code:
:: Widgets School [widget]
<<widget "schooleffects">><<nobr>>
<<effectstime>>
<<if $schoolday is 1>>
	<<if $hour lte 6>>
	<<set $schoolstate to "early">><<set $schoollesson to 0>>
	<<elseif $hour lte 8>>
	<<set $schoolstate to "morning">><<set $schoollesson to 0>>
	<<elseif $hour is 9>>
	<<set $schoolstate to "first">><<set $schoollesson to 1>>
	<<elseif $hour is 10>>
	<<set $schoolstate to "second">><<set $schoollesson to 1>>
	<<elseif $hour is 11>>
	<<set $schoolstate to "third">><<set $schoollesson to 1>>
	<<elseif $hour is 12>>
	<<set $schoolstate to "lunch">><<set $schoollesson to 0>>
	<<elseif $hour is 13>>
	<<set $schoolstate to "fourth">><<set $schoollesson to 1>>
	<<elseif $hour is 14>>
	<<set $schoolstate to "fifth">><<set $schoollesson to 1>>
	<<elseif $hour lte 16>>
	<<set $schoolstate to "afternoon">><<set $schoollesson to 0>>
	<<elseif $hour gte 17>>
	<<set $schoolstate to "late">><<set $schoollesson to 0>>
	<</if>>
<<else>>
	<<if $hour lte 6>>
	<<set $schoolstate to "earlynoschool">><<set $schoollesson to 0>>
	<<elseif $hour gte 17>>
	<<set $schoolstate to "daynoschool">><<set $schoollesson to 0>>
	<<else>>
	<<set $schoolstate to "latenoschool">><<set $schoollesson to 0>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "schoolperiod">><<nobr>>
<<if $exposed lte 0>>
<<if $schoolstate is "morning">>
<<link [[Go to your science lesson (0:01)|Science Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "first">>
<<link [[Go to your science lesson (0:01)|Science Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "second">>
<<link [[Go to your maths lesson (0:01)|Maths Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "third">>
<<link [[Go to your English lesson (0:01)|English Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "lunch">>
<<link [[Join the masses in the canteen (0:01)|Canteen]]>><<pass 1>><</link>>

<<link [[Wait in the history classroom (0:01)|History Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "fourth">>
<<link [[Go to your history lesson (0:01)|History Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "fifth">>
<<link [[Go to your swimming lesson (0:01)|School Pool Entrance]]>><<pass 1>><</link>>

<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "schoolperiodtext">><<nobr>>
<<if $schoolstate is "morning">>
Your science lesson starts at 9:00.

<<elseif $schoolstate is "first">>
Your science lesson started at 9:00!

<<elseif $schoolstate is "second">>
Your maths lesson started at 10:00!

<<elseif $schoolstate is "third">>
Your English lesson started at 11:00!

<<elseif $schoolstate is "lunch">>
Your history lesson starts at 13:00.

<<elseif $schoolstate is "fourth">>
Your history lesson started at 13:00!

<<elseif $schoolstate is "fifth">>
Your swimming lesson started at 14:00!

<</if>>
<</nobr>><</widget>>

<<widget "exhibitorgasm">><<nobr>>
<<if $orgasmdown gte 1>><<set $orgasmdown to 0>>
	<<if $orgasmcurrent lte 0>>
	<<elseif $orgasmcurrent lte 1>>
You spasm against the bindings.
		<<if $enemyno gte 2>>
			<<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>>
			The pair's eyes light up as you squirm. "<<pShes>> cumming!" The <<person>> exclaims, stepping back to avoid your discharge while staring in awe.
			<<else>>
			The pair's eyes light up as you squirm. "<<pShes>> cumming!" The <<person>> exclaims.
			<</if>>
		<<else>>
			<<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>>
			<<else>>
			<</if>>
		<</if>>
	<<elseif $orgasmcurrent is 2>>
	You spasm again against the bindings.
		<<if $enemyno gte 2>>
			<<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>>
			"I didn't know it could happen more than once!" Says the <<personstop>>
			<<else>>
			"I didn't know it could happen more than once!" Says the <<personstop>>
			<</if>>
		<<else>>
			<<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>>
			<<else>>
			<</if>>
		<</if>>
	<<else>>
	<</if>>

<</if>>
<</nobr>><</widget>>

<<widget "changingrooms">><<nobr>>

<<if $exposed gte 2>>
	<<if $playergenderappearance is "m">>
		<<if $exhibitionism gte 75>>
		<<link [[Girl's Changing Room|School Girl's Changing Room]]>><</link>><<exhibitionist5>>

		<</if>>
	<<link [[Boy's Changing Room|School Boy's Changing Room]]>><</link>>

	<<else>>
		<<if $exhibitionism gte 75>>
		<<link [[Boy's Changing Room|School Boy's Changing Room]]>><</link>><<exhibitionist5>>

		<</if>>
	<<link [[Girl's Changing Room|School Girl's Changing Room]]>><</link>>

	<</if>>
<<else>>
<<link [[Boy's Changing Room|School Boy's Changing Room]]>><</link>>

<<link [[Girl's Changing Room|School Girl's Changing Room]]>><</link>>

<</if>>

<</nobr>><</widget>>

:: Widgets Events Science [widget]
<<widget "eventsscience">><<nobr>>
<<if $rng gte 91 and $playergenderappearance is "m" and $legsacc is "girls gym socks">>
<<generates1>><<person1>>A <<person>> looks at your feet. "Why are you wearing girl's socks?" <<he>> asks loudly. "Do they make you feel pretty?" <<His>> friends start laughing.

<<link [[Kick|Science Kick]]>><<stress -12>><<trauma -6>><<detention 3 "Fighting">><</link>><<gdelinquency>><<ltrauma>><<lstress>>

<<link [[Ignore|Science Lesson]]>><<stress 6>><<trauma 6>><<set $logprep to "TBD science sock shaming ignore">><<log $logprep 1>><<endevent>><</link>><<gtrauma>><<gstress>>

<<elseif $rng gte 91 and $playergenderappearance is "f" and $legsacc is "boys gym socks">>
<<generates1>><<person1>>A <<person>> looks at your feet. "Why are you wearing boy's socks?" <<he>> asks loudly. "Do you think they'll make people forget you're a slut?" <<His>> friends start laughing.

<<link [[Kick|Science Kick]]>><<stress -12>><<trauma -6>><<detention 3 "Fighting">><</link>><<gdelinquency>><<ltrauma>><<lstress>>

<<link [[Ignore|Science Lesson]]>><<stress 6>><<trauma 6>><<set $logprep to "TBD science sock shaming ignore">><<log $logprep 1>><<endevent>><</link>><<gtrauma>><<gstress>>

<<elseif $rng gte 81>>
<<sirris>><<generates2>><<person2>>The class conducts an experiment with chemicals.

A <<person>> splashes your clothes with acid! "Sorry, I slipped," <<he>> says, smirking.

<<set $upperintegrity -= 20>>
<<set $lowerintegrity -= 20>>
<<set $underintegrity -= 20>>

<<integritycheck>>
<<exposure>>

	<<if $uppertype isnot "naked" and $lowertype isnot "naked">>
	It's not a very potent acid, but it does leave your clothing worse for wear.

	<<set $logprep to "TBD science acid cloth dmg">>
	<<log $logprep 1>>
	<<link [[Next|Science Lesson]]>><<endevent>><</link>>

	<<else>>
	The acid eats through your clothes, and you soon find yourself exposed in front of the entire class! You do your best to conceal your <<lewdness>> as Sirris rushes over with some towels. You cover up, but not before the rest of the class get a good look.

<<towelup>>
	<<set $logprep to "TBD science acid cloth destroy">>
	<<log $logprep 1>>
	<<link [[Next|Science Lesson]]>><<endevent>><</link>>

	<</if>>
<<elseif $rng gte 61>>
<<sirris>><<person1>>Sirris asks you to come to the front of the class.

<<link [[Next|Science Event3]]>><</link>>

<<elseif $rng gte 41>>
The class arrange themselves around the terrariums lining the edge of the room. You observe the plants contained within and try to identify the species.

<<link [[Next|Science Terrarium]]>><</link>>

<<elseif $rng gte 21>>
A group of delinquents decide to pick on you.

<<link [[Ask the teacher for help|Science Pick]]>><<status -10>><</link>><<lcool>>

<<link [[Endure it|Science Pick]]>><<set $phase to 1>><<stress 2>><<trauma 2>><</link>><<gtrauma>><<gstress>>

<<elseif $rng gte 1>>
Sirris asks everyone to group up into pairs.

<<set $rng to random(1, 100)>>

	<<if $cool gte 80>>
	You find a partner and together dissect a <<if $rng gte 75>>sheep's eye<<elseif $rng gte 50>>insect<<elseif $rng gte 25>>worm<<else>>frog<</if>>.

	<<link [[Just focus on the dissection|Science Dissection]]<<scienceskill>><</link>><<gscience>>

	<<link [[Joke around with your partner|Science Dissection]]>><<trauma -1>><<stress -2>><<status 1>><<set $phase to 1>><</link>><<ltrauma>><<lstress>><<gcool>>

	<<else>>
	<<sirris>><<person1>>The other students avoid you, and you find yourself unable to find a partner. Sirris carries in a plastic box, but stops to speak to you when <<he>> sees that you're alone.

	"I have a special job for you. There's another box like this one in the shed just next to the school entrance. Could you bring it here?"

	You walk to the shed, which is unlocked, and find the box just inside. It's really heavy! You can barely lift it, but manage to carry it back into the school. <<physique>><<endevent>>

		<<if $rng gte 21>>
		You arrive back at the classroom, where the rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.<<gscience>><<scienceskill>>

		<<set $logprep to "TBD science dissect solo">>
		<<log $logprep 2>>
		<<link [[Next|Science Lesson]]>><<endevent>><</link>>

		<<else>>
		<<generatey1>><<generatey2>><<generatey3>>
		You walk past three delinquents smoking in a corridor. You didn't see them coming due to the box blocking your view. They start hounding you down the hall.

