code:
:: dummy

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

$dancestudioanger
$wolfpackrob
$torturesurvivor
$winterlakeknown
$robinrescued
$sleeptransform
$diagnosis
$passage
$tags
$NPCName[$NPCNameList.indexOf("Avery")].lust
$hairtest
$initnpccompatibility
$averydom
$futureupdate
*/

repo_name: Area/degrees

license: mit


code:
:: Body Comment Random Flavour Text Widgets [widget]
/* We have lists of remarks separated based on contextual relevance to let the user determine what's needed and offer variety without repeating ourselves.
 * It also allows us to separate our data depending on what would and wouldn't make sense to hear in a given situation, there's no sense in rejecting someone
 * for their penis size if the actual agent is about to sit on their dick.
 */
<<widget "bodycommentsetdata">>
/*
 * penis size
 * I've grouped things into categories to make them easier to fit to specific uses, questioning and asserting that a penis is useless is inappropriate
 * in some cases but in other cases affection is inappropriate
 *
 * the current groupings I've chosen for what I've come up with are as follows:
 * affection: all comments expressing affection towards the persons size
 * size_remarks: plain descriptions of lack of size
 * surprise: all comments expressing surprise or incredulity at their size or lack of size (think comments with "how" in them)
 * insult: all derisive comments intended to hurt the persons feelings
 * question_use: all questions suggesting the penis is unfit for purpose
 * assert_useless: flat out assert the penis is useless
 */

/*
 * sod it, ugly messy shit with 0 regard for scope it is, because twine hates us all
 * this is how were going to output text, were going to modify this thing wherever we like
 * may god have mercy upon my soul
 */
<<set _output_line to "">>

/* big pp */
<<set _big_penis_affection to [
	"giddyup horsey,",
	"like a fucking horse,",
	"you're so big, you might break me,",
	"you're huge,",
	"I bet bigger tastes better,"
]>>
<<set _big_penis_size_remarks to [
	"I've seen ponies smaller than that,",
	"that is ginormous,",
	"that's massive,",
	"it's so big,"
]>>
<<set _big_penis_surprise to [
	"how the hell are you that hung?",
	"oh my god, it's ginormous,",
	"I've never in my life seen a dick that big,",
	"oh wow, that is huge,",
	"Jesus fucking Christ that's big,",
	"wow, you're hung like a horse,",
	"it's so big!"
]>>
<<set _big_penis_question_use to [
	"can that massive thing even fit inside anyone?",
	"how the hell do you even get something like that inside you?",
	"can you even get hard without passing out with a dick that big?"
]>>
/* normal pp */

<<set _normal_penis_size_remarks to [
	"I prefer bigger ones, myself,",
	"not the biggest I've ever seen,",
	"I'm glad it's not too small,",
	"it's just the right size to suck,",
	"such a perfect size,"
]>>

<<set _normal_penis_affection to [
	"that cock is perfect decoration,",
	"I want a picture of that penis,",
	"that penis is adorable,",
	"that cock looks tasty,",
	"I've never seen a cock so cute,"
]>>

/* smol pp */
<<set _small_penis_affection to [
	"what a cute little dick,",
	"what a cute little dicklet,",
	"Such a small and cute penis,",
	"it's so small and cute,",
	"what an adorable penis,"
]>>
<<set _small_penis_size_remarks to [
	"it's tiny,",
	"it's smaller than my finger,",
	"it's so small,",
	"I've seen flash drives bigger than that,",
	"I've seen batteries bigger than that,"
]>>
<<set _small_penis_surprise to [
	"how the hell are you that small?",
	"I thought <<pher>> penis would be bigger,",
	"oh my god, it's tiny,",
	"oh my god, it's smaller than my finger,",
	"<<pShes>> so small!"
]>>
<<set _small_penis_insult to [
	"what a pathetic little shrimp dick,",
	"nice dick, loser,"
]>>
<<set _small_penis_question_use to [
	"well you're not much good down there, are you?",
	"who exactly are you planning on fucking with that tiny thing?"
]>>
<<set _small_penis_assert_useless to [
	"a dick that small belongs in chastity, you're not going to be using it anyway,",
	"oh my god, that little thing should be locked up,"
]>>

