup 30>><<trauma -6>><<stress -6>><</link>><<crime>><<ggsuspicion>><<ltrauma>><<lstress>>

:: Asylum Pill Slap [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You slap the <<persons>> face. <<He>> recoils in shock. "The insolence," <<he>> says. Harper steps forward and grips <<his>> arm.

<<person1>>"That's enough," <<he>> says. "This is my patient. It's up to me." The <<person2>><<person>> sneers, but doesn't push it. The <<person3>><<person>> watches with an amused smile.

"You can go," Doctor Harper says. "Be well."

<<log "I was supposed to take a drug of some sort as part of a treatment session but I refused." 3>>
<<logopinion >>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Fight [nobr]
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You across the desk at Harper. <<He>> presses the alarm, but no one comes. The distraction worked.<<set $asylumdistracted to 0>><<set $enemyhealth *= 0.6>><<set $enemyhealthmax *= 0.6>>

<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Asylum Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Asylum Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100>>
<<link [[Next|Asylum Fight Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Asylum Fight]]>><</link>><<nexttext>>
<</if>>

:: Asylum Fight Finish [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

<<He>> slumps in <<his>> seat and shuts <<his>> eyes. It's easy to snatch the keycard from <<his>> pocket without being noticed. <<tearful>> you leave the office. Orderlies wait for you outside.<<set $asylumkeycard to 1>>

<<clotheson>>
<<endcombat>>

<<set $logprep to "During my assessment I attacked Doctor Harper and made "+$him+" orgasm so hard that stealing a keycard from "+$him+" was easy.">>
<<log $logprep 4>>
<<logopinion >>
<<asylumpunish2>>

<<elseif $enemyhealth lte 0>>

Harper winces and tries to flee the room, but you grasp <<his>> coat. <<He>> shakes free of it and escapes. There's a keycard in the pocket. <<tearful>> you leave the office. Orderlies wait for you outside.<<set $asylumkeycard to 1>>

<<clotheson>>
<<endcombat>>

<<log "During my assessment I defeated Doctor Harper in a fight and got a keycard." 4>>
<<logopinion >>
<<asylumpunish2>>

<<else>>

<<tearful>> you fall to the ground. Harper pants. "This is why you're in here," <<he>> says. "You can't handle your emotions." The orderlies arrive.

<<clotheson>>
<<endcombat>>

<<log "During my assessment I attacked Doctor Harper and lost." 3>>
<<logopinion >>

<<asylumpunish2>>

<</if>>

:: Asylum Punish [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You lunge over the desk and try to grab Harper. <<He>> stands back, knocking <<his>> chair over. Several orderlies burst into the room and tackle you to the ground.

<<log "During my assessment I tried to attack Doctor Harper but orderlies rushed into the room and knocked me down." 3>>
<<logopinion "Well shit" "That was interesting">>
<<asylumpunish2>>

:: Asylum Keycard [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

You reach across the desk and grab <<his>> coat with both hands. "You're wrong," you shout. You slip a hand into <<his>> pocket.

<<skulduggerycheck>>
	<<if $skulduggerysuccess is 1>>
	You pull out a keycard and hide it away.<<set $asylumkeycard to 1>>

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
		<<else>>
		That was too easy. You didn't learn anything.

		<</if>>

<<He>> pushes you back on your chair as several orderlies march in.

<<log "During my assessment I managed to steal a keycard from Doctor Harper." 4>>
<<logopinion >>

		<<asylumpunish2>>

	<<else>>

	<<He>> grabs your wrist.<<gggsuspicion>><<suspicion 20>>

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
		<<else>>
		That was too easy. You didn't learn anything.

		<</if>>

	"I'm very disappointed in you," <<he>> says. <<He>> reaches beneath the desk, and the doors swing open. Several orderlies march in.

	<<log "During my assessment I tried to steal a keycard from Doctor Harper but failed." 4>>
	<<logopinion >>

	<<asylumpunish2>>

	<</if>>

:: Asylum Rape Meek [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"You're wrong," you say. "People keep forcing themselves on me."

<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "That's okay," <<he>> says. "I'll be here when you're ready to admit what you've been up to." <<He>> glances at the clock. "That's all for today. Be well."

<<set $logprep to $logprep+" I said that "+$he+" was wrong.">>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Rape Sub [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"I-It's all me?" you say. "It's my fault?"

<<He>> shakes <<his>> head. "There's no fault," <<he>> says. "But you understand. People are responding to your provocation. The way you dress and carry yourself. Most people aren't as talented." <<He>> glances at the clock. "That's all for today. Be well."

<<if $awareness gte -40>> /*  */
	<<set $logprep to $logprep+" I said "+$he+" might be right.">>
<<elseif $awareness gte -120>>
	<<set $logprep to $logprep+" When I asked if it was all my fault "+$he+" assured me that there's no fault.">>
<<elseif $awareness gte -160>>
	<<set $logprep to $logprep+" I think "+$he+" might be right.">>
<<else>>
	<<set $logprep to $logprep+" I think "+$he+"'s right.">>
<</if>>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Exhibit Meek [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"That's not true," you say. "People have been exposing me with force."