		<<person1>>The <<person>> grabs the hem of your $lowerclothes and tries to tug them down!

		<<if $undertype is "naked">>
		You shiver as you realise you aren't wearing any underwear!
		<</if>>

		"Let's see what <<pshes>> got on under this," the <<person2>><<person>> and <<person3>><<person>> move closer, intending to join in.

		You're unable to protect yourself while your arms are occupied by the box. You'll have to bend over to put the box down without breaking anything inside, but you feel that doing so would make you even more vulnerable.

		<<link [[Drop the box and protect yourself|Science Dissection]]>><<set $phase to 2>><<detention 2 "Vandalism">><</link>><<gdelinquency>>

		<<link [[Just endure it|Science Dissection]]>><<set $phase to 3>><<stress 2>><<trauma 2>><</link>><<gtrauma>><<gstress>>

		<<link [[Bend over and put the box down gently|Science Dissection]]>><<set $phase to 4>><</link>>
		<</if>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "eventssciencesafe">><<nobr>>
<<if $scienceproject is "none" and $yeardays gte 2>><<set $scienceproject to "ongoing">><<set $scienceprojectdays to (21 + (7 - $weekday))>>
<<sirris>><<person1>><<scienceprojectstart>>
"The science fair will be held in a few weeks," Sirris announces. "Taking part is optional, but it's a good opportunity to learn in a more practical way. The theme is local wildlife. I have a project idea for each of you, but you can come up with your own if you like."

Sirris asks the class to turn to page $rng of their textbook, then walks around room handing out small cards. Yours reads: "Lichen grows in many places around town. What impact does the local environment have on the species that thrive?" It continues on to some variables you could test, and ends with: "Remember to ask permission before entering private property!"<<set $sciencelichenknown to 1>>

Sirris arrives back at the front. "The fair will be held on a Saturday, at the town hall. I hope you'll be there even if you don't bring a project."

Science project added to journal.

<<if $sciencephallusknown isnot 1 and $promiscuity gte 35>><<set $sciencephallusknown to 1>>
A lewd thought comes to you as the other students discuss ideas. You've conceived the "local phalli" science project.

<</if>>

<<set $logprep to "TBD science fair announced">>
<<log $logprep 3>>
<<endevent>>
<<link [[Next|Science Lesson]]>><</link>>

<<elseif $rng gte 81>>
Sirris asks the class to turn to page $rng of their textbook. The classroom has a laid-back atmosphere, most students spend more time chatting than reading.

<<link [[Next|Science Lesson]]>><<log "TBD science laidback" -1>><</link>>
<<elseif $rng gte 61>>
The class conducts an experiment with chemicals. You're careful not to spill any.

<<link [[Next|Science Lesson]]>><<log "TBD science experiment no spill" -1>><</link>>
<<elseif $rng gte 41>>
Some delinquents pick on one of the nerdy students. Sirris has the offenders move to the other side of the classroom.

<<link [[Next|Science Lesson]]>><<log "TBD science nerdy students picked" -1>><</link>>
<<elseif $rng gte 21>>
<<sirris>><<person1>>
Sirris asks the class a question. You think you know the answer.

<<link [[Put your hand up|Science Event1]]>><<set $phase to 1>><<stress 1>><<set $science += 1>><</link>><<gstress>><<gscience>>

<<link [[Keep your head down|Science Event1]]>><<log "TBD science question know but no answer" -1>><</link>>

<<elseif $rng gte 1>>
	<<if $dissociation gte 1>>
<<sirris>><<person1>>Sirris approaches you. "Is everything okay?" <<He>> asks. "You don't look... well."

<<link [[I'm fine|Science Event2]]>><</link>>

<<link [[Break down|Science Event2]]>><<set $phase to 1>><</link>>

	<<else>>
Sirris approaches you. "Is there anything I can help clarify for you?"

<<link [[Yes|Science Event2]]>><<set $phase to 2>><<set $science += 1>><</link>><<gscience>>

<<link [[No|Science Event2]]>><<set $phase to 3>><</link>>

	<</if>>
<</if>>
<</nobr>><</widget>>

:: Widgets Events Maths [widget]
<<widget "eventsmaths">><<nobr>>
<<if $rng gte 91 and $wolfgirl gte 4>>

<<river>><<person1>>River marches up and down the class. <<He>> stops beside you.
	<<if $riverbite isnot 1>><<set $riverbite to 1>>
"That headband is against school regulations," <<he>> says, grabbing one of your wolf ears.
	<<else>>
"You're still wearing that silly headband?" <<he>> says. "I thought I made myself clear." <<He>> grabs one of your wolf ears.
	<</if>>
<<He>> tugs painfully.<<gpain>><<gstress>><<set $pain += 10>><<stress 1>>

<<link [[Bite|Maths Event Bite]]>><<set $riverdom -= 1>><<set $riverlove -= 1>><<detention 6 "Assault">><<stress -12>><<trauma -6>><<set $submissive -= 10>><</link>><<gdelinquency>><<ltrauma>><<lstress>>

<<link [[Endure|Maths Event Endure]]>><<set $riverdom += 1>><<stress 6>><<trauma 6>><<set $pain += 20>><<set $submissive += 5>><</link>><<gpain>><<gtrauma>><<gstress>>

<<elseif $rng gte 81>>
<<river>><<person1>>
River gives the class some equations to solve while <<he>> manages paperwork. A few delinquents use the opportunity to harass you.

<<link [[Tell them to stop|Maths Event1]]>><<detention 2 "Disturbance">><</link>><<gdelinquency>>

<<link [[Endure it|Maths Event1]]>><<stress 2>><<set $phase to 1>><</link>><<gstress>>

<<elseif $rng gte 61>>
<<river>><<generates2>><<person2>>
River has you come to the front of the class to solve an equation on the whiteboard.

	<<if $skirt is 1>>
	As you write on the board, a <<person>> reaches over with a ruler and lifts up your skirt!
		<<if $undertype is "naked">>
		A cheer erupts from the class as they see you're not wearing underwear. You brush the ruler away and fix your $lowerclothes as your face heats up. River turns to the class to see what's causing the commotion. Seeing the <<person2>><<person>> holding the ruler, <<person1>><<he>> opens <<his>> mouth to chide but is interrupted. "But <<sircomma>> <<pshes>> not wearing any underwear!"

		The class erupts into another cheer as River looks at you. "Is this true? That's against school rules. Sit down."<<gtrauma>><<gstress>><<gdelinquency>><<gcool>><<trauma 2>><<stress 2>><<detention 2 "Indecency">><<status 1>>

		<<else>>
		You brush the ruler away and fix your $lowerclothes, but not before the class get a good look at your $underclothes.<<gtrauma>><<gstress>><<trauma 1>><<stress 1>>

		<</if>>
	<<else>>
	As you write on the board, a <<person>> reaches over with a ruler and tugs down your shorts!
		<<if $undertype is "naked">>
		A cheer erupts from the class as they see you're not wearing underwear. You brush the ruler away and fix your $lowerclothes as your face heats up. River turns to the class to see what's causing the commotion. Seeing the <<person2>><<person>> holding the ruler, <<person1>><<he>> opens <<his>> mouth to chide but is interrupted. "But <<sircomma>> <<pshes>> not wearing any underwear!"

		The class erupts into another cheer as River looks at you. "Is this true? That's against school rules. Sit down."<<gtrauma>><<gstress>><<gdelinquency>><<gcool>><<trauma 2>><<stress 4>><<detention 2 "Indecency">><<status 1>>

		<<else>>
		You brush the ruler away and fix your $lowerclothes, but not before the class get a good look at your $underclothes.<<gtrauma>><<gstress>><<trauma 1>><<stress 2>>

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

<<set $logprep to "TBD maths board write exposure">>
<<log $logprep 1>>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<elseif $rng gte 41>><<set $rng to random(1, 100)>>

<<river>><<person1>>

River stands beside your table. "I need you to deliver a message for me. To the head." <<He>> hands you a sealed envelope.

You leave the classroom.

<<endevent>>
<<link [[Open the envelope|Maths Note]]>><<detention 6 "Theft">><<set $phase to 1>><</link>><<gdelinquency>>

<<link [[Just deliver it|Maths Note]]>><</link>>

<<elseif $rng gte 21>><<set $rng to random(1, 100)>>
	<<if $maths lte 499>>
	<<generates1>><<person1>>
River has a studious <<person>> help you with the material.
		<<if $cool gte (($coolmax / 5) * 2)>>
		<<He>> is happy to help, and your understanding of the material improves.<<lstress>><<stress -4>><<gmaths>><<mathsskill>>

		<<set $logprep to "TBD maths happy help">>
		<<log $logprep 1>>
		<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
		<<elseif $cool gte ($coolmax / 5)>>
		<<He>> doesn't seem particularly happy with the arrangement, but you do learn something.<<gmaths>><<mathsskill>>

		<<set $logprep to "TBD maths unhappy help">>
		<<log $logprep 1>>
		<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
		<<else>>
		<<He>> is clearly embarrassed to be seen with you; <<he>> never looks at you, and rarely speaks. You don't learn anything.

		<<set $logprep to "TBD maths displeased help">>
		<<log $logprep 1>>
		<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
		<</if>>
	<<else>><<generates1>>
		<<if $eventsmaths4 is 1 and $rng gte 71>>
As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement. After a few minutes of trying to explain the material to them, you feel a hand grope your butt.