/* micro pp */
<<set _micropenis_size_remarks to [
	"that looks more like a swollen clit than a dick,",
	"I've seen coins bigger than that,",
	"It's so cute and tiny,"
]>>
<<set _micropenis_surprise to [
	"how the hell are you so tiny?",
	"<<pShes>> so tiny!",
	"it's so tiny!",
	"oh my god, it's like an acorn,",
	"I can't believe it's so tiny,"
]>>
<<set _micropenis_insult to [
	"no amount of oral is making up for that,",
	"nice little willy you've got, try not to hurt anyone with it,",
	"I've never seen such a pathetic penis,"
]>>
<<set _micropenis_question_use to [
	"can that little dick of yours even get inside a woman?"
]>>
<<set _micropenis_assert_useless to [
	"there's no way a dick that small could ever please anyone,",
	"Christ, I would be surprised if that could get past someone's lips,"
]>>

<<set _big_penis_all to []>>
<<set _big_penis_all to _big_penis_all.concat(_big_penis_affection)>>
<<set _big_penis_all to _big_penis_all.concat(_big_penis_size_remarks)>>
<<set _big_penis_all to _big_penis_all.concat(_big_penis_surprise)>>
<<set _big_penis_all to _big_penis_all.concat(_big_penis_question_use)>>

<<set _normal_penis_all to []>>
<<set _normal_penis_all to _normal_penis_all.concat(_normal_penis_size_remarks)>>
<<set _normal_penis_all to _normal_penis_all.concat(_normal_penis_affection)>>

<<set _small_penis_all to []>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_affection)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_size_remarks)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_surprise)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_insult)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_question_use)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_assert_useless)>>

<<set _micropenis_all to []>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_size_remarks)>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_surprise)>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_insult)>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_question_use)>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_assert_useless)>>
<</widget>>

<<widget "generatepenisremark">>
	/* if we haven't set our data yet */
	<<if !_big_penis_all or !_small_penis_all or !_micropenis_all or !_normal_penis_all>>
		<<bodycommentsetdata>>
	<</if>>

	<<set _output_line to "">>
	<<set _possibilities to []>>

	/* do we have anything notable downstairs */
	<<if $penissize is 4>>
		/* big pp */
		<<set _possibilities to _big_penis_all>>
		<<set _output_line to _possibilities.pluck()>>

	<<elseif $penissize <=1 and $penissize > -1>>
		/* smol pp */
		<<set _possibilities to _small_penis_all>>
		<<set _output_line to _possibilities.pluck()>>
		<<if $args[0] is "capitalise">>
			<<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>>
		<</if>>
	<<elseif $penissize lte -1>>
		/* micro pp */
		<<set _possibilities to _micropenis_all>>
		<<set _output_line to _possibilities.pluck()>>
	<<else>>
		/* normal pp */
		<<set _possibilities to _normal_penis_all>>
		<<set _output_line to _possibilities.pluck()>>
	<</if>>
<</widget>>

/* modifier widgets because boy do i love bad practises */

<<widget "bodyremarkcapitalise">>
	<<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>>
<</widget>>

<<widget "bodyremarkcomma">>
	<<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>>
		<<set _output_line to _output_line + ",">>
	<</if>>
<</widget>>

<<widget "bodyremarkstop">>
	<<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>>
		<<set _output_line to _output_line + ".">>
	<</if>>
<</widget>>

/* hellish mess of output widget defitions */

<<widget "penisremark">>
	<<generatepenisremark>>
	<<print _output_line>>
<</widget>>
<<widget "Penisremark">>
	<<generatepenisremark>>
	<<bodyremarkcapitalise>>
	<<print _output_line>>
<</widget>>
<<widget "penisremarkquote">>
	<<generatepenisremark>>
	"<<print _output_line>>"
<</widget>>
<<widget "Penisremarkquote">>
	<<generatepenisremark>>
	<<bodyremarkcapitalise>>
	"<<print _output_line>>"
<</widget>>

