code:
:: Salon

<<nobr>>

<<set $nextButton to "Continue">>
<<set $nextLink to "Slave Interact">>

<<set $showEncyclopedia to 1>><<set $encyclopedia to "The Auto Salon">>

<</nobr>>\
\
$activeSlave.slaveName is seated in the auto salon. $pronounCap is awaiting your artistic pleasure.

<<nobr>>

<<if $activeSlave.eyes > -1>>

$possessiveCap vision is normal, and $pronoun
<<if $activeSlave.eyewear is "none">>
	has no eyewear.
<<else>>
	is wearing $activeSlave.eyewear.
<</if>>
[[Cosmetic glasses|Salon][$activeSlave.eyewear to "glasses",$cash -= $modCost]]
| [[Blurring glasses|Salon][$activeSlave.eyewear to "blurring glasses",$cash -= $modCost]]
| [[Blurring contacts|Salon][$activeSlave.eyewear to "blurring contacts",$cash -= $modCost]]
| [[None|Salon][$activeSlave.eyewear to "none"]]

     //Blurring options are annoying and impede performance on some assignments//

<<else>>

$pronounCap is nearsighted, and $pronoun
<<if $activeSlave.eyewear is "none">>
	has no eyewear.
<<else>>
	is wearing $activeSlave.eyewear.
<</if>>
[[Cosmetic glasses|Salon][$activeSlave.eyewear to "glasses",$cash -= $modCost]]
| [[Corrective glasses|Salon][$activeSlave.eyewear to "corrective glasses",$cash -= $modCost]]
| [[Corrective contacts|Salon][$activeSlave.eyewear to "corrective contacts",$cash -= $modCost]]
| [[None|Salon][$activeSlave.eyewear to "none"]]

     //Nearsightedness will impede performance on some assignments//

<</if>>

<</nobr>>
<<nobr>>

$possessiveCap eyes are $activeSlave.eyeColor.

Give $possessive cosmetic contact lenses:
	[[Blue|Salon][$activeSlave.eyeColor to "blue",$cash -= $modCost]]
	| [[Black|Salon][$activeSlave.eyeColor to "black",$cash -= $modCost]]
	| [[Brown|Salon][$activeSlave.eyeColor to "brown",$cash -= $modCost]]
	| [[Green|Salon][$activeSlave.eyeColor to "green",$cash -= $modCost]]
	| [[Turquoise|Salon][$activeSlave.eyeColor to "turquoise",$cash -= $modCost]]
	| [[Sky-blue|Salon][$activeSlave.eyeColor to "sky-blue",$cash -= $modCost]]
	| [[Hazel|Salon][$activeSlave.eyeColor to "hazel",$cash -= $modCost]]
	| [[Pale-grey|Salon][$activeSlave.eyeColor to "pale-grey",$cash -= $modCost]]
	| [[White|Salon][$activeSlave.eyeColor to "white",$cash -= $modCost]]
	| [[Pink|Salon][$activeSlave.eyeColor to "pink",$cash -= $modCost]]
	| [[Amber|Salon][$activeSlave.eyeColor to "amber",$cash -= $modCost]]
	| [[Red|Salon][$activeSlave.eyeColor to "red",$cash -= $modCost]]
	| [[Catlike|Salon][$activeSlave.eyeColor to "catlike",$cash -= $modCost]]
	| [[Serpent-like|Salon][$activeSlave.eyeColor to "serpent-like",$cash -= $modCost]]
	| [[Devilish|Salon][$activeSlave.eyeColor to "devilish",$cash -= $modCost]]
	| [[Demonic|Salon][$activeSlave.eyeColor to "demonic",$cash -= $modCost]]
	| [[Hypnotic|Salon][$activeSlave.eyeColor to "hypnotic",$cash -= $modCost]]
	| [[Heart-shaped|Salon][$activeSlave.eyeColor to "heart-shaped",$cash -= $modCost]]

     //Colored contact settings will be applied in addition to eyewear choices.//

<</nobr>>

<<nobr>>

<<if $activeSlave.makeup == 1>>
	$pronounCap's wearing minimal makeup.
<<elseif $activeSlave.makeup is 2>>
	$pronounCap's wearing expensive, luxurious makeup.
<<elseif $activeSlave.makeup is 3>>
	$possessiveCap makeup is color-coordinated with $possessive $activeSlave.hColor hair.
<<elseif $activeSlave.makeup is 4>>
	$pronounCap's wearing stereotypical, garish streetwalker makeup.
<<elseif $activeSlave.makeup == 11>>
	$pronounCap's wearing expensive, metallic makeup.
<<elseif $activeSlave.makeup == 12>>
	$possessiveCap metallic makeup is color-coordinated with $possessive $activeSlave.hColor hair.
<<elseif $activeSlave.lipsTat is "permanent makeup">>
	$possessiveCap face appears to bear very heavy, slutty makeup, but on closer inspection, the makeup is actually tattooed on.
<<else>>
	$possessiveCap face is makeup-free.
<</if>>

[[Makeup-free|Salon][$activeSlave.makeup to 0,$cash -= $modCost]]
| [[Nice makeup|Salon][$activeSlave.makeup to 1,$cash -= $modCost]]
| [[Gorgeous makeup|Salon][$activeSlave.makeup to 2,$cash -= $modCost]]
| [[Color-coordinate makeup with hair|Salon][$activeSlave.makeup to 3,$cash -= $modCost]]
| [[Metallic makeup|Salon][$activeSlave.makeup to 11,$cash -= $modCost]]
| [[Color-coordinate metallic makeup with hair|Salon][$activeSlave.makeup to 12,$cash -= $modCost]]
| [[Slutty makeup|Salon][$activeSlave.makeup to 4,$cash -= $modCost]]

<</nobr>>
<<nobr>>

<<if $activeSlave.amp == 1>>
	$pronounCap has no hands, and thus, no nails.
<<elseif $activeSlave.nails == 1>>
	$possessiveCap nails are long and elegant.
<<elseif $activeSlave.nails is 2>>
	$possessiveCap nails are color-coordinated with $possessive $activeSlave.hColor hair.
<<elseif $activeSlave.nails is 3>>
	$possessiveCap nails are sharp and claw-like.
<<elseif $activeSlave.nails is 4>>
	$possessiveCap nails are bright and glittery.
<<elseif $activeSlave.nails is 11>>
	$possessiveCap nails are shiny and metallic.
<<elseif $activeSlave.nails is 12>>
	$possessiveCap nails are shiny, mettalic and color-coordinated with $possessive $activeSlave.hColor hair.
<<elseif $activeSlave.nails is 5>>
	$possessiveCap nails are long and garish, streetwalker-style.
<<else>>
	$possessiveCap nails are neatly clipped.
<</if>>