<<link [[Ignore it|Maths Event3]]>><<trauma 2>><<stress 2>><<arousal 2>><<set $phase to 3>><<set $eventsmaths4 to 1>><</link>><<gtrauma>><<gstress>><<garousal>>

<<link [[Move away|Maths Event3]]>><<detention 2 "Disobedience">><<set $phase to 1>><</link>><<gdelinquency>>

		<<elseif $rng gte 41>><<set $eventsmaths4 to 1>>
As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement. After a few minutes of trying to explain the material to them, you feel a hand grope your butt.

<<link [[Ignore it|Maths Event3]]>><<trauma 2>><<stress 2>><<arousal 2>><<set $phase to 2>><</link>><<gtrauma>><<gstress>><<garousal>>

<<link [[Move away|Maths Event3]]>><<detention 2 "Disobedience">><<set $phase to 1>><</link>><<gdelinquency>>

		<<elseif $rng gte 1>>
As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement, but they listen to you without incident.

<<set $logprep to "TBD maths helping uneventful">>
<<log $logprep 1>>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
		<</if>>
	<</if>>
<<else>>
<<river>><<person1>><<generates2>>
While River's back is turned, someone throws a pen at <<his>> back. <<He>> stops speaking, and slowly turns to face the class. <<person2>>The <<person>> sat behind you points at you. "<<pShe>> did it!"

	<<if $delinquency gte 400>>
	River looks at you. <<person1>>"I should have known it would be you. Wait outside." You know arguing won't help, so you stand and leave.<<gstress>><<stress 2>>

	<<link [[Next|Maths Event4]]>><<endevent>><</link>>
	<<else>>
	<<person1>>River is not fooled by the <<person2>><<personcomma>> and sends them out.

	<<set $logprep to "TBD maths fake accusation fail">>
	<<log $logprep 1>>
	<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "eventsmathssafe">><<nobr>>
<<if $rng gte 81>>
<<river>><<person1>>
River gives the class some equations to solve while <<he>> manages paperwork. Even the delinquents keep quiet, careful to avoid River's attention.

<<link [[Next|Maths Lesson]]>><<log "TBD maths given equations" -1>><<endevent>><</link>>

<<elseif $rng gte 61>>
<<river>><<person1>>
River demonstrates equations on a whiteboard and occasionally asks questions, picking on students <<he>> thinks aren't paying attention.

<<link [[Next|Maths Lesson]]>><<log "TBD maths whiteboard equations" -1>><<endevent>><</link>>
<<elseif $rng gte 41>>
<<river>><<person1>>
River demonstrates equations on a whiteboard and occasionally asks questions, picking on students <<he>> thinks aren't paying attention. This time, <<he>> picks on you.

	<<if $maths gte 500>>
	You know the answer, but answering such a tough question correctly will make the other students think you strange.

	<<link [[Answer|Maths Event2]]>><<status -10>><</link>><<lcool>>

	<<link [[Pretend you don't know|Maths Event2]]>><<detention 2 "Lying">><<stress 2>><<set $phase to 1>><</link>><<gstress>><<gdelinquency>>
	<<else>>
	The question is quite difficult and beyond you, so you tell <<him>> you don't know.

	"Of course you don't." Fortunately <<he>> doesn't belabour the point, and continues lecturing.<<set $stress += 20>><<gstress>>

	<<set $logprep to "TBD maths hard question real fail">>
	<<log $logprep -1>>
	<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
	<</if>>
<<elseif $rng gte 21>>
<<river>><<person1>>
The class studies geometry, filling worksheets while River paces around the room, looking over shoulders and pointing out every little mistake.

<<link [[Next|Maths Lesson]]>><<log "TBD maths geometry" -1>><<endevent>><</link>>
<<else>>
<<river>><<person1>>
River demonstrates equations on a whiteboard before handing out worksheets for the class to complete.

<<link [[Next|Maths Lesson]]>><<log "TBD maths equations worksheets" -1>><<endevent>><</link>>
<</if>>
<</nobr>><</widget>>

:: Widgets Events English [widget]
<<widget "eventsenglish">><<nobr>>
<<if $rng gte 91 and $goocount + $semencount gte 10>>
<<doren>><<person1>>
Doren stops beside your desk. "You smell... odd," <<he>> says. "Almost like..."

<<generates2>><<person2>>A <<person>> cuts <<person1>><<him>> off. "<<pShe>> smells like cum <<sirstop>>" Giggling erupts around the class.

<<person1>>

	<<if $promiscuity gte 35>>
	<<link [[Own it|English Events Own]]>><</link>><<promiscuous3>>

	<</if>>
	<<link [[Stare down in shame|English Events Stare]]>><<trauma 6>><<stress 6>><<status -10>><<set $dorenlove += 1>><</link>><<gtrauma>><<gstress>><<lcool>>

<<elseif $rng gte 81>>
	<<if $cool lt 40>>
	<<set $lowerintegrity -= 30>>
		<<if $lowerintegrity lte 0>>
		As you stand to hand your work in, your $lowerclothes <<if $lowerplural is 0>>tears<<else>>tear<</if>> clean off of your body! You look down in horror and see the remains attached to the chair, someone put glue on your seat. You cover yourself as soon as you can, but for a moment your <<undies>> were completely exposed. Doren rushes over with a towel, while your face flushes with humiliation.<<humiliation10>>

		<<set $logprep to "TBD English hand in glue exposed">>
		<<else>>
		As you stand to hand your work in, your $lowerclothes tear. Someone put glue on your seat! Fortunately, your $lowerclothes survived, though certainly worse for wear.

		<<set $logprep to "TBD English hand in glue tear">>
		<</if>>
	<<else>>
	<<set $lowerintegrity -= 10>>
		<<if $lowerintegrity lte 0>>
		As you stand to hand your work in, your $lowerclothes <<if $lowerplural is 0>>catches<<else>>catch<</if>> on the corner of your desk and <<if $lowerplural is 0>>tears<<else>>tear<</if>> clean off of your body! You look down in horror and see the remains hanging from the desk. You cover your exposed <<undies>> as soon as you can, but for a moment you were completely exposed. Doren rushes over with a towel, while your face flushes with humiliation.<<gtrauma>><<gstress>>

<<humiliation10>>
		<<set $logprep to "During English lesson when handing in my work my "+$lowerclothes+" got torn apart due to catching on the corner of my desk.">>
		<<else>>
		As you stand to hand your work in, your $lowerclothes <<if $lowerplural is 0>>catches<<else>>catch<</if>> on the corner of your desk and tear. Fortunately, your $lowerclothes survived, though a bit worse for wear.

		<<set $logprep to "During English lesson when handing in my work my "+$lowerclothes+" got torn due to catching on the corner of my desk.">>
		<</if>>
	<</if>>
	<<integritycheck>>
	<<towelup>>

<<log $logprep 1>>
<<link [[Next|English Lesson]]>><</link>>

<<elseif $rng gte 71 and $kylarenglishstate is "active">>

<<kylar>><<person1>>Doren calls Kylar up to the front of the class to recite <<his>> poem. It's a love poem, about you. <<He>> looks overjoyed to be sharing it.<<status -10>><<lcool>>

<<if $penisexist is "m">>
Part of it makes bold claims about the prodigious girth of your penis. Your face heats up.<<status 1>><<gcool>>

<</if>>

Several students giggle and stare. A <<generates2>><<person2>><<person>> shunts <<his>> seat to put distance between you.

<<person1>>

Kylar sits back down and smiles, oblivious to the embarrassment <<he>> caused.

<<endevent>>
<<set $logprep to "TBD English Kylar poem">>
<<log $logprep 3>>
<<link [[Next|English Lesson]]>><</link>>

<<elseif $rng gte 61>>
	<<if $english gte 500>>
	<<doren>><<person1>>Doren approaches your desk. "I think you've sussed this material, so while the rest of the class works, I've got a message I need delivered to the caretaker's outbuilding." <<He>> hands you a note containing a list of theatre props. "Just slip it beneath the door."

<<endevent>>

		<<if $outbuildingvisited is 1>>
		You arrive at the outbuilding where the dog attacked you. Were you to take your time and be careful, you could avoid another such encounter. You would miss some of the lesson though.

		<<link [[Be careful|English Outbuilding]]>><<set $phase to 0>><<detention 1 "Laziness">><</link>><<gdelinquency>>

		<<link [[Risk it|English Outbuilding]]>><<set $phase to 1>><</link>>

		<<else>><<set $outbuildingvisited to 1>>
		You head to the outbuilding behind the school and slip the note beneath the door as instructed. As you turn however, you find a dog baring its teeth and advancing on you.

			<<if $bestialitydisable is "t">>
			You manage to flee back to the classroom, though not unscathed.<<beastescape>>

			<<integritycheck>><<towelup>>

			<<set $logprep to "TBD English ourbuilding dog damage">>
			<<log $logprep 1>>
			<<link [[Next|English Lesson]]>><</link>>
			<<else>>
			<<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>>

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

	<<else>>
	Doren takes a special interest in your progress, and doesn't give you a chance to relax.<<gstress>><<genglish>><<stress 2>><<englishskill>>

	<<set $logprep to "TBD English Doren special interest">>
	<<log $logprep 1>>
	<<link [[Next|English Lesson]]>><</link>>
	<</if>>

<<elseif $rng gte 41>>
	<<if $delinquency gte 400>>
	<<doren>><<person1>>In a bid to keep the classroom ruckus down, Doren has the less controllable students separated, which includes you <<if $kylarenglishstate is "active">>and Kylar<</if>>. <<He>><<endevent>> seats you next to a quiet <<generates1>><<person1>><<person>> who never causes any trouble.

	After a few minutes the <<persons>> pen rolls on the floor. <<He>> reaches down to pick it up, rests a hand on your thigh and leans in close. "No one will believe you." <<His>> hand travels up your thigh.