<<widget "penisremarkstop">>
	<<generatepenisremark>>
	<<bodyremarkstop>>
	<<print _output_line>>
<</widget>>
<<widget "Penisremarkstop">>
	<<generatepenisremark>>
	<<bodyremarkcapitalise>>
	<<bodyremarkstop>>
	<<print _output_line>>
<</widget>>
<<widget "penisremarkstopquote">>
	<<generatepenisremark>>
	<<bodyremarkstop>>
	"<<print _output_line>>"
<</widget>>
<<widget "Penisremarkstopquote">>
	<<generatepenisremark>>
	<<bodyremarkcapitalise>>
	<<bodyremarkstop>>
	"<<print _output_line>>"
<</widget>>

<<widget "penisremarkcomma">>
	<<generatepenisremark>>
	<<bodyremarkcomma>>
	<<print _output_line>>
<</widget>>
<<widget "Penisremarkcomma">>
	<<generatepenisremark>>
	<<bodyremarkcapitalise>>
	<<bodyremarkcomma>>
	<<print _output_line>>
<</widget>>
<<widget "penisremarkcommaquote">>
	<<generatepenisremark>>
	<<bodyremarkcomma>>
	"<<print _output_line>>"
<</widget>>
<<widget "Penisremarkcommaquote">>
	<<generatepenisremark>>
	<<bodyremarkcapitalise>>
	<<bodyremarkcomma>>
	"<<print _output_line>>"
<</widget>>

<<widget "pillorypeniscomment">>
	<<Penisremarkquote>> a person in the crowd yells.
	<<trauma 5>><<gtrauma>>
	<<incgpenisinsecurity>>
<</widget>>


code:
:: Exhibitionism Random Flavour Text Widgets [widget]

<<widget "exhibitionismsetdata">>
<<set _output_line to "">>
/* big pp */
<<set _seatedflashcrotchunderskirtlines to [
	"you stretch your leg, raising it up into the air and wiggling your foot a little to prolong your exposure",
	"you part your knees a little as you stretch, bringing your feet a little closer together to widen the gap",
	"you lift your feet up as you stretch, rocking yourself back a little in your seat and wiggling your feet a little as you \"accidentally\" part your legs",
	"you reach down a little and move your foot to once side, reaching down to scratch a non-existent itch on your leg and stabilising by moving your other leg even further apart",
	"you act as if you have some particularly uncomfortable debris stuck on your foot, lifting it up and bringing it close to your body in search of a non-existent pebble"
]>>

<<set _exhibitionismdata_isinit to 1>>
<</widget>>

/* generic output modification */
<<widget "exhibitionismoutputlinecapitalise">>
	<<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>>
<</widget>>

<<widget "exhibitionismoutputlinecomma">>
	<<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>>
		<<set _output_line to _output_line + ",">>
	<</if>>
<</widget>>

<<widget "exhibitionismoutputlinestop">>
	<<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>>
		<<set _output_line to _output_line + ".">>
	<</if>>
<</widget>>

/* seated crotch flash under skirt */
<<widget "seatedflashcrotchunderskirtline">>
	<<if ndef _exhibitionismdata_isinit>> <<exhibitionismsetdata>> <</if>>
	<<set _output_line to _seatedflashcrotchunderskirtlines.pluck()>>
<</widget>>

<<widget "seatedflashcrotchunderskirt">>
	<<seatedflashcrotchunderskirtline>>
	<<print _output_line>>
<</widget>>
<<widget "Seatedflashcrotchunderskirt">>
	<<seatedflashcrotchunderskirtline>>
	<<exhibitionismoutputlinecapitalise>>
	<<print _output_line>>
<</widget>>

<<widget "seatedflashcrotchunderskirtcomma">>
	<<seatedflashcrotchunderskirtline>>
	<<exhibitionismoutputlinecomma>>
	<<print _output_line>>
<</widget>>
<<widget "Seatedflashcrotchunderskirtcomma">>
	<<seatedflashcrotchunderskirtline>>
	<<exhibitionismoutputlinecapitalise>>
	<<exhibitionismoutputlinecomma>>
	<<print _output_line>>
<</widget>>