<<if $activeSlave.amp != 1>>
[[Clip nails|Salon][$activeSlave.nails to 0,$cash -= $modCost]]
| [[Extend nails|Salon][$activeSlave.nails to 1,$cash -= $modCost]]
| [[Color-coordinate nails with hair|Salon][$activeSlave.nails to 2,$cash -= $modCost]]
| [[Sharp, claw-like nails|Salon][$activeSlave.nails to 3,$cash -= $modCost]]
| [[Bright, glittery nails|Salon][$activeSlave.nails to 4,$cash -= $modCost]]
| [[Shiny, metallic nails|Salon][$activeSlave.nails to 11,$cash -= $modCost]]
| [[Streetwalker-style nails|Salon][$activeSlave.nails to 5,$cash -= $modCost]]
<</if>>

<</nobr>>
<<nobr>>

<<set $tannableSkin to ["lightened", "white", "fair", "pale", "light"]>>
<<set $lightenableSkin to ["dark", "olive", "black", "brown", "light brown", "tanned"]>>
<<set $bleachableSkin to ["lightened", "white", "fair", "light"]>>

$possessiveCap skin is $activeSlave.skin.

<<if ($tannableSkin.indexOf($activeSlave.skin) != -1)>>

	[[Tan|Salon][$activeSlave.skin to "tanned",$cash -= $modCost]]
<<elseif ($lightenableSkin.indexOf($activeSlave.skin) != -1)>>

	[[Lighten skin|Salon][$activeSlave.skin to "lightened",$cash -= $modCost]]
<</if>>
<<if ($bleachableSkin.indexOf($activeSlave.skin) != -1)>>

	[[Bleach skin|Salon][$activeSlave.skin to "pale",$cash -= $modCost]]
<</if>>
<<if $activeSlave.skin != "black">>

	[[Darken skin|Salon][$activeSlave.skin to "dark",$cash -= $modCost]]
<</if>>

<</nobr>>

<<nobr>>

<<if ($activeSlave.markings is "beauty mark")>>
	$pronounCap has a prominent mole on $possessive face, which
	<<if $activeSlave.face > 1>>
	qualifies as a beauty mark and enhances $possessive attractiveness due to $possessive facial beauty.
	<<elseif $activeSlave.face > 1>>
	detracts from $possessive attractiveness.
	<<else>>
	qualifies as a beauty mark since $pronoun's pretty, having no significant impact on $possessive beauty.
	<</if>>
	[[Remove it|Salon][$activeSlave.markings to "none",$cash -= $modCost]]
<</if>>
<<if ($activeSlave.markings is "birthmark")>>
	$pronounCap has a large birthmark, which
	<<if $activeSlave.prestige > 0>>
	enhances $possessive attractiveness due to $possessive prestige.
	<<else>>
	detracts from $possessive attractiveness.
	<</if>>
	[[Bleach it|Salon][$activeSlave.markings to "none",$cash -= $modCost]]
<</if>>

<</nobr>>

<<nobr>>

$possessiveCap hair is $activeSlave.hColor.

Dye $possessive hair:
	[[Blonde|Salon][$activeSlave.hColor to "blonde",$cash -= $modCost]]
	| [[Golden|Salon][$activeSlave.hColor to "golden",$cash -= $modCost]]
	| [[Platinum Blonde|Salon][$activeSlave.hColor to "platinum blonde",$cash -= $modCost]]
	| [[Strawberry-blonde|Salon][$activeSlave.hColor to "strawberry-blonde",$cash -= $modCost]]
	| [[Copper|Salon][$activeSlave.hColor to "copper",$cash -= $modCost]]
	| [[Ginger|Salon][$activeSlave.hColor to "ginger",$cash -= $modCost]]
	| [[Red|Salon][$activeSlave.hColor to "red",$cash -= $modCost]]
	| [[Green|Salon][$activeSlave.hColor to "green",$cash -= $modCost]]
	| [[Blue|Salon][$activeSlave.hColor to "blue",$cash -= $modCost]]
	| [[Pink|Salon][$activeSlave.hColor to "pink",$cash -= $modCost]]
	| [[Dark Brown|Salon][$activeSlave.hColor to "dark brown",$cash -= $modCost]]
	| [[Brown|Salon][$activeSlave.hColor to "brown",$cash -= $modCost]]
	| [[Auburn|Salon][$activeSlave.hColor to "auburn",$cash -= $modCost]]
	| [[Burgundy|Salon][$activeSlave.hColor to "burgundy",$cash -= $modCost]]
	| [[Chocolate|Salon][$activeSlave.hColor to "chocolate brown",$cash -= $modCost]]
	| [[Chestnut|Salon][$activeSlave.hColor to "chestnut",$cash -= $modCost]]
	| [[Hazel|Salon][$activeSlave.hColor to "hazel",$cash -= $modCost]]
	| [[Black|Salon][$activeSlave.hColor to "black",$cash -= $modCost]]
	| [[Grey|Salon][$activeSlave.hColor to "grey",$cash -= $modCost]]
	| [[Silver|Salon][$activeSlave.hColor to "silver",$cash -= $modCost]]
	| [[White|Salon][$activeSlave.hColor to "white",$cash -= $modCost]]

<</nobr>>
<<nobr>>

$possessiveCap hair is $activeSlave.hStyle.