		<<if $kylarenglishstate is "active">>
		Until Kylar grabs <<his>> wrist and tugs <<him>> closer.

		<<endevent>>
		<<kylar>><<person1>>"Mine," Kylar whispers. <<He>> flashes the knife in <<his>> pocket. There are no arguments.

		<<endevent>>

		<<set $logprep to "TBD English grab Kylar interrupt">>
		<<log $logprep 2>>
		<<link [[Next|English Lesson]]>><</link>>

		<<else>>
		<<He>> sits back down, but continues to molest you.

		<<link [[Call for help|English Event2]]>><<detention 1 "Lying">><</link>><<gdelinquency>>

		<<link [[Endure it|English Event2 Molest]]>><<stress 4>><<trauma 4>><</link>><<gstress>><<gtrauma>>

		<</if>>
	<<elseif $kylarenglishstate is "active">>
	Some delinquents take an interest in you. One tries to grope, but is cowed by a look from Kylar.

	<<set $logprep to "TBD English grope Kylar interrupt">>
	<<log $logprep 2>>
	<<link [[Next|English Lesson]]>><</link>>

	<<else>>
	Some delinquents take an interest in you, and sneak gropes and fondles while the teacher isn't looking.<<gtrauma>><<gstress>><<trauma 2>><<stress 2>>

	<<set $logprep to "TBD English grope">>
	<<log $logprep 2>>
	<<link [[Next|English Lesson]]>><</link>>
	<</if>>
<<elseif $rng gte 21>>
Doren asks you to demonstrate your grammar on the whiteboard. As you walk to the front of the classroom, a foot protrudes into your path and trips you up.
	<<if $skirt is 1>>
		<<if $underclothes is "naked">>
		Your skirt flares up as you fall to your knees, revealing your bare butt to the whole class. You struggle to your feet, face turning red, as the class whistles and jeers.<<stress 3>><<trauma 3>><<gstress>><<gtrauma>>

		<<else>>
		Your skirt flares up as you fall to your knees, revealing your $underclothes to the whole class. You struggle to your feet, face turning red, as the class whistles and jeers.<<stress 1>><<trauma 1>><<gstress>><<gtrauma>>

		<</if>>
	<<else>>
	You fall forward onto your knees, and the class laughs as you struggle back to your feet.<<stress 1>><<gstress>>

	<</if>>
<<set $logprep to "TBD English tripped">>
<<log $logprep 1>>
<<link [[Next|English Lesson]]>><</link>>
<<else>>
<<generates1>><<person1>>A breeze blows through the classroom, rustling hair and lifting a <<person1>><<persons>> paper off <<his>> desk. It lands on the floor next to you. <<He>> walks over and bends to pick it up, almost sticking <<his>> butt in your face.

	<<if $promiscuity gte 15>>
<<link [[Pinch|English Events Pinch]]>><</link>><<promiscuous2>>

	<</if>>
<<link [[Avert your eyes|English Lesson]]>><<endevent>><</link>>

<</if>>
<</nobr>><</widget>>

<<widget "eventsenglishsafe">><<nobr>>

<<if $rng gte 81>>
<<doren>><<person1>>The students take turns reciting verses of a poem. Doren occasionally recites a verse personally, <<his>> resounding voice commanding the class' attention.

<<link [[Next|English Lesson]]>><<endevent>><</link>>

<<elseif $rng gte 61>>
Doren has the class split into small groups.

	<<if $kylarenglishstate is "active">>
	No one wants to group up with Kylar, so the pair of you work alone.<<endevent>><<kylar>><<person1>> <<He>> is overjoyed.<<glove>><<set $kylarlove += 1>>
	<<set $logprep to "TBD English groupwork Kylar">>
	<<elseif $cool gte 160>>
	People gravitate to you, wanting to be part of your group.<<lstress>><<ltrauma>><<stress -4>><<trauma -2>>
	<<set $logprep to "TBD English groupwork cool">>
	<<elseif $cool lt 40>>
	No one wants to group up with you, so you sit alone in the corner. Doren gives you extra attention as a result.<<gtrauma>><<gstress>><<genglish>><<trauma 2>><<stress 2>><<englishskill>>
	<<set $logprep to "TBD English groupwork uncool">>
	<<else>>
	You join a group and work together on a small activity.
	<<set $logprep to "TBD English groupwork normal">>
	<</if>>

<<log $logprep 1>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>

<<elseif $rng gte 51 and $kylarenglishstate is "active">>
<<doren>><<person1>> Doren approaches your table. "You okay there <<if $playergenderappearance is "m">>lad<<else>>lass<</if>>?" <<he>> asks you. <<He>> glances at Kylar, who's absorbed in a sketch of you.

<<link [[Shake your head|English Kylar Moved]]>><</link>>

<<link [[Nod|English Kylar Nod]]>><</link>>

<<elseif $rng gte 41>>
<<doren>><<person1>> Doren approaches your table and asks how you're getting on.

<<link [[Ask for help|English Event1]]>><<set $phase to 1>><<stress 2>><<englishskill>><</link>><<gstress>><<genglish>>

<<link [[Say you're fine|English Event1]]>><<set $phase to 0>><</link>>

<<elseif $rng gte 21>>
Doren explains and demonstrates grammatical rules using the whiteboard.

<<link [[Next|English Lesson]]>><<log "TBD English grammar rules" -1>><<endevent>><</link>>

<<else>>
<<doren>><<person1>>
Doren hands out worksheets for the class to complete. <<He>> doesn't mind the class talking amongst themselves while they work, resulting in a lively atmosphere.

<<link [[Next|English Lesson]]>><<log "TBD English worksheets" -1>><<endevent>><</link>>

<</if>>
<</nobr>><</widget>>

<<widget "englishstart">><<nobr>>
<<endevent>><<kylar>><<person1>>

<<if $kylarstate is "active" and $kylarenglish is undefined>><<set $kylarenglish to 0>><<set $kylarenglishstate to "watching">>

You spot Kylar sat alone in the back corner. <<He>> meets your gaze, blushes and looks away.

<<set $logprep to "TBD English Kylar watch1">>
<<log $logprep 0>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>

<<elseif $kylarstate is "active" and $kylarenglish is 0 and $kylarlove lt 30>><<set $kylarenglishstate to "watching">>

You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<himstop>>

<<set $logprep to "TBD English Kylar watch2">>
<<log $logprep 0>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>

<<elseif $kylarstate is "active" and $kylarenglish is 0 and $kylarlove lt 60>><<set $kylarenglishstate to "watching">>

You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<himstop>>

Chair legs scrape across the ground. Kylar shuffles through the room, books clutched to <<his>> chest and eyes fixed on the empty seat beside you. <<He>> almost makes it. Then a <<generatey2>><<person2>><<person>> shoves <<person1>><<him>> aside and takes the seat for <<person2>><<himselfstop>> Kylar glares at the <<personcomma>> but returns to <<person1>><<his>> original seat without a word.

<<set $logprep to "TBD English Kylar watch3">>
<<log $logprep 0>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>

<<elseif $kylarstate is "active" and $kylarenglish is 0 and $kylarlove gte 60>><<set $kylarenglish to 1>><<set $kylarenglishstate to "absent">>

You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<himstop>>

Chair legs scrape across the ground. Kylar shuffles through the room, books clutched to <<his>> chest and eyes fixed on the empty seat beside you. <<He>> almost makes it. A <<generatey2>><<person2>><<person>> shoves <<person1>><<him>> aside and takes the seat for <<person2>><<himselfstop>> <<He>> doesn't give Kylar a single glance.

Someone screams. <<person1>>Kylar remains stood, a knife in <<his>> hand. <<He>> glares at the <<person2>><<person>> through <<person1>><<his>> dark fringe. The <<person2>><<person>> scrambles backwards over the desk, knocking it over and tumbling to the ground. The other students fall over each other trying to reach the door.

<<endevent>>

<<doren>><<person1>>Doren leaps onto <<his>> table and roars. The screams stop. The scrambling stops. Kylar drops the knife. Everyone stares at Doren, who climbs down and scoops up the weapon. <<He>> grips Kylar's arm. "You're being a right pain," <<he>> says. "Come on, let's not delay the class long." Kylar hangs <<endevent>><<kylar>><<person1>><<his>> head as <<hes>> pulled from the room.

<<endevent>><<doren>><<person1>>
The class breaks into nervous laughter as the door shuts. Doren soon returns, without Kylar. Students pester <<him>> for information, but <<he>> won't say a word.

<<set $logprep to "TBD English Kylar gone">>
<<log $logprep 3>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>

<<elseif $kylarstate is "active" and $kylarenglish is 1 and $kylarlove gte 60>><<set $kylarenglish to 2>><<set $kylarenglishstate to "active">>

You feel Kylar stare at you as you take your seat. <<He>> stands and walks across the classroom, eyes fixed on the desk beside you. No one stops <<himstop>> <<His>> breaths are heavy as <<he>> sits.

<<link [[Sit somewhere else|English Kylar Move]]>><<set $kylarlove -= 5>><</link>><<lllove>>

<<link [[Stay seated|English Lesson]]>><<endevent>><<set $kylarlove += 1>><<set $kylarsus -= 1>><<set $logprep to "TBD English Kylar sit with start">><<log $logprep 3>><</link>><<glove>><<lsuspicion>>

<<elseif $kylarstate is "active" and $kylarenglish is 2 and $kylarlove gte 60>><<set $kylarenglishstate to "active">>

You feel Kylar stare at you as you take your seat. <<He>> stands and walks across the classroom, eyes fixed on the desk beside you. <<His>> breaths are heavy as <<he>> sits.