<<widget "seatedflashcrotchunderskirtstop">>
	<<seatedflashcrotchunderskirtline>>
	<<exhibitionismoutputlinestop>>
	<<print _output_line>>
<</widget>>
<<widget "Seatedflashcrotchunderskirtstop">>
	<<seatedflashcrotchunderskirtline>>
	<<exhibitionismoutputlinecapitalise>>
	<<exhibitionismoutputlinestop>>
	<<print _output_line>>
<</widget>>


code:
:: Widget EZ Thesaurus [widget]
<<widget "EZdisgusting">>
<<set _possibilities to [
	"disgusting",
	"foul",
	"repulsive",
	"nasty",
	"gross",
	"vile",
	"nauseating",
	"revolting",
	"rotten"
]>>
<<print _possibilities.pluck()>>
<</widget>>

<<widget "EZsmall">>
<<set _possibilities to [
	"little",
	"tiny",
	"small",
	"miniature",
	"mini"
]>>
<<print _possibilities.pluck()>>
<</widget>>

<<widget "EZbig">>
<<set _possibilities to [
	"big",
	"huge",
	"giant",
	"massive"
]>>
<<print _possibilities.pluck()>>
<</widget>>

<<widget "EZpenis">>
<<set _possibilities to [
	"penis",
	"dick",
	"cock",
	"willy"
]>>
<<print _possibilities.pluck()>>
<</widget>>


code:
:: Ambient Weather And Seasonal Event Widgets [widget]
/* Bite-sized events based on the current season and weather. Made to be easily expandable, and using the new event pool system.
 * These are all treated as their own event passages, except for the lake, where they happen in addition to any other event. Other locations can be made to follow this behavior in the future.
 * Exit passage depends on location. Town uses destinationeventend, forest uses the normal forest passage, etc. Called separately from the eventAmbient widget. Further control may be needed in the future, should any of these scenes expand into player choices.
 * Winter events and Snow events are not mutually exclusive. Rain, however, overrides other seasonal event pools. In the future, every season and weather combination could have a unique pool.
 * Future-proofed for snow outside of the Winter season.
 * -Puri
 */

<<widget "eventAmbient">>
<<cleareventpool>>
<<switch ($season + $weather)>>
	<<case "wintersnow" "winterrain" "winterovercast" "winterclear" "autumnsnow" "summersnow" "springsnow">>
		<<if $season is "winter">>
			<<addinlineevent "winter_anywhere_1">>
				A brutally cold wind surges. You hug yourself for warmth until it dies down. <<stress 3>><<gstress>>
			<</addinlineevent>>
			<<addinlineevent "winter_anywhere_2" 0.5>>
				<<dancedifficulty 1 1000 true>>
				You step into some snow that was deeper than you first thought,
				<<if $danceSuccess>>
					but you manage to keep your footing.
				<<else>>
					and you lose your footing. You land on your butt in the cold snow before climbing to your feet. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<set $lowerwet += 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>><<set $underlowerwet += 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>