<<if $activeSlave.hLength > 1>>
Style $possessive hair:
	[[Neat|Salon][$activeSlave.hStyle to "neat",$cash -= $modCost]]
	 | [[Shaved|Salon][$activeSlave.hStyle to "shaved",$activeSlave.hLength to 0,$cash -= $modCost]]
	 | [[Trimmed short|Salon][$activeSlave.hStyle to "trimmed",$activeSlave.hLength to 10,$cash -= $modCost]]
	 | [[Buzzcut|Salon][$activeSlave.hStyle to "buzzcut",$activeSlave.hLength to 1,$cash -= $modCost]]
	 | [[Up|Salon][$activeSlave.hStyle to "up",$cash -= $modCost]]
	 | [[In a ponytail|Salon][$activeSlave.hStyle to "ponytail",$cash -= $modCost]]
	 | [[In a bun|Salon][$activeSlave.hStyle to "bun",$cash -= $modCost]]
	 | [[Curled|Salon][$activeSlave.hStyle to "curls",$cash -= $modCost]]
	 | [[Permed|Salon][$activeSlave.hStyle to "permed",$cash -= $modCost]]
	 | [[Luxurious|Salon][$activeSlave.hStyle to "luxurious",$cash -= $modCost]]
	 | [[Dreadlocks|Salon][$activeSlave.hStyle to "dreadlocks",$cash -= $modCost]]
	 | [[Cornrows|Salon][$activeSlave.hStyle to "cornrows",$cash -= $modCost]]
	 | [[Braided|Salon][$activeSlave.hStyle to "braided",$cash -= $modCost]]
	 | [[In tails|Salon][$activeSlave.hStyle to "tails",$cash -= $modCost]]
	 | [[Afro|Salon][$activeSlave.hStyle to "afro",$cash -= $modCost]]
	 | [[Shaved sides|Salon][$activeSlave.hStyle to "strip",$cash -= $modCost]]
<<else>>
	//$possessiveCap hair is too short to style meaningfully//
<</if>>

    //General hairstyles will conform to hair length and clothing choices.//

<</nobr>>
<<nobr>>

$possessiveCap hair is $activeSlave.hLength cm long.

<<if $activeSlave.hLength == 1>>
	[[Apply hair growth stimulating treatment|Salon][$activeSlave.hLength to 1,$cash -= $modCost]]
<<elseif $activeSlave.hLength < 150>>
	[[Extensions|Salon][$activeSlave.hLength += 10,$cash -= $modCost]]
<<else>>
	//$possessiveCap hair is extremely long//
<</if>>

Cut $possessive hair:
<<if $activeSlave.hLength > 5>>
	[[Very short|Salon][$activeSlave.hLength to 5,$cash -= $modCost]]
	<<if $activeSlave.hLength > 10>>
	| [[Short|Salon][$activeSlave.hLength to 10,$cash -= $modCost]]
	<</if>>
	<<if $activeSlave.hLength > 30>>
	| [[Shoulder length|Salon][$activeSlave.hLength to 30,$cash -= $modCost]]
	<</if>>
	<<if $activeSlave.hLength > 60>>
	| [[Long|Salon][$activeSlave.hLength to 60,$cash -= $modCost]]
	<</if>>
	<<if $activeSlave.hLength > 100>>
	| [[Very long|Salon][$activeSlave.hLength = 100,$cash -= $modCost]]
	<</if>>
<<else>>
	//$possessiveCap hair is already very short//
<</if>>

<</nobr>>

<<nobr>>

$possessiveCap pubic hair, if present, is $activeSlave.pubicHColor.

Dye $possessive pubic hair:
	[[Blonde|Salon][$activeSlave.pubicHColor to "blonde",$cash -= $modCost]]
	| [[Golden|Salon][$activeSlave.pubicHColor to "golden",$cash -= $modCost]]
	| [[Platinum blonde|Salon][$activeSlave.pubicHColor to " platinum blonde",$cash -= $modCost]]
	| [[Strawberry-blonde|Salon][$activeSlave.pubicHColor to "strawberry-blonde",$cash -= $modCost]]
	| [[Copper|Salon][$activeSlave.pubicHColor to "copper",$cash -= $modCost]]
	| [[Ginger|Salon][$activeSlave.pubicHColor to "ginger",$cash -= $modCost]]
	| [[Red|Salon][$activeSlave.pubicHColor to "red",$cash -= $modCost]]
	| [[Green|Salon][$activeSlave.pubicHColor to "green",$cash -= $modCost]]
	| [[Blue|Salon][$activeSlave.pubicHColor to "blue",$cash -= $modCost]]
	| [[Pink|Salon][$activeSlave.pubicHColor to "pink",$cash -= $modCost]]
	| [[Dark Brown|Salon][$activeSlave.pubicHColor to "dark brown",$cash -= $modCost]]
	| [[Brown|Salon][$activeSlave.pubicHColor to "brown",$cash -= $modCost]]
	| [[Auburn|Salon][$activeSlave.pubicHColor to "auburn",$cash -= $modCost]]
	| [[Burgundy|Salon][$activeSlave.pubicHColor to "burgundy",$cash -= $modCost]]
	| [[Chocolate|Salon][$activeSlave.pubicHColor to "chocolate brown",$cash -= $modCost]]
	| [[Chestnut|Salon][$activeSlave.pubicHColor to "chestnut",$cash -= $modCost]]
	| [[Hazel|Salon][$activeSlave.pubicHColor to "hazel",$cash -= $modCost]]
	| [[Black|Salon][$activeSlave.pubicHColor to "black",$cash -= $modCost]]
	| [[Grey|Salon][$activeSlave.pubicHColor to "grey",$cash -= $modCost]]
	| [[Silver|Salon][$activeSlave.pubicHColor to "silver",$cash -= $modCost]]
	| [[White|Salon][$activeSlave.pubicHColor to "white",$cash -= $modCost]]
<</nobr>>
<<nobr>>

$possessiveCap pubic hair is $activeSlave.pubicHStyle.

Style $possessive pubic hair:
	[[Hairless|Salon][$activeSlave.pubicHStyle to "hairless",$cash -= $modCost]]
	 | [[Waxed|Salon][$activeSlave.pubicHStyle to "waxed",$cash -= $modCost]]
	 | [[Landing strip|Salon][$activeSlave.pubicHStyle to "in a strip",$cash -= $modCost]]
	 | [[Neat|Salon][$activeSlave.pubicHStyle to "neat",$cash -= $modCost]]
	 | [[Bushy in the front|Salon][$activeSlave.pubicHStyle to "bushy in the front and neat in the rear",$cash -= $modCost]]
	 | [[Bushy|Salon][$activeSlave.pubicHStyle to "bushy",$cash -= $modCost]]

<</nobr>>

<<nobr>>

$possessiveCap armpit hair, if present, is $activeSlave.underArmHColor.