<<link [[Sit somewhere else|English Kylar Move]]>><<set $kylarlove -= 5>><</link>><<lllove>>

<<link [[Stay seated|English Lesson]]>><<endevent>><<set $kylarlove += 1>><<set $kylarsus -= 1>><<set $logprep to "TBD English Kylar sit with">><<log $logprep 3>><</link>><<glove>><<lsuspicion>>

<<elseif $kylarstate is "active" and $kylarenglish is 2>><<set $kylarenglishstate to "watching">>

You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<himstop>>

<<set $logprep to "TBD English Kylar watch4">>
<<log $logprep 0>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>

<<else>><<set $kylarenglishstate to "absent">>
<<if $kylarstate is "active">><<set $logprep to "TBD English Kylar is absent!">><<log $logprep 0>><</if>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>

<</if>>
<</nobr>><</widget>>

:: Widgets Events History [widget]
<<widget "eventshistory">><<nobr>>
<<if $rng gte 91 and $collared is 1>>
<<winter>><<person1>>
Winter stops beside your desk. "What is that around your neck?" <<he>> asks.

<<link [[Answer|History Lesson Collar]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<link [[Conceal it|History Lesson Conceal]]>><<detention 3 "Disobedience">><</link>><<gdelinquency>>

<<elseif $rng gte 76>>
<<generates1>><<person1>>You catch a normally shy <<person>> checking you out from across the room.

	<<link [[Tease|History Tease]]>><</link>><<exhibitionist1>>

<<link [[Ignore|History Lesson]]>><<log "TBD history ignore shy" -1>><<endevent>><</link>>

<<elseif $rng gte 52>>
Winter has the class practice sourcing information from the various bookshelves around the edge of the room. As you move between the shelves, you feel a tug on your $lowerclothes and hear them tear. In the bustle of the classroom, someone must have closed a cupboard on <<if $lowerplural is 1>>them<<else>>it<</if>> without you noticing.
<<set $lowerintegrity -= 10>>
	<<integritycheck>>
	<<exposure>>

	<<if $lowertype isnot "naked">>
	<<gstress>><<stress 2>>

	<<else>>

However, things are worse than you first assumed. You look down to find your <<undies>> completely exposed, much to the amusement of your classmates. You hasten to find a towel to cover yourself with, before your humiliation becomes too much to bear.<<trauma 2>><<gtrauma>><<stress 2>><<gstress>>

<<towelup>>
	<</if>>
<<set $logprep to "TBD History "+$lowerclothes+" damage ">>
<<log $logprep 1>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>

<<elseif $rng gte 27>>
<<winter>><<person1>>Winter asks you to come to the front of the class. "I have some historical garments I need modelled, they're in your size." <<He>> gestures to the screen at the corner of the room.

	<<if $delinquency gte 400>>
	Behind the screen you find a revealing traditional outfit. You hold it up for a closer look. It won't leave much to the imagination; there's barely enough fabric to conceal your <<breasts>> and crotch. It looks like it'll barely fit you, and the fabric is so taut you'll need to undress before putting it on.

	<<link [[Put it on|History Events Revealing Dress]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>

	<<link [[Refuse to wear it|History Events Refusal]]>><<detention 2 "Disobedience">><</link>><<gdelinquency>>

	<<elseif $delinquency gte 200>>
		<<if $playergenderappearance is "m">>
		Behind the screen you find a traditional girl's outfit.
			<<if $playergender is "f">>
			The class thinks you're a boy, so if you wear this in front of them, they'll think you're crossdressing.
			<</if>>
		It looks like it'll barely fit you, and the fabric is taut so you'll need to undress before putting it on.

		<<link [[Put it on|History Events Dress]]>><<stress 2>><<trauma 2>><</link>><<gstress>><<gtrauma>>

		<<link [[Refuse to wear it|History Events Refusal]]>><<detention 1 "Disobedience">><</link>><<gdelinquency>>

		<<elseif $playergenderappearance is "f">>
		Behind the screen you find a traditional boy's outfit.
			<<if $playergender is "m">>
			The class thinks you're a girl, so if you wear this in front of them, they'll think you're crossdressing.
			<</if>>
		It looks like it'll barely fit you, and the fabric is taut so you'll need to undress before putting it on.

		<<link [[Put it on|History Events Dress]]>><<stress 2>><<trauma 2>><</link>><<gstress>><<gtrauma>>

		<<link [[Refuse to wear it|History Events Refusal]]>><<detention 1 "Disobedience">><</link>><<gdelinquency>>

		<</if>>
	<<else>>
	Behind the screen you find a traditional outfit. It's baggy, and you fit it easily over your other clothing. It's an interesting segment, and you feel like you learned something. Winter has you remove the outfit before you get too warm.<<ghistory>>

	<<set $logprep to "TBD History trad dress baggy ">>
	<<log $logprep 1>>
	<<link [[Next|History Lesson]]>><<endevent>><</link>>

	<</if>>

<<elseif $rng gte 4>>
<<generates1>><<person1>>Winter leaves a <<person>> to hand out textbooks while leaving the class on an errand. When the <<person>> gets to you <<he>> pauses, <<his>> face curling in a smirk.

Rather than placing your book on your desk, <<he>> drops it on the floor beside you. "Oops, how clumsy of me. You'd better pick it up before the teacher gets back." The rest of the class turns to watch.

<<link [[Pick it up|History Events Pick]]>><<trauma 2>><<stress 2>><<status -10>><</link>><<gtrauma>><<gstress>><<lcool>>

<<link [[Leave it|History Events Leave]]>><<stress 2>><<detention 2 "Vandalism">><</link>><<gdelinquency>><<gstress>>

<<else>>
<<winter>><<person1>>Winter gives the class a thin smile as <<he>> unveils the pillory in the corner of the room. "We're fortunate to have such a rare antique! I'll need somebody to help me demonstrate its use." <<He>> looks around the room. "Any volunteers?"

	<<if $history gte 800>>
	No one volunteers, of course. Winter looks at you. "To the front of the class, please."

	<<link [[Refuse|History Lesson]]>><<detention 1 "Disobedience">><<endevent>><<set $logprep to "TBD History pillory refuse ">><<log $logprep 1>><</link>><<gdelinquency>>

	<<link [[Go to the front of the class|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>

	<<elseif $history gte 600>>
	No one volunteers, of course. Winter looks at you. "To the front of the class, please."

	<<link [[Refuse|History Lesson]]>><<endevent>><<detention 1 "Disobedience">><<set $logprep to "TBD History pillory refuse ">><<log $logprep 1>><</link>><<gdelinquency>>

	<<link [[Go to the front of the class|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>

	<<else>>
	<<link [[Keep your head down|History Lesson]]>><<endevent>><<set $logprep to "TBD History pillory uninterested ">><<log $logprep 1>><</link>>

	<<link [[Volunteer|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>

	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "eventshistorysafe">><<nobr>>
<<if $rng gte 81>>
<<winter>><<person1>>Winter has the class read in silence, and glares whenever <<he>> hears furtive whispering.

<<link [[Next|History Lesson]]>><<log "TBD history read silence " -1>><<endevent>><</link>>

<<elseif $rng gte 61>>
Winter asks the class a question.
	<<if $history gte 400>>
	You think you know the answer.

	<<link [[Raise your hand|History Lesson Answer]]>><<stress 2>><<historyskill>><</link>><<ghistory>><<gstress>>

	<<link [[Remain silent|History Lesson]]>><<log "TBD history know answer but not tell" -1>><<endevent>><</link>>

	<<else>>
	You don't know the answer.

	<<link [[Next|History Lesson]]>><<log "TBD history unknown question" -1>><<endevent>><</link>>

	<</if>>

<<elseif $rng gte 41>>
Winter lectures to the class in <<his>> droning voice.
	<<if $tiredness lt 2000>>
	It's a job to stay awake.

	<<link [[Next|History Lesson]]>><<endevent>><<historyskill>><<log "TBD history boring lecture" -1>><</link>><<ghistory>>

	<<else>>
	You do your best to stay awake, but you're so tired. You awaken several minutes later, fortunately Winter seems not to have noticed.

	<<link [[Next|History Lesson]]>><<endevent>><<set $tiredness -= 200>><<log "TBD history sleep" -1>><</link>><<ltiredness>>

	<</if>>
<<elseif $rng gte 21>>
Winter has the class practice sourcing information from the various bookshelves around the edge of the room.

<<link [[Next|History Lesson]]>><<log "TBD history sourcing" -1>><<endevent>><</link>>

<<else>>
Winter goes off on a tangent about the history of the local transportation system. You don't know if you've ever listened to anything so boring.

<<link [[Next|History Lesson]]>><<log "TBD history interesting local transportation system tangent " -1>><<endevent>><</link>>

<</if>>
<</nobr>><</widget>>

:: Widgets Events Swimming [widget]
<<widget "eventsswimming">><<nobr>>
<<if $rng gte 91 and $leftarm is "bound" and $rightarm is "bound">>
<<mason>><<person1>>
Mason motions for you to come closer. You kick your way to the side of the pool. "Why aren't you using your arms?" <<He>> notices your bindings. "Oh! Can you even get those off on your own? I think I have some scissors."

<<link [[Be freed|Events Swimming Freed]]>><<unbind>><</link>>

<<link [[Refuse|Events Swimming Freed Refuse]]>><</link>>

<<elseif $rng gte 81>>

<<generates1>><<generates2>>A fight breaks out on the other side of the pool. As Mason swims over to break it up, a <<person1>><<person>> and <<person2>><<person>> swim up to you, and trap you between them. The <<person>> starts fondling your butt from behind while the <<person1>><<person>> speaks. "You look lonely, <<bitchstop>> Don't worry, we're here to keep you company."