					<<covered>>
				<</if>>
			<</addinlineevent>>
			<<if $hour gte 6 and $hour lt 21>>
				<<addinlineevent "winter_anywhere_3">>
					You catch a brief ray of sunshine and warmth. <<stress -3>><<lstress>>
				<</addinlineevent>>
			<</if>>
			<<switch $location>>
				<<case "town">>
					<<addinlineevent "winter_anystreet_1" 0.5>>
						<<athleticsdifficulty 0 1000 true>>
						A car rushes by, sending a spray of slush onto the pavement.
						<<if $athleticsSuccess>>
							You manage to jump out of the way just in time.
						<<else>>
							It completely drenches you before you can react, leaving you freezing.
							<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
								<<set $upperwet to 200>>
							<</if>>
							<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
								<<set $underupperwet to 200>>
							<</if>>
							<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
								<<set $lowerwet to 200>>
							<</if>>
							<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>>
								<<set $underlowerwet to 200>>
							<</if>>
							<<effectswater>>
							<<covered>>
						<</if>>
					<</addinlineevent>>
					<<addinlineevent "winter_anystreet_2">>
						<<beastNEWinit 1 dog>>
						A <<beasttype>> jumps excitedly back and forth in the snow, trying to wrestle it into submission. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
					<<if $hour gte 6 and $hour lt 21>>
						<<addinlineevent "winter_anystreet_3">>
							A snowplow rumbles past and the driver honks and waves at you. <<stress -3>><<lstress>>
						<</addinlineevent>>
					<</if>>
				<<case "alley">>
					<<addinlineevent "winter_anyalley_1">>
						You find an abandoned trash can fire, still lit. You take a moment to warm yourself. <<stress -3>><<lstress>>
					<</addinlineevent>>
					<<addinlineevent "winter_anyalley_2">>
						<<beastNEWinit 3 cat>>
						You pass by some stray <<beastsplural>> playing in the snow. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
					<<addinlineevent "winter_anyalley_3" 0.5>>
						<<athleticsdifficulty 0 1000 true>>
						As you pass through the alleyway, you hear a sharp crack from above. Some snow falls loose from a window ledge above,
						<<if $athleticsSuccess>>
							but you manage to jump out of the way just in time.
						<<else>>
							crashing down on top of you. <<set $upperwet += 75>><<stress 6>><<pain 4>><<gstress>><<gpain>>