Dye $possessive armpit hair:
	[[Blonde|Salon][$activeSlave.underArmHColor to "blonde",$cash -= $modCost]]
	| [[Golden|Salon][$activeSlave.underArmHColor to "golden",$cash -= $modCost]]
	| [[Platinum blonde|Salon][$activeSlave.underArmHColor to " platinum blonde",$cash -= $modCost]]
	| [[Strawberry-blonde|Salon][$activeSlave.underArmHColor to "strawberry-blonde",$cash -= $modCost]]
	| [[Copper|Salon][$activeSlave.underArmHColor to "copper",$cash -= $modCost]]
	| [[Ginger|Salon][$activeSlave.underArmHColor to "ginger",$cash -= $modCost]]
	| [[Red|Salon][$activeSlave.underArmHColor to "red",$cash -= $modCost]]
	| [[Green|Salon][$activeSlave.underArmHColor to "green",$cash -= $modCost]]
	| [[Blue|Salon][$activeSlave.underArmHColor to "blue",$cash -= $modCost]]
	| [[Pink|Salon][$activeSlave.underArmHColor to "pink",$cash -= $modCost]]
	| [[Dark Brown|Salon][$activeSlave.underArmHColor to "dark brown",$cash -= $modCost]]
	| [[Brown|Salon][$activeSlave.underArmHColor to "brown",$cash -= $modCost]]
	| [[Auburn|Salon][$activeSlave.underArmHColor to "auburn",$cash -= $modCost]]
	| [[Burgundy|Salon][$activeSlave.underArmHColor to "burgundy",$cash -= $modCost]]
	| [[Chocolate|Salon][$activeSlave.underArmHColor to "chocolate brown",$cash -= $modCost]]
	| [[Chestnut|Salon][$activeSlave.underArmHColor to "chestnut",$cash -= $modCost]]
	| [[Hazel|Salon][$activeSlave.underArmHColor to "hazel",$cash -= $modCost]]
	| [[Black|Salon][$activeSlave.underArmHColor to "black",$cash -= $modCost]]
	| [[Grey|Salon][$activeSlave.underArmHColor to "grey",$cash -= $modCost]]
	| [[Silver|Salon][$activeSlave.underArmHColor to "silver",$cash -= $modCost]]
	| [[White|Salon][$activeSlave.underArmHColor to "white",$cash -= $modCost]]
<</nobr>>
<<nobr>>

$possessiveCap armpit hair is $activeSlave.underArmHStyle.

Style $possessive armpit hair:
	[[Hairless|Salon][$activeSlave.underArmHStyle to "hairless",$cash -= $modCost]]
	 | [[Waxed|Salon][$activeSlave.underArmHStyle to "waxed",$cash -= $modCost]]
	 | [[Shaved|Salon][$activeSlave.underArmHStyle to "shaved",$cash -= $modCost]]
	 | [[Neat|Salon][$activeSlave.underArmHStyle to "neat",$cash -= $modCost]]
	 | [[Bushy|Salon][$activeSlave.underArmHStyle to "bushy",$cash -= $modCost]]

<</nobr>>


code:
:: Scheduled Event

<<set $showEncyclopedia to 0>>

<<if $expired == 1>>
	<<set $expiree to 0>>
	<<include "Remove activeSlave">>
	<<for $i to 0; $i < $slaves.length; $i++>>
	<<if $slaves[$i].indenture == 0>>
		<<set $expiree to $slaves[$i]>>
		<<break>>
	<</if>>
	<</for>>
<</if>>
<<set $expired to 0>>

<<if $retired == 1>>
	<<set $retiree to 0>>
	<<include "Remove activeSlave">>
	<<for $i to 0; $i < $slaves.length; $i++>>
	<<if $slaves[$i].indenture < 0>>
	<<if $slaves[$i].actualAge >= $retirementAge && $PhysicalRetirementAgePolicy != 1>>
		<<set $retiree to $slaves[$i]>>
		<<break>>
	<</if>>
	<<if $slaves[$i].physicalAge >= $retirementAge && $PhysicalRetirementAgePolicy == 1>>
		<<set $retiree to $slaves[$i]>>
		<<break>>
	<</if>>
	<<if $SexMilestoneRetirement == 1>>
		<<if $slaves[$i].oralCount + $slaves[$i].analCount + $slaves[$i].vaginalCount + $slaves[$i].penetrativeCount + $slaves[$i].mammaryCount >= $retirementSex>>
		<<set $retiree to $slaves[$i]>>
		<<break>>
		<</if>>
	<</if>>
	<<if $MilkMilestoneRetirement == 1>>
		<<if $slaves[$i].milk >= $retirementMilk>>
		<<set $retiree to $slaves[$i]>>
		<<break>>
		<</if>>
	<</if>>
	<<if $BirthsMilestoneRetirement == 1>>
		<<if $slaves[$i].births >= $retirementBirths>>
		<<set $retiree to $slaves[$i]>>
		<<break>>
		<</if>>
	<</if>>
	<<if $KillsMilestoneRetirement == 1>>
		<<if $slaves[$i].pitkills >= $retirementKills>>
		<<set $retiree to $slaves[$i]>>
		<<break>>
		<</if>>
	<</if>>
	<</if>>
	<</for>>
<</if>>
<<set $retired to 0>>

/* birth scheduled event */
<<if $birthed == 1>>
	<<set $birthee to 1>>
<</if>>
<<set $birthed to 0>>

/* burst scheduled event */
<<if $burst == 1>>
	<<set $burstee to 1>>
<</if>>
<<set $burst to 0>>

<<if $week is 30>>
	<<set $fcnn.push("...is where I'll be when the bombs hit. Survival is my first...")>>
	<<set $fcnn.push("...time to prepare for major shortages is now, since there's no likelihood...")>>
	<<set $fcnn.push("...construction of shelters accelerated last quarter, due to fears...")>>
	<<set $fcnn.push("...major drought across the entire hemisphere shows no signs of...")>>
	<<set $fcnn.push("...medical organization offered no explanation, stating that...")>>
<<elseif $week is 50>>
	<<set $fcnn.push("...tested a thermonuclear device of some five megatons last night...")>>
	<<set $fcnn.push("...heavy fighting for the third week in the capital city of...")>>
	<<set $fcnn.push("...economic recovery looking increasingly unlikely in the event of...")>>
	<<set $fcnn.push("...complete exhaustion of safe water reserves across...")>>
	<<set $fcnn.push("...climate refugees streamed across the border despite...")>>
<<elseif $week is 70>>
	<<set $fcnn.push("...second low-order nuclear detonation in the city of...")>>
	<<set $fcnn.push("...total societal collapse induced by rising sea levels declared today in...")>>
	<<set $fcnn.push("...likelihood of containing Influenza-M was downgraded to a lower...")>>
	<<set $fcnn.push("...threatened immediate use of chemical weapons should those forces not withdraw...")>>
	<<set $fcnn.push("...relief organizations unable to deal with casualties from nuclear exchange between...")>>
<<elseif $week is 90>>
	<<set $fcnn to ["FCNN service has been temporarily suspended. Please stand by."]>>
<</if>>