<<link [[Shove them away|Swimming Lesson Shove]]>><</link>>

	<<if $cool lt 80>>
<<link [[Endure it|Events Swimming Molestation]]>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>><<garousal>>

	<<else>>
<<link [[Endure it|Events Swimming Endure]]>><<trauma 2>><<stress 2>><<arousal 2>><</link>><<gtrauma>><<gstress>><<garousal>>

	<</if>>

<<elseif $rng gte 61>><<set $rng to random(1, 100)>>
	<<if $exposed gte 1>>
	<<mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." Face flushing, you remind <<him>> that you're naked beneath the water. <<He>> looks away, embarrassed. "You still need to dive," <<he>> says. "I'll try to distract the other students."

	<<He>> stands beside the pool opposite the diving platform. "Everyone, it's time for a demonstration." You wait until everyone is facing away from you, then <<nervously>> climb out.

		<<set $rng to random(1, 100)>>
		<<if $rng gte 81>>
		<<generates2>><<person2>>As you approach the diving platform however, a <<person>> turns. You cover your body as <<he>> shouts to <<his>> friends, attracting more attention. Mason tries to control the situation, but its no use. The whole class is soon staring at you. <<gtrauma>><<trauma 2>><<gstress>><<stress 2>>

			<<if $exhibitionism gte 75>>
			<<link [[Flaunt|Events Swimming Flaunt]]>><</link>><<exhibitionist5>>

			<</if>>
		<<link [[Dive anyway|Events Swimming Lewd Dive]]>><<trauma 2>><<stress 2>><</link>><<gtrauma>><<gstress>>

		<<link [[Run Away|Event Swimming Run]]>><<detention 1 "Truancy">><</link>><<gdelinquency>>

		<<else>>
		You glance at the rest of the class, and see their backs still turned. You dive <<swimmingtext>> into the water. <<gstress>><<stress 2>><<gswimming>><<swimmingskilluse>>

		<<set $logprep to "TBD swimclass exposed dive safe">>
		<<log $logprep 2>>
		<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
		<</if>>

	<<else>><<set $rng to random(1, 100)>>
		<<if $school gte 1600>>
			<<set $rng to random(1, 100)>>
			<<if $rng gte 81>>
			<<mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water.

			You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<bottoms>> <<lowerplural>> gone!<<endevent>>

			<<generates1>><<person1>><<lowernaked>>
			You look around and see your clothes floating in the water. You swim towards them, but a <<person>> beats you to it. <<He>> holds them out of your reach and smiles at you. "Stripping in public? Who'd have known a nerd like you would be so perverted." <<He>> examines your exposed body, then checks if Mason is still distracted. "I wanna have some fun with you. You better do what I want or you'll be spending the rest of the lesson naked."

			<<link [[Accept|Events Swimming Molestation Single]]>><<set $molestationstart to 1>><</link>>

			<<link [[Refuse|Events Swimming Refuse]]>><</link>>

			<<else>>
			<<mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water.

		You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<bottoms>> <<lowerplural>> gone! Seeing your clothes floating several feet away, you quickly swim over and cover up. You glance around the pool, you don't think anybody noticed.<<gstress>><<stress 2>><<gswimming>><<swimmingskilluse>>

		<<set $logprep to "TBD swimclass exposed after dive safe">>
		<<log $logprep 2>>
		<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
		<</if>>

		<<else>>
		<<mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water.

		You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<bottoms>> <<lowerplural>> gone! Seeing your clothes floating several feet away, you quickly swim over and cover up. You glance around the pool, you don't think anybody noticed.<<gstress>><<stress 2>><<gswimming>><<swimmingskilluse>>

		<<set $logprep to "TBD swimclass exposed after dive safe2">>
		<<log $logprep 2>>
		<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
		<</if>>
	<</if>>
<<elseif $rng gte 41>>
<<generates1>><<person1>>A <<person>> seems to be following you around the pool. Whenever you look at <<him>> however, <<he>> averts <<his>> gaze.

<<link [[Confront|Events Swimming Stalk Confront]]>><<detention 1 "Harass">><</link>><<gdelinquency>>

<<link [[Ignore|Events Swimming Stalk Ignore]]>><</link>>

<<elseif $rng gte 21>>
<<generates1>><<generates2>><<generates3>>A <<person1>><<personcomma>> <<person2>><<personcomma>> and <<person3>><<person>> start picking on you, following and touching you beneath the water. You could try to swim away from them, but it might make things worse if you fail.

<<link [[Swim Away|Events Swimming Swim Away]]>><</link>>

<<link [[Endure It|Events Swimming Picking Endure]]>><<stress 2>><<trauma 2>><<arousal 2>><</link>><<gtrauma>><<gstress>><<garousal>>

<<else>>
	<<if $lowertype is "naked">>
	<<set $pain += 20>>
	You feel a sharp pain in your butt. You floated too close to a skimmer and were pinched by the flap. You manage to not cry out and attract more attention to yourself.<<gstress>><<stress 2>>

	<<set $logprep to "TBD swimclass skimmer flap pinch">>
	<<log $logprep 2>>
	<<link [[Next|Swimming Lesson]]>><</link>>
	<<else>>
	<<set $lowerintegrity -= 4>>
	<<exposure>>
	Something tugs at your $lowerclothes. You floated too close to a skimmer and your clothes are caught in its flap.
	<<integritycheck>>
	<<exposure>>
		<<if $lowertype is "naked">>
		You move away, but as you do so your clothing is cruelly ripped free from your body, disappearing through the skimmer in an instant, leaving you <<if $uppertype is "naked">>completely bare.<<else>>bare from the waist down.<</if>>
		<<else>>
		You move away, and your $lowerclothes <<lowerplural>> torn free of the skimmer, intact but worse for wear.
		<</if>>

	<<set $logprep to "TBD swimclass skimmer flap caught "+$lowerclothes+" ">>
	<<log $logprep 2>>
	<<link [[Next|Swimming Lesson]]>><</link>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "eventsswimmingsafe">><<nobr>>
<<if $rng gte 81>>
<<mason>><<person1>>Mason has the class practise the front crawl. <<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.

	<<if $swimmingskill lte 100>>
	You're not very good at swimming, and struggle to even stay above the surface of the water.
	<<elseif $swimmingskill lte 300>>
	You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
	<<elseif $swimmingskill lte 500>>
	You're not a bad swimmer, but you've a long way to go.
	<<elseif $swimmingskill lte 900>>
	You're a pretty good swimmer, among the best in the class.
	<<else>>
	You're a very good swimmer, easily the best in the class.
	<</if>>

<<link [[Next|Swimming Lesson]]>><<log "TBD swimclass front crawl" -1>><<endevent>><</link>>

<<elseif $rng gte 61>>
<<mason>><<person1>>Mason has the class practise the breaststroke. <<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.

	<<if $swimmingskill lte 100>>
	You're not very good at swimming, and struggle to even stay above the surface of the water.
	<<elseif $swimmingskill lte 300>>
	You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
	<<elseif $swimmingskill lte 500>>
	You're not a bad swimmer, but you've a long way to go.
	<<elseif $swimmingskill lte 900>>
	You're a pretty good swimmer, among the best in the class.
	<<else>>
	You're a very good swimmer, easily the best in the class.
	<</if>>

<<link [[Next|Swimming Lesson]]>><<log "TBD swimclass breaststroke" -1>><<endevent>><</link>>

<<elseif $rng gte 41>>
<<mason>><<person1>>Mason has the class practise the backstroke. <<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.

	<<if $swimmingskill lte 100>>
	You're not very good at swimming, and struggle to even stay above the surface of the water.
	<<elseif $swimmingskill lte 300>>
	You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
	<<elseif $swimmingskill lte 500>>
	You're not a bad swimmer, but you've a long way to go.
	<<elseif $swimmingskill lte 900>>
	You're a pretty good swimmer, among the best in the class.
	<<else>>
	You're a very good swimmer, easily the best in the class.
	<</if>>

<<link [[Next|Swimming Lesson]]>><<log "TBD swimclass backstroke" -1>><<endevent>><</link>>

<<elseif $rng gte 21>>
<<mason>><<person1>>Mason has the class practise the butterfly stroke. <<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.

	<<if $swimmingskill lte 100>>
	You're not very good at swimming, and struggle to even stay above the surface of the water.
	<<elseif $swimmingskill lte 300>>
	You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
	<<elseif $swimmingskill lte 500>>
	You're not a bad swimmer, but you've a long way to go.
	<<elseif $swimmingskill lte 900>>
	You're a pretty good swimmer, among the best in the class.
	<<else>>
	You're a very good swimmer, easily the best in the class.
	<</if>>

<<link [[Next|Swimming Lesson]]>><<log "TBD swimclass butterfly stroke" -1>><<endevent>><</link>>

<<else>>
Mason has the class practise diving. <<He>> watches from the outskirts of the pool, giving pointers to those who seem to be struggling.