<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "That's okay," <<he>> says. "But one day you'll need to admit your lewdity." <<He>> glances at the clock. "That's all for today. Be well."

<<set $logprep to $logprep+" I said that "+$he+" was wrong.">>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Exhibit Sub [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"I-It is exciting," you say. "To be exposed in front of people."

<<He>> nods. "Very good," <<he>> says. "You should be happy so many want to look at you." <<He>> glances at the clock. "That's all for today. Be well."

<<if $awareness gte -40>> /*  */
	<<set $logprep to $logprep+" That doesn't sound right but I still">>
<<elseif $awareness gte -120>>
	<<set $logprep to $logprep+" I wonder if "+$he+"'s right and">>
<<elseif $awareness gte -160>>
	<<set $logprep to $logprep+" I think "+$he+" might be right so I">>
<<else>>
	<<set $logprep to $logprep+" I think "+$he+"'s right so I">>
<</if>>
	<<set $logprep to $logprep+" said that it's exciting to be exposed in front of people, "+$he+" told me I should be happy so any people want to look at me.">>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Beast Meek [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"I'm not like that," you say. "I wouldn't do such things."

<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "It must be hard for you," <<he>> says. "Coming to terms with such deviancy. But you need to in order to heal." <<He>> glances at the clock. "That's all for today. Be well."

<<set $logprep to $logprep+" I said that "+$he+" was wrong.">>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Beast Sub [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"It's my fault?" you say. "I'm the one making animals attack me?"

<<He>> shakes <<his>> head. "You're attacking them," <<he>> says. "But you're on the right track." <<He>> glances at the clock. "That's all for today. Be well."

<<if $awareness gte -40>> /*  */
	<<set $logprep to $logprep+" Slightly doubtfully I asked if I was the one making animals attack me, "+$he+" told me I was the one attacking them.">>
<<elseif $awareness gte -120>>
	<<set $logprep to $logprep+" When I asked if I was the one making animals attack me, "+$he+" told me I was the one attacking them.">>
<<elseif $awareness gte -160>>
	<<set $logprep to $logprep+" I think "+$he+" might be right.">>
<<else>>
	<<set $logprep to $logprep+" I think "+$he+"'s right.">>
<</if>>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Tentacles Meek [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"The tentacles are real," you say. "I felt them all over me. They left marks and goo..."

"They don't exist," <<he>> interrupts. "You're inventing fantasies to justify your promiscuous behaviour. It's no mystery where the goo really comes from." <<He>> glances at the clock. "That's all for today. Be well."

<<set $logprep to $logprep+" I said that "+$he+" was wrong.">>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Tentacles Sub [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"They aren't real?" you say. "But why did they feel good?"

"You were either sleeping with someone, or touching yourself," <<he>> says. "Likely the former." <<He>> glances at the clock. "That's all for today. Be well."

<<if $awareness gte -40>> /*  */
	<<set $logprep to $logprep+" I asked">>
<<elseif $awareness gte -120>>
	<<set $logprep to $logprep+" I wonder if "+$he+"'s right and asked">>
<<elseif $awareness gte -160>>
	<<set $logprep to $logprep+" I think "+$he+" might be right so I asked">>
<<else>>
	<<set $logprep to $logprep+" I think "+$he+"'s right so I asked">>
<</if>>
	<<set $logprep to $logprep+" why did they feel good if they aren't real so "+$he+" told me it was because I was either sleeping with someone, or touching myself.">>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Hurt Meek [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"No," you say. "I didn't do this to myself, other people did."

<<He>> shakes <<his>> head. "It's a cry for help," <<he>> says. "But you're in the right place. We won't let you hurt yourself any longer." <<He>> glances at the clock. "That's all for today. Be well."

<<set $logprep to $logprep+" I said that "+$he+" was wrong.">>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Hurt Sub [nobr]
<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>

"If they were hurting me," you say. "Why did it feel good?"

"Quite," <<He>> says. "You did this to yourself. Because you felt guilty." <<He>> glances at the clock. "That's all for today. Be well."

<<if $awareness gte -40>> /*  */
	<<set $logprep to $logprep+" I ">>
<<elseif $awareness gte -120>>
	<<set $logprep to $logprep+" I wonder if "+$he+"'s right and">>
<<elseif $awareness gte -160>>
	<<set $logprep to $logprep+" I think "+$he+" might be right so I">>
<<else>>
	<<set $logprep to $logprep+" I think "+$he+"'s right so I">>
<</if>>
	<<set $logprep to $logprep+" said that if people were hurting me it shouldn't have felt good.">>
<<log $logprep 4>>
<<logopinion >>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>