<<if $rivalOwner is -1>>
	<<goto "P rival initiation">>
<<elseif $PC.labor == 1>>
	<<goto "SE Player Birth">>
<<elseif ($independenceDay == 1) && (Math.trunc(($week-23)/52) is ($week-23)/52)>>
	<<goto "SE independence day">>
<<elseif ($weddingPlanned > 0)>>
	<<set $seed to 0>>
	<<for $i to 0; $i < $slaves.length; $i++>>
	<<if ($slaves[$i].ID == $weddingSlaveID)>>
		<<set $activeSlave to $slaves[$i]>>
		<<set $seed to 1>>
		<<goto "SE wedding">>
	<</if>>
	<</for>>
	<<if $seed == 0>>
		<<set $weddingPlanned to 0, $cash += 10000>>
		<<goto "Scheduled Event">>
	<</if>>
<<elseif $playerBred == 1 && ($PC.preg == 0 || $PC.preg == -1)>>
	<<goto "P insemination">>
<<elseif ($retiree != 0)>>
	<<goto "SE retirement">>
<<elseif ($expiree != 0)>>
	<<goto "SE expiration">>
<<elseif ($burstee != 0)>>
	<<set $burst to 0>>
	<<goto "SE Burst">>
<<elseif ($birthee != 0)>>
	<<set $birthed to 0>>
	<<goto "SE Birth">>
<<elseif ($recruiterProgress >= 13)>>
	<<goto "SE recruiter success">>
<<elseif ($customSlaveOrdered == 1)>>
	<<goto "SE custom slave delivery">>
<<elseif ($huskSlaveOrdered == 1)>>
	<<goto "SE husk slave delivery">>
<<elseif ($Lurcher != 0) && ($CoursingAssociation != 0) && (Math.trunc($week/4) is ($week/4)) && ($coursed != 1)>>
	<<goto "SE coursing">>
<<elseif ((($fighterIDs.length > 1) && ($pitBG == 0)) || (($fighterIDs.length > 0) && ($Bodyguard != 0) && ($pitBG == 1))) && ($pitFought == 0)>>
	<<if $pitLethal == 1>><<goto "SE lethal pit">><<else>><<goto "SE nonlethal pit">><</if>>
<<elseif ($bioreactorPerfectedID != 0) && ($bioreactorsAnnounced != 1)>>
	<<goto "P bioreactor perfected">>
<<elseif ($TSS.schoolPresent == 1) && ($TSS.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($GRI.schoolPresent == 1) && ($GRI.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($SCP.schoolPresent == 1) && ($SCP.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($LDE.schoolPresent == 1) && ($LDE.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($TGA.schoolPresent == 1) && ($TGA.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($TFS.schoolPresent == 1) && ($TFS.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($TFS.schoolPresent == 1) && ($organFarmUpgrade != 0) && ($TFS.farmUpgrade == 0)>>
	<<goto "TFS Farm Upgrade">>
<<elseif ($nicaea == 1) && ($organFarmUpgrade != 0) && ($TFS.farmUpgrade == 0)>>
	<<goto "TFS Farm Upgrade">>
<<elseif $arcologies[0].FSChattelReligionist != "unset">>
	<<if $nicaeaHeld == 1>>
		<<if $plot == 1>><<goto "Nonrandom Event">><<else>><<goto "Random Nonindividual Event">><</if>>
	<<elseif ($nicaeaAnnounceable == 1) && ($nicaeaAnnounced != 1)>>
		<<goto "SE nicaea announcement">>
	<<elseif $nicaeaPreparation == 1>>
		<<if $nicaeaInvolvement != 0>>
			<<goto "SE nicaea preparation">>
		<<else>>
			<<set $nicaeaPreparation = 0>>
			<<if $plot == 1>><<goto "Nonrandom Event">><<else>><<goto "Random Nonindividual Event">><</if>>
		<</if>>
	<<elseif $nicaeaInvolvement >= 0>>
		<<set $nicaeaRollA = random(-1,0), $nicaeaRollB = random(-1,0), $nicaeaRollC = random(-1,0)>>
		<<set $nicaeaFocus = either("owners", "slaves")>>
		<<set $nicaeaAssignment = either("whore", "serve the public", "please you")>>
		<<set $nicaeaAchievement = either("devotion", "trust", "slaves")>>
		<<goto "SE nicaea council">>
	<<else>>
		<<if $plot == 1>><<goto "Nonrandom Event">><<else>><<goto "Random Nonindividual Event">><</if>>
	<</if>>
<<elseif $plot == 1>>
	<<goto "Nonrandom Event">>
<<else>>
	<<goto "Random Nonindividual Event">>
<</if>>

repo_name: anonymousey/fc


code:
:: Schoolroom

<<nobr>>
<<set $nextButton to "Back to Main", $nextLink to "Main", $returnTo to "Schoolroom">>

<<if $schoolroomName != "the Schoolroom">>
	<<set $schoolroomNameCaps to $schoolroomName.replace("the ", "The ")>>
<</if>>

<<set $schoolroomSlaves to 0>>
<<set $notSchoolroomSlaves to 0>>
<<for _i to 0; _i < $slaves.length; _i++>>
	<<if $slaves[_i].assignment is "learn in the schoolroom">>
		<<set $schoolroomSlaves++>>
	<<else>>
		<<set $notSchoolroomSlaves++>>
	<</if>>
<</for>>