<<link [[Next|Swimming Lesson]]>><<log "TBD swimclass diving" -1>><<endevent>><</link>>

<</if>>
<</nobr>><</widget>>


code:
:: Sea Dolphins [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast3init>><<set $beasttype to "dolphin">><<set $water to 1>><<set $claws to 0>>
<<if $daystate isnot "night" and $location is "beach">>
<<set $rescue to 1>>
<</if>>
<</if>>

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

<<stateman>>

<<actionsman>>

<<if $alarm is 1 and $rescue is 1>>
<<link [[Next|Sea Dolphins Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sea Dolphins Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Sea Dolphins Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Dolphins]]>><</link>><<nexttext>>
<</if>>

:: Sea Dolphins Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 1>>
The $beasttype recoils in pain and fear.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 1>>
Satisfied, the $beasttype moves away from you.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $finish is 1>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The $beasttype whimpers and flees into the darkness of the sea.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The $beasttype leaves you floating in the water.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the dolphins flee into the sea.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The dolphins leave you spent and shivering in the water.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The dolphins leave you spent and shivering in the water.
<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<set $logprep to "TBD fucked dolhins">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<destinationeventend>>

<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>

<<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD rescued from dolphins">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<destinationeventend>>
<</if>>

:: Beast Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another takes its place.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the other takes its place.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 1>>
The $beasttype recoils in pain and fear.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype leaves you be. Another takes its place.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype leaves you be. The other takes its place.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 1>>
Satisfied, the $beasttype leaves you be.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>

<<elseif $finish is 1>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The $beasttype whimpers and flees into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The $beasttype leaves you lying on the pavement.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the $beasttype flee into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The $beasttype leave you spent and shivering on the pavement.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The $beasttype leave you spent and shivering on the pavement. One is slowed by a limp.
<</if>>

<<clotheson>>
<<endcombat>>

<<set $logprep to "TBD fucked by some sort of beast">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>

<<elseif $alarm is 1 and $rescue is 1>>

<<clotheson>>
<<endcombat>>

<<set $logprep to "TBD rescued from something">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>
<</if>>

:: Sea Eels [nobr]
<<set $outside to 1>><<set $location to "sea">><<effects>>

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $swarmname to "swarms">>
<<set $swarmmove to "moving towards you">>
<<set $swarmcreature to "eels">>
<<set $swarmspill to "encircle you">>
<<set $swarmsteady to "fend off">>
<<set $swarmSteady to "Fend off">>
<<set $swarmcount to 10>>
<<set $swarm1 to "active">>
<<set $swarm2 to "contained">>
<<set $swarm3 to "contained">>
<<set $swarm4 to "contained">>
<<set $swarm5 to "contained">>
<<set $swarm6 to "contained">>
<<set $swarm7 to "contained">>
<<set $swarm8 to "contained">>
<<set $swarm9 to "contained">>
<<set $swarm10 to "contained">>
<<set $swarmactive to 1>>
<<set $swimdistance to 15>>
<<set $water to 1>>
<</if>>

<<if $swimdistance gte 20>>
You need to start swimming toward the buoy!
<<elseif $swimdistance gte 10>>
The buoy is still a long way off.
<<elseif $swimdistance gte 5>>
You've passed half way to the buoy.
<<elseif $swimdistance gte 1>>
You're almost at the buoy.
<<else>>
The buoy is within arm's reach!
<</if>>

<<swarmeffects>>
<<swarm>>
<<swarmactions>>

<<if $stress gte 10000>>
<<link [[Next|Sea Eels Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
<<link [[Next|Sea Eels Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Sea Eels Finish [nobr]
<<effects>>

<<if $stress gte 10000>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>
<<set $logprep to "TBD Sea eels faint">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<link [[Next|Passout Beach]]>><<pass 1 hour>><<logtimeupdate>><</link>>

<<else>>

<<tearful>> you haul yourself out of the water. The eels wriggle off of you to escape the open air. You cling to the buoy and hang above the writhing mass. The swarms soon dissipate and return to the depths.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD sea eels">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<destinationeventend>>

<</if>>

:: Sea Beach Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<if $daystate isnot "night" and $location is "beach">>
<<set $rescue to 1>>
<</if>>

<<if $phase isnot 1>>
You try to pull away, but <<he>> won't let you!

<<else>>
<<set $lefthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<<set $righthand to "mouth">>
<<set $mouthuse to "grappled">>
<</if>>

<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<promiscuity1>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 100>>
<<if $daystate isnot "night" and $location is "beach">>
<<set $rescue to 1>>
<</if>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sea Beach Molestation Finish]]>><</link>><<nexttext>>
<<elseif $finish is 1>>
<<link [[Next|Sea Beach Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Sea Beach Molestation Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
<<link [[Next|Sea Beach Molestation Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Beach Molestation]]>><</link>><<nexttext>>
<</if>>

:: Sea Beach Molestation Finish [nobr]
<<effects>><<pronouns>>

<<if $finish is 1>>

The <<person>> looks around for someone else to hassle.

<<clotheson>>
<<endcombat>>

<<set $logprep to "While swimming in the sea someone swam up to me and grabbed my butt but thankfully "+$he+" stopped when I pulled away.">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

<<effects>>

<<He>> falls backwards into the water. By the time <<he>> recovers, you've disappeared into the crowds. <<tearful>> you gather yourself.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>
<<set $logprep to "While swimming in the sea someone swam up to me and grabbed my butt and started to "+$aw_xx+" but I managed to escape.">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<destinationeventend>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
Satisfied, <<he>> kicks you and swims away.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves you floating in the water.

<<else>>
Smiling, <<he>> kisses you on the cheek. <<He>> leaves you floating in the water.

<</if>>

<<tearful>> you gather yourself.

<<clotheson>>

<<endcombat>>

<<set $logprep to "While swimming in the sea someone swam up to me and grabbed my butt and "+$aw_xedx+" until "+$he+" came.">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>

<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>

<<generate1>><<person1>>A whistle blows, startling the <<personstop>> A lifeguard in a small boat races toward you. The <<person>> gives you an angry look, but leaves without further fuss. Seeing <<him>> leave, the lifeguard heads back to the beach. <<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<set $logprep to "While swimming in the sea someone swam up to me and grabbed my butt and started to "+$aw_xx+" but I was rescued by a lifeguard riding a small boat.">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>

<</if>>

:: Boat Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemytrust -= 20>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Boat Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Boat Molestation Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Boat Molestation]]>><</link>><<nexttext>>
<</if>>

:: Boat Molestation Finish [nobr]
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

Finished with you, they dump you unceremoniously into the sea.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<tearful>> you swim to the surface.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD boat molestation">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>

<<elseif $enemyhealth lte 0>>

They recoil in pain. "Fuck, it's a violent one," says the <<person1>><<personstop>> They push you off the boat.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<tearful>> you swim to the surface.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD boat molestation escape">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Sea Vore [nobr]
<<set $outside to 1>><<set $location to "sea">><<effects>>

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>

	<<if $tentacledisable is "f" and $hallucinations gte 1>>
	<<set $enemytype to "tentacles">>
	<<set $tentacleno to 2>>
	<<set $tentaclehealth to 15>>
	<<tentaclestart>>
	<<set $alltentacles[0].shaft to "leftarm">><<set $leftarm to "grappled">>
	<<set $alltentacles[1].shaft to "rightarm">><<set $rightarm to "grappled">>
	A $alltentacles[0].name tentacle and $alltentacles[1].name tentacle emerge from the creature and restrain your arms.

	<</if>>

<<set $vorestage to 1>>
<<set $vorecreature to "whale">>
<<set $vorestrength to 1>>
	<<if $hallucinations gte 1>>
	<<set $voretentacles to 1>>
	<<else>>
	<<set $voretentacles to 0>>
	<</if>>
<</if>>

<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
<<voreeffects>><<effectstentacles>>
<<vore>><<tentacles>>
<<statetentacles>>
<<voreactions>><<actionstentacles>>
<<else>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<</if>>

<<if $stress gte 10000>>
<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestage lte 0>>
<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestomach gte 5>>
<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Sea Vore Finish [nobr]
<<effects>>

<<if $stress gte 10000 or $vorestomach gte 5>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>
<<set $logprep to "TBD sea vore passout">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>

<<else>>

<<tearful>> you haul yourself out of the $vorecreature's maw. It decides against pursuing you further, and disappears back into the depths.

<<clotheson>>
<<endcombat>>

<<set $logprep to "TBD sea vore escape">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>

<</if>>

:: Sea Tangle Undress [nobr]
<<water>><<effects>>

You <<nervously>> remove your <<bottomscomma>> exposing yourself beneath the water. Once removed, it's easy to untangle it from the seaweed.<<exhibitionism1>>

<<set $logprep to "TBD tangled undress">>
<<log $logprep 2>>
<<logopinion "That was interesting">>
<<destinationeventend>>

:: Sea Tangle [nobr]
<<water>><<effects>>

You start to untangle yourself without undressing. It takes a minute to free yourself.

<<set $logprep to "TBD tangled">>
<<log $logprep 2>>
<<logopinion "That was interesting">>
<<destinationeventend>>

:: Sea Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemyarousalmax to 200>>
<<set $mouth to "underwater">>

<</if>>

<<underwater>><<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Sea Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sea Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Rape]]>><</link>><<nexttext>>
<</if>>

:: Sea Rape Finish [nobr]
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

<<He>> leaves you alone, and you struggle to the surface for air.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<tearful>> you cough and splutter.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD sea rape">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

The <<person>> suddenly recoils from you. It looks like something is wrong with <<his>> diving mask. <<He>> swims away, and you struggle to the surface for air.

<<tearful>> you cough and splutter.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD sea rape escape">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<destinationeventend>>
<</if>>

:: Sea Tentacles [nobr]
<<set $outside to 1>><<set $location to "sea">>

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<set $tentacleno to 8>>
<<set $tentaclehealth to 15>>
<<tentaclestart>>
<<set $alltentacles[0].shaft to "waist">>

<</if>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>

<<if $activetentacleno lte ($tentacleno / 2)>>
<<link [[Next|Sea Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Sea Tentacles Finish [nobr]
<<water>><<effects>>

The creature loses interest in you, and returns to the depths. <<tearful>> you struggle to stay afloat.

<<clotheson>>
<<endcombat>>

<<set $logprep to "TBD sea tentacles">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>

:: Sea Dolphins Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast3init>><<set $beasttype to "dolphin">><<set $water to 1>><<set $claws to 0>>
<<if $daystate isnot "night" and $location is "beach">>
<<set $rescue to 1>>
<</if>>
You pet further and further down the dolphin's belly. They take the hint, and swim closer to you in excitement.<<deviancy3>>
<</if>>

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

<<stateman>>

<<actionsman>>

<<if $alarm is 1 and $rescue is 1>>
<<link [[Next|Sea Dolphins Sex Finish]]>><</link>><<nexttext>>
<<elseif $finish is 1>>
<<link [[Next|Sea Dolphins Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sea Dolphins Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Sea Dolphins Sex Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Dolphins Sex]]>><</link>><<nexttext>>
<</if>>

:: Sea Dolphins Sex Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno -= 1>>

[[Next|Sea Dolphins Sex]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno -= 1>>

[[Next|Sea Dolphins Sex]]

<<elseif $beastno is 1>>
The $beasttype recoils in pain and fear.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn.<<set $beastno -= 1>>

[[Next|Sea Dolphins Sex]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno -= 1>>

[[Next|Sea Dolphins Sex]]

<<elseif $beastno is 1>>
Satisfied, the $beasttype moves away from you.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $finish is 1>>

<<if $consensual is 1>>
The dolphins swim away from you.

<<else>>
	<<if $enemywounded is 1 and $enemyejaculated is 0>>
	The $beasttype whimpers and flees into the darkness of the sea.
	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
	The $beasttype leaves you floating in the water.
	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
	Feeling that you're more trouble than you're worth, the dolphins flee into the sea.
	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
	The dolphins leave you spent and shivering in the water.
	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
	The dolphins leave you spent and shivering in the water.
	<</if>>

<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD dolphin sex">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<destinationeventend>>

<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>

<<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD dolphin sex rescue">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<destinationeventend>>
<</if>>

:: Sea Squid [nobr]
<<water>><<effects>>
<<set $squidcount += 1>>
You feel a thrill as you let the squid continue its devilish work.<<deviancy1>>

<<set $logprep to "TBD squid allow">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>

:: Sea Pull [nobr]
<<water>><<effects>>

You pull the squid and its probing tentacles away from you.

<<set $logprep to "TBD squid refuse">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationeventend>>

repo_name: Mauno/degrees


code:
:: Sea Beach [nobr]
<<set $outside to 1>><<set $location to "beach">><<water>><<effects>><<set $bus to "seabeach">>
<<if $loglocations is 1>><<log "Was in the sea near the beach." $locationimportance>><</if>>

You are swimming in the sea along the beach.
<<if $daystate is "day">>
	<<if $weather is "clear">>
	It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
	The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
	<<elseif $weather is "rain">>
	The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "dawn">>
	<<if $weather is "clear">>
	It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
	It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean.
	<<elseif $weather is "rain">>
	The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "dusk">>
	<<if $weather is "clear">>
	Families are leaving as the sun sets. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
	It is mostly deserted, but some people are strolling along the water's edge.
	<<elseif $weather is "rain">>
	The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "night">>
	<<if $weather is "clear">>
	It appears deserted, save for a group of teenagers who are drinking around a fire.
	<<elseif $weather is "overcast">>
	It appears deserted.
	<<elseif $weather is "rain">>
	It appears deserted.
	<</if>>
<</if>>

<<if $seaswim is 1>><<set $seaswim to 0>>
You spend some time swimming. <<physique 3>><<swimmingskilluse>>
<<log "Practiced swimming in the sea near the beach" 2>>
<</if>>

<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.
<<if $daystate isnot "night">>
You can't leave the water here, people would see you!
	<</if>>

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsseabeach>>
	<<else>>
	<<stripactions>>

<<if $exposed lte 0 or $daystate is "night">>
<<link [[Leave the water (0:02)|Beach]]>><<pass 2>><</link>>

<<elseif $exposed is 1 and $exhibitionism gte 15>>
<<link [[Leave the water (0:02)|Beach Exposed]]>><<pass 2>><<set $phase to 1>><</link>><<exhibitionist2>>

<<elseif $exposed gte 2 and $exhibitionism gte 75>>
<<link [[Leave the water (0:02)|Beach Exposed]]>><<pass 2>><<set $phase to 0>><</link>><<exhibitionist5>>

<</if>>

<<link [[Practice swimming (0:30)|Sea Beach]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

	<<if $unclad is 0>>
<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

	<</if>>

<<searocks>><<swimmingdifficultytext0>>

<<seadocks>><<swimmingdifficultytext0>>

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

<<set $eventskip to 0>>

:: Sea Rocks [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "searocks">>
<<if $loglocations is 1>><<log "Was in the sea near some rocks." $locationimportance>><</if>>

You are swimming in the sea near some rocks, west of the beach.
<<if $daystate is "night">>
	<<if $weather is "rain">>
The dark water is hammered by rain all around you.
	<<else>>
The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
The surface is agitated by the deluge of rain.
	<<else>>
The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>><<set $seaswim to 0>>
You spend some time swimming.<<physique 3>><<swimmingskilluse>>
<<log "Practiced swimming in the sea near some rocks west of the beach" 2>>
<</if>>

<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>

<<link [[Climb onto the rocks (0:02)|Rocks]]>><<pass 2>><</link>>

<<link [[Practice swimming (0:30)|Sea Rocks]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seabeach>><<swimmingdifficultytext0>>

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

<<set $eventskip to 0>>

:: Rocks [nobr]
<<set $outside to 1>><<set $location to "sea">><<effects>>
<<if $loglocations is 1>><<log "Was at rocks west of beach." $locationimportance>><</if>>
<<set $logprep to "Climbed on the rocks west of beach">>
<<log $logprep 2>>

You are on the rocks to the west of the beach. Most of them become covered by water depending on the tide. The rocks hide you from view of the town.

<<if $phase is 1>><<set $phase to 0>>
You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>

	<<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small sea urchins have latched to your teats. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat += 1>><<garousal>><<arousal 6>>

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

<<if $phase is 2>><<set $phase to 0>>
You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>

	<<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small sea urchin has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

	<<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small sea urchin has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

	<</if>>

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>

<<if $upperexposed gte 2 or $upperwetstage gte 3>>
<<link [[Make a top out of seaweed (0:20)|Rocks]]>><<pass 20>><<set $phase to 1>><</link>>

<</if>>
<<if $lowerexposed gte 2 and $underexposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 or $lowerwetstage gte 3 and $underexposed gte 1 or $lowerexposed gte 2 and $underwetstage gte 3>>
<<link [[Make a skirt out of seaweed (0:20)|Rocks]]>><<pass 20>><<set $phase to 2>><</link>>

<</if>>

<<link [[Go into the water (0:02)|Sea Rocks]]>><<pass 2>><</link>>

<</if>>
<<set $eventskip to 0>>

:: Sea Docks [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "seadocks">>
<<if $loglocations is 1>><<log "Was in the sea near the docks." $locationimportance>><</if>>

You are swimming in the sea near the docks, east of the beach.
<<if $daystate is "night">>
	<<if $weather is "rain">>
The dark water is hammered by rain all around you.
	<<else>>
The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
The surface is agitated by the deluge of rain.
	<<else>>
The docks bustle with activity. The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>><<set $seaswim to 0>>
You spend some time swimming.<<physique 3>><<swimmingskilluse>>
<</if>>

<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>

<<link [[Climb onto the docks (0:02)|Mer Street]]>><<pass 2>><</link>>

<<link [[Practice swimming (0:30)|Sea Docks]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seabeach>><<swimmingdifficultytext0>>

<<seacliffs>><<swimmingdifficultytext100>>

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

<<set $eventskip to 0>>

:: Sea Cliffs [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "seacliffs">>
<<if $loglocations is 1>><<log "Was in the sea at the base of some cliffs." $locationimportance>><</if>>

You are swimming in the sea at the base of some cliffs, east of the docks. A large storm drain exits above you, creating a waterfall.
<<if $daystate is "night">>
	<<if $weather is "rain">>
The dark water is hammered by rain all around you.
	<<else>>
The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
The surface is agitated by the deluge of rain.
	<<else>>
The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>><<set $seaswim to 0>>
You spend some time swimming.<<physique 3>><<swimmingskilluse>>
<</if>>

<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>
		<<set $swimmingdifficulty to random(1,100)>><<swimmingcheck>>
		<<if $swimmingcheck is "fail">>
		You try to swim against the tide, but it's too strong for you. You are swept out to sea.

<<link [[Next|Sea]]>><<set $sea to 0>><</link>>

		<<elseif $swimmingcheck is "pass">>

<<link [[Practice swimming (0:30)|Sea Cliffs]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>><<swimmingdifficultytext100>>

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seadocks>><<swimmingdifficultytext0>>

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

<<set $eventskip to 0>>

:: Sea [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "sea">>

<<if $sea is 0>>
	You are swimming in the sea. You are near the beach outside town.<<physique>>

	<<if $loglocations is 1>><<log "Was in the sea near the shore." $locationimportance>><</if>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,100)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<set $sea += 10>><<pass 10>><<tiredness 2>><</link>><<gtiredness>><<swimmingdifficultytext100>>

	<<link [[Swim Towards Shore (0:10)|Sea Beach]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext0>>

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

<<elseif $sea lte 20>>
	You are swimming in the sea. You can see the town nearby.<<physique>>

	<<if $loglocations is 1>><<log "Was in the sea." $locationimportance>><</if>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,100)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext200>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext100>>

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

<<elseif $sea lte 50>>
	You are swimming in the sea. You can see the town in the distance.<<physique>>

	<<if $loglocations is 1>><<log "Was pretty far out in the sea." $locationimportance>><</if>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,200)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext300>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext100>>

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

<<elseif $sea lte 99>>
	You are swimming in the sea. You can see the town on the horizon.<<physique>>

	<<if $loglocations is 1>><<log "Was far out in the sea." $locationimportance>><</if>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,300)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext400>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext200>>

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

<<elseif $sea gte 100>><<set $sea to 100>>
	You are swimming in the sea. You can see the town on the horizon.<<physique>>

	<<if $loglocations is 1>><<log "Was very far out in the sea." $locationimportance>><</if>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,400)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext300>>

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

<<set $eventskip to 0>>