$schoolroomNameCaps is well-equipped, with wall screens to display lessons. These are currently
<<switch $schoolroomDecoration>>
<<case "Roman Revivalist">>
	showing the story of a famous Roman slave who sacrificed her life for the life of <<if def $PC.customTitle>>her $PC.customTitle<<elseif $PC.title != 0>>her master<<else>>her mistress<</if>>.
<<case "Egyptian Revivalist">>
	showing an interpretation of Egyptian history that attributes many great monuments to the enlightened use slave labor.
<<case "Edo Revivalist">>
	showing an interpretation of Japanese cultural history that emphasizes a serf's duty to her social superiors.
<<case "Arabian Revivalist">>
	showing an interpretation of Arabian cultural history that focuses on thriving slave markets and vibrant harems.
<<case "Chinese Revivalist">>
	showing an interpretation of Chinese cultural history that focuses on concubinage, palace etiquette, and social order.
<<case "Chattel Religionist">>
	displaying a passage from the holy book that supports slavery.
<<case "Degradationist">>
	displaying a rote recitation of a slave's proper acceptance of her subhuman status.
<<case "Repopulation Focus">>
	reviewing a number a of sexual positions to accommodate a heavily pregnant girl.
<<case "Eugenics">>
	reviewing ways to better your owner's standing intermixed with exagerated pregnancy horror stories focused on slave pregnancy.
<<case "Asset Expansionist">>
	reviewing techniques that allow two slaves with huge breasts to inspect and moisturize each others' hard to reach areas.
<<case "Transformation Fetishist">>
	offering a brief primer on surgical recovery, with practical techniques to make it quicker.
<<case "Gender Radicalist">>
	going over how to keep one's asspussy ready for intercourse at any time, including how to schedule regular enemata and pre-lubrication.
<<case "Gender Fundamentalist">>
	going over the trifecta that is the standard approach of sex slaves: a blowjob, followed by vaginal, finished with anal.
<<case "Physical Idealist">>
	offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own protein intake.
<<case "Supremacist">>
	reviewing the scientific evidence for $arcologies[0].FSSupremacistRace superiority.
<<case "Subjugationist">>
	reviewing the scientific evidence for $arcologies[0].FSSubjugationistRace inferiority.
<<case "Paternalist">>
	reviewing a lesson on time-management skills, and the students are taking notes on their own tablets.
<<case "Pastoralist">>
	reviewing how to help fellow slaves with huge, lactating breasts.
<<case "Maturity Preferentialist">>
	going over daily sets of exercises designed to keep mature slaves' holes as tight as possible.
<<case "Youth Preferentialist">>
	reviewing social cues that young slaves who have been enslaved through their entire adulthood might not understand.
<<case "Body Purist">>
	offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own caloric intake.
<<case "Slimness Enthusiast">>
	offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own caloric intake.
<<default>>
	reviewing the often complex subject of how to address citizens other that one's owner.
<</switch>>

<<if $schoolroomSlaves > 2>>
	$schoolroomNameCaps is busy with slaves, repeating their lessons out loud to drill the instruction home. A few girls are maintaining uncomfortable positions in the corner as punishment for poor work.
<<elseif $schoolroomSlaves > 0>>
	$schoolroomNameCaps sparsely populated, the few students repeating their lessons out loud to drill the instruction home. One girl is maintaining an uncomfortable position in the corner as punishment for poor work.
<<elseif $Schoolteacher != 0>>
	$Schoolteacher.slaveName is alone in $schoolroomName, and has nothing to do but work on her lesson plans.
<<else>>
	None of your slaves are learning in $schoolroomName.
	[[Decommission the schoolroom|Main][$schoolroom to 0, $schoolroomUpgradeSkills to 0, $schoolroomUpgradeLanguage to 0, $schoolroomUpgradeRemedial to 0, $schoolroomDecoration to "standard"]]
<</if>>

$schoolroomNameCaps has room to house $schoolroom slaves while they learn.
[[Expand the schoolroom|Schoolroom][$cash -=  Math.trunc($schoolroom*1000*$upgradeMultiplierArcology), $schoolroom += 5]] //Costs ¤<<print Math.trunc($schoolroom*1000*$upgradeMultiplierArcology)>>//

<<if $schoolroomUpgradeSkills == 1>>
	$schoolroomNameCaps provides slaves with some intermediate skills, including a solid foundation in oral sex, efficient and safe prostitution, and the rudiments of courtesanship.
<<else>>
	$schoolroomNameCaps inculcates the basic skills necessary to a sex slave. [[Upgrade the curriculum to cover some intermediate skills|Schoolroom][$cash -= Math.trunc(10000*$upgradeMultiplierArcology), $schoolroomUpgradeSkills to 1]] //Costs ¤<<print Math.trunc(10000*$upgradeMultiplierArcology)>>//
<</if>>

<<if $schoolroomUpgradeLanguage == 1>>
	$schoolroomNameCaps boasts state of the art linguistic interfaces that allow it to teach the basics of the arcology's lingua franca with increased success.
<<else>>
	$schoolroomNameCaps includes only basic language classes in its curriculum. [[Install advanced linguistic interfaces to efficiently teach the arcology's lingua franca|Schoolroom][$cash -= Math.trunc(5000*$upgradeMultiplierArcology), $schoolroomUpgradeLanguage to 1]] //Costs ¤<<print Math.trunc(5000*$upgradeMultiplierArcology)>>//
<</if>>

<<if $schoolroomUpgradeRemedial == 1>>
	$schoolroomNameCaps has been upgraded with advanced teaching tools to help even the stupidest slave learn at an acceptable pace. Intelligent slaves won't learn much faster as a result, but idiots will benefit a great deal.
<<else>>
	$schoolroomNameCaps teaches idiots using standard methods. [[Purchase specialized materials to help stupid slaves learn good|Schoolroom][$cash -= Math.trunc(5000*$upgradeMultiplierArcology), $schoolroomUpgradeRemedial to 1]] //Costs ¤<<print Math.trunc(5000*$upgradeMultiplierArcology)>>//
<</if>>

<<if $Schoolteacher != 0>>
	<<set $Flag to 2>>
	<<include "Slave Summary">>
<<else>>
	You do not have a slave serving as a Schoolteacher. [[Appoint one|Schoolteacher Select]]
<</if>>

<<if $schoolroomSlaves > 0>>

''Bring a slave out of $schoolroomName:''
	<<set $Flag to 1>>
	<<include "Slave Summary">>
<</if>>

<<if $notSchoolroomSlaves > 0>>

''Send a slave to study in $schoolroomName:''
	<<set $Flag to 0>>
	<<include "Slave Summary">>
<</if>>
<<unset $Flag>>

Rename $schoolroomName: <<textbox "$schoolroomName" $schoolroomName "Schoolroom">> //Use a noun or similar short phrase//
<</nobr>>


code:
:: Schoolroom Report [nobr]

<<set $schoolroomSlaves = 0, _idleBonus = 0, _schoolteacherFetish = 0, _SL = $slaves.length, _ST = -1>>

<<if $Schoolteacher != 0>>
<<for _ST = 0; _ST < _SL; _ST++>>
<<if $slaves[_ST].ID == $Schoolteacher.ID>>
	<<break>>
<</if>>
<</for>>
<</if>>
<<if _ST != -1>>

/* 000-250-006 */
/* <<if $seeImages == 1>><<SlaveArt $slaves[_ST] 0 0>><</if>> */
<<if $seeImages == 1>>

        <<SlaveArt $slaves[_ST] 0 0>>

<</if>>
/* 000-250-006 */

	<<set $i = _ST>>
	<<silently>>
	<<include "SA long term effects">>
	<<include "SA relationships">>
	<<include "SA rivalries">>
	<</silently>>
	<<if ($slaves[_ST].health < -80)>>
	<<set $slaves[_ST].health += 20>>
	<<elseif ($slaves[_ST].health < -40)>>
	<<set $slaves[_ST].health += 15>>
	<<elseif ($slaves[_ST].health < 0)>>
	<<set $slaves[_ST].health += 10>>
	<<elseif ($slaves[_ST].health < 90)>>
	<<set $slaves[_ST].health += 7>>
	<</if>>
	<<if ($slaves[_ST].devotion <= 60)>>
	<<set $slaves[_ST].devotion += 1>>
	<</if>>
	<<if $schoolroomDecoration != "standard">>
	<<set $slaves[_ST].devotion += 1>>
	<</if>>
	<<if ($slaves[_ST].trust < -30)>>
	<<set $slaves[_ST].trust += 1>>
	<</if>>
	<<if $slaves[_ST].fetishStrength <= 95>>
	<<if $slaves[_ST].fetish != "dom">>
		<<fetishChangeChance $slaves[_ST]>>
		<<if $fetishChangeChance > random(0,100)>>
			<<set _schoolteacherFetish to 1, $slaves[_ST].fetishKnown to 1, $slaves[_ST].fetish to "dom">>
		<</if>>
	<<elseif $slaves[_ST].fetishKnown == 0>>
		<<set _schoolteacherFetish to 1, $slaves[_ST].fetishKnown to 1>>
	<<else>>
		<<set _schoolteacherFetish to 2, $slaves[_ST].fetishStrength += 4>>
	<</if>>
	<</if>>
	<<set $Schoolteacher = $slaves[_ST]>>
<</if>>

<<for _i to 0; _i < _SL; _i++>>
	<<if ($slaves[_i].assignment != "learn in the schoolroom")>><<continue>><</if>>

/* 000-250-006 */
/* <<if $seeImages == 1>><<SlaveArt $slaves[_i] 0 0>><</if>> */
<<if $seeImages == 1>>

        <<SlaveArt $slaves[_i] 0 0>>

<</if>>
/* 000-250-006 */

	<<set $schoolroomSlaves++>>
	<<silently>>
	<<set $i = _i>>
	<<include "SA take classes">>
	<<include "SA long term effects">>
	<<include "SA relationships">>
	<<include "SA rivalries">>
	<</silently>>
	<<if $schoolroomDecoration != "standard">>
	<<set $slaves[_i].devotion++>>
	<</if>>
	<<if ($slaves[_i].health < -80)>>
	<<set $slaves[_i].health += 20>>
	<<elseif ($slaves[_i].health < -40)>>
	<<set $slaves[_i].health += 10>>
	<<elseif ($slaves[_i].health < 0)>>
	<<set $slaves[_i].health += 7>>
	<<elseif ($slaves[_i].health < 90)>>
	<<set $slaves[_i].health += 3>>
	<</if>>
<</for>>

<<if ($schoolroomSlaves > 0)>>
	<<if $seeImages == 1>>
<</if>>
	<<if ($schoolroomSlaves == 1)>>''There is one slave studying in $schoolroomName.''<<else>>''There are $schoolroomSlaves slaves studying in $schoolroomName.''<</if>>

	<<if ($Schoolteacher != 0)>>
	$Schoolteacher.slaveName is serving as your schoolteacher.<<if $Schoolteacher.relationship is -3>> As your wife, she tries her best to teach her pupils how to please you.<</if>>
	<<if (_schoolteacherFetish == 1)>>
		She's allowed and even expected to use her students for her own sexual gratification, and in their own way her students are complicit, offering sexual favors for an easier time in the classroom. Before long, she's running a hungry eye over the tits and asses of new trainees; she now @@color:lightcoral;more dominant.@@
	<<elseif (_schoolteacherFetish == 2)>>
		Every new student in class is a new target for her personal educational attention. @@color:lightsalmon;She becomes more dominant.@@
	<</if>>
	<<if $schoolteacherCareers.contains($Schoolteacher.career)>>
		She has experience with students and learning from her life before she was a slave, making her more effective.
	<</if>>
	<<if ($Schoolteacher.visualAge > 35)>>
		Her age earns her the respect of her students.
		<<set _idleBonus++>>
	<</if>>
	<<if ($Schoolteacher.intelligence > 0)>>
		She's intelligent enough to be a good teacher.
		<<set _idleBonus++>>
	<</if>>
	<<if ($Schoolteacher.intelligenceImplant == 1)>>
		Since she's educated herself, she understands her students.
		<<set _idleBonus++>>
	<</if>>
	<<if ($Schoolteacher.face > 1)>>
		Her students want to be just like their beautiful teacher.
		<<set _idleBonus++>>
	<</if>>
	<<for _i to 0; _i < _SL; _i++>>
	<<if $slaves[_i].assignment != "learn in the schoolroom">><<continue>><</if>>
	<<if $familyTesting == 1>>
		<<if $slaves[_i].mother == $Schoolteacher.ID>>
			She makes sure to spend extra time teaching her daughter, $slaves[_i].slaveName.
			<<set $slaves[_i].trust += 1>>
		<</if>>
		<<if $slaves[_i].father == $Schoolteacher.ID>>
			She makes sure to spend extra time teaching her daughter, $slaves[_i].slaveName.
			<<set $slaves[_i].trust += 1>>
		<</if>>
		<<if $slaves[_i].ID == $Schoolteacher.father>>
			She makes sure to spend extra time teaching her father, $slaves[_i].slaveName.
			<<set $slaves[_i].trust += 1>>
		<</if>>
		<<if $slaves[_i].ID == $Schoolteacher.mother>>
			She makes sure to spend extra time teaching her mother, $slaves[_i].slaveName.
			<<set $slaves[_i].trust += 1>>
		<</if>>
		<<if areSisters($slaves[_i], $Schoolteacher) == 1>>
			She makes sure to spend extra time teaching her twin, $slaves[_i].slaveName.
			<<set $slaves[_i].trust += 1>>
		<<elseif areSisters($slaves[_i], $Schoolteacher) == 2>>
			She makes sure to spend extra time teaching her sister, $slaves[_i].slaveName.
			<<set $slaves[_i].trust += 1>>
		<<elseif areSisters($slaves[_i], $Schoolteacher) == 3>>
			She makes sure to spend extra time teaching her half-sister, $slaves[_i].slaveName.
			<<set $slaves[_i].trust += 1>>
		<</if>>
	<<else>>
	<<if $Schoolteacher.relationTarget is $slaves[_i].ID>>
		She makes sure to spend extra time teaching her $slaves[_i].relation, $slaves[_i].slaveName.
		<<set $slaves[_i].trust += 1>>
	<</if>>
	<</if>> /*closes extended family mode */
	<<if $Schoolteacher.relationshipTarget is $slaves[_i].ID>>
		She dedicates most of her attention to her <<if $Schoolteacher.relationship == 1>>friend<<elseif $Schoolteacher.relationship is 2>>best friend<<elseif $Schoolteacher.relationship is 3>>friend with benefits<<elseif $Schoolteacher.relationship is 4>>lover<<elseif $Schoolteacher.relationship is 5>>slave wife<</if>>, $slaves[_i].slaveName making sure she understands that day's lesson.
		<<set $slaves[_i].devotion += 2, $slaves[_i].trust += 2>>
	<</if>>
	<<if $Schoolteacher.rivalryTarget is $slaves[_i].ID>>
		Ever since her <<if $Schoolteacher.rivalry == 1>>growing rival<<elseif $Schoolteacher.rivalry is 2>>rival<<elseif $Schoolteacher.rivalry is 3>>bitter rival<</if>>, was enrolled, she began stalking the classroom carrying a large paddle, much to $slaves[_i].slaveName terror.
		<<set $slaves[_i].devotion -= 4, $slaves[_i].trust -= 4>>
		<<if random(1,100) > 35>>
			<<set $Schoolteacher.rivalry += 1, $slaves[_ST].rivalry += 1, $slaves[_i].rivalry += 1>>
		<</if>>
	<</if>>
	<</for>>
	<<if ($schoolroomSlaves < $schoolroom)>>
		<<set _seed to random(1,10)+(($schoolroom-$schoolroomSlaves)*(random(150,170)+(_idleBonus*10)))>>
		<<set $cash += _seed>>
		Since she doesn't have enough students to occupy all her time, $schoolroomName takes in citizens' slaves on a contract basis and she teaches them too, earning @@color:yellowgreen;¤_seed.@@
	<</if>>
	<</if>>

	<<if $schoolroomDecoration != "standard">>
	$schoolroomNameCaps's $schoolroomDecoration atmosphere @@color:hotpink;has a minor impact on the students.@@
	<</if>>

<<elseif ($Schoolteacher != 0)>>
	<<set _seed to random(1,10)+(($schoolroom-$schoolroomSlaves)*(random(150,170)+(_idleBonus*10)))>>
	<<set $cash += _seed>>
	''$schoolroomNameCaps is empty'' except for $Schoolteacher.slaveName, the schoolteacher. Since she doesn't have anyone to teach, she teaches citizens' slaves, earning @@color:yellowgreen;¤_seed.@@

<<else>>
	''$schoolroomNameCaps is empty.''
<</if>>


code:
:: Schoolteacher Select

<<nobr>>
<<set $nextButton to "Back">>
<<set $nextLink to "Schoolroom">>
<<set $showEncyclopedia to 0>>

<<for _i to 0; _i < $slaves.length; _i++>>
<<if $Schoolteacher.ID == $slaves[_i].ID>>
	''__@@color:pink;$slaves[_i].slaveName@@__'' is serving as your Schoolteacher.
	<<set $slaves[_i].assignment to "be the Schoolteacher">>
	<<set $slaves[_i].assignmentVisible to 0>>

She will help teach your slaves.
	<<break>>
<</if>>
<</for>>
<<if ($Schoolteacher == 0)>>
	You have not selected a Schoolteacher.
<</if>>

''Appoint a Schoolteacher from your devoted slaves:''
<<include "Slave Summary">>

[[None|Schoolteacher Workaround][$Schoolteacher to 0]]
<</nobr>>


code:
:: Schoolteacher Workaround

<<for $i to 0; $i < $slaves.length; $i++>>
	<<if ($slaves[$i].assignment is "be the Schoolteacher") && ($slaves[$i].ID != $Schoolteacher.ID)>>
		<<set $slaves[$i].assignment to "rest">>
		<<set $slaves[$i].assignmentVisible to 1>>
		<<break>>
	<</if>>
	<</for>>

	<<for $i to 0; $i < $slaves.length; $i++>>
	<<if $Schoolteacher.ID == $slaves[$i].ID>>
		<<if $slaves[$i].ID is $personalAttention>>
		<<if $PC.career == "escort">>
		<<set $personalAttention to "whoring">>
		<<elseif $PC.career == "servant">>
		<<set $personalAttention to "upkeep">>
		<<else>>
		<<set $personalAttention to "business">>
		<</if>>
		<</if>>
		<<set $slaves[$i].assignment to "be the Schoolteacher">>
		<<if $slaves[$i].choosesOwnClothes == 1>><<include "SA chooses own clothes">><</if>>
		<<set $slaves[$i].assignmentVisible to 0>>
		<<set $slaves[$i].sentence to 0>>
		<<set $slaves[$i].livingRules to "luxurious">>
		<<if $slaves[$i].ID is $HeadGirl.ID>>
			<<set $HeadGirl to 0>>
		<</if>>
		<<if $slaves[$i].ID is $Recruiter.ID>>
			<<set $Recruiter to 0>>
		<</if>>
		<<if $slaves[$i].ID is $Bodyguard.ID>>
			<<set $Bodyguard to 0>>
		<</if>>
		<<break>>
	<</if>>
	<</for>>

<<goto "Schoolroom">>