							<<covered>>
						<</if>>
					<</addinlineevent>>
				<<case "park">>
					<<addinlineevent "winter_park_1">>
						<<if $hour gte 6 and $hour lt 21>>
							You pass by people making angels in the snow. They look carefree. <<stress -3>><<lstress>>
						<<else>>
							You pass by a snow angel.
							<<if $angel gte 6>>
								You rub your wings and smile.
							<<elseif $fallenangel gte 2>>
								You angrily kick snow over it, suppressing a painful memory.
							<<elseif $demon gte 6>>
								You use your foot to give it horns and a tail, giggling to yourself.
							<</if>>
							<<stress -3>><<lstress>>
						<</if>>
					<</addinlineevent>>
					<<if $hour gte 6 and $hour lt 21>>
						<<addinlineevent "winter_park_2">>
							You see some orphans laughing as they collaborate to build a snowman. <<stress -3>><<lstress>>
						<</addinlineevent>>
						<<addinlineevent "winter_park_3" 0.33>>
							You're suddenly pelted with a slushy snowball. You turn to see
							<<if $NPCName[$NPCNameList.indexOf("Whitney")].state is "active" and $NPCName[$NPCNameList.indexOf("Whitney")].init is 1 and ($weather is "rain" or $weather is "snow") and $daystate is "day" and ($schoolday isnot 1 or $hour lte 8 or $hour gte 15) and $whitney_park is undefined>>
								Whitney, quickly wiping snow from <<nnpc_his "Whitney">> hands. <<if $loveInterest.primary is "Whitney" or $loveInterest.secondary is "Whitney">><<stress -3>><<lstress>><<else>><<stress 12>><<ggstress>><</if>>
							<<else>>
								several delinquents laughing at you. <<stress 12>><<ggstress>>
							<</if>>
						<</addinlineevent>>
					<</if>>
				<<case "forest">>
					<<addinlineevent "winter_forest_1" 0.33>>
						You hear a thunderous crack nearby. You turn around just in time to see the remains of a tree fall to the ground, surrounded by a great circle of splinters. <<stress 12>><<ggstress>>
					<</addinlineevent>>
					<<addinlineevent "winter_forest_2">>
						You find wolf tracks in the snow. <<if $wolfgirl gte 3>><<garousal>><<arousal 600>><<else>><<gstress>><<stress 1>><</if>>
					<</addinlineevent>>
					<<addinlineevent "winter_forest_3">>
						You find a well-built snowman leaning against a tree. The pose work is impressive. Someone spent a lot of time on this. <<stress -3>><<lstress>>
					<</addinlineevent>>
					<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
						<<addinlineevent "winter_forest_4" 0.5>>
							<<generatePlant1>><<person1>>
							You see a <<personsimple>> walking through the snow. <<He>> turns and waves at you, before bumping into a tree <<he>> didn't notice. <<Plant_details>> get dislodged from <<his>> hair, and <<he>> pouts. <<stress -3>><<lstress>>
							<<endevent>>
						<</addinlineevent>>
					<</if>>
				<<case "moor">>
					<<addinlineevent "winter_moor_1" 0.33>>
						You find a hideous snowman standing in a circle of pillars made of ice. <<if $hallucinations gte 2>>You turn away, only to hear a loud snap behind you. You look back, and it's gone. <<stress 24>><<gggstress>><<else>><<stress 6>><<gstress>><</if>>
					<</addinlineevent>>
					<<addinlineevent "winter_moor_2" 0.5>>
						You come across a frozen pond, and look down at your reflection.
						<<if $hallucinations gte 2>>
							Something inhuman scrapes at the ice from below. You scramble away, nearly slipping. <<stress 24>><<gggstress>>
						<<elseif $hallucinations gte 1>>
							The surface churns and warps as if it weren't frozen, and you're almost certain that the reflection isn't yours. <<stress 12>><<ggstress>>
						<<elseif $hallucinogen gt 0>>
							The surface ripples at your presence, and a vaguely familiar <<girl>> stares back through the ice. Your breath catches in your throat for a moment, before you decide to look away. <<stress 12>><<ggstress>>
						<<elseif $trauma gte $traumamax>>
							A <<girl>> with glazed eyes stares back.
						<<elseif $pain gte 100>>
							A crying <<girl>> stares back.
						<<elseif $pain gte 40>>
							A tearful <<girl>> stares back.
						<<elseif $pain gte 1>>
							A frowning <<girl>> stares back.
						<<else>>
							A cheerful <<girl>> stares back. <<stress -3>><<lstress>>
						<</if>>
					<</addinlineevent>>
					<<if $hour gte 6 and $hour lt 21>>
						<<addinlineevent "winter_moor_3">>
							You see some late birds flying south for the winter. <<stress -3>><<lstress>>
						<</addinlineevent>>
					<</if>>
				<<default>>
			<</switch>>
		<</if>>
		<<if $weather is "snow">>
			<<addinlineevent "snow_anywhere_1">>
				A single snowflake lands softly on the tip of your nose. You stop to regard it with wonder for a few moments. <<stress -1>><<lstress>>
			<</addinlineevent>>
			<<addinlineevent "snow_anywhere_2">>
				A burst of wind sends a flurry of snow right into your face. <<stress 3>><<gstress>>
			<</addinlineevent>>
			<<addinlineevent "snow_anywhere_3">>
				A surge of wind sends snow swirling in a circle around you. You feel a sense of calm as you stand in the eye of the storm before the wind dies down again. <<stress -6>><<lstress>>
			<</addinlineevent>>
			<<switch $location>>
				<<case "town">>
					<<addinlineevent "snow_anystreet_1">>
						<<beastNEWinit 1 dog>>
						A <<beasttype>> barks at the falling snow. <<bHe>> sneezes as a snowflake lands on <<bhis>> nose. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
					<<addinlineevent "snow_anystreet_2">>
						<<generate1>><<person1>>A <<person>> with an umbrella lets you walk alongside <<him>> for a while. <<He>> chats with you as you walk together. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
					<<if ($bus is "domus" or $bus is "danube" or $bus is "barb") and $hour gte 6 and $hour lt 21>>
						<<addinlineevent "snow_residentialstreet_1">>
							You spot someone from the orphanage playing joyfully amidst the falling snow. <<stress -3>><<lstress>>
						<</addinlineevent>>
					<</if>>
				<<case "alley">>
					<<addinlineevent "snow_anyalley_1">>
						<<beastNEWinit 1 cat>>
						A stray <<beasttype>> pursues the descending flakes of snow throughout the alleyway. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
					<<addinlineevent "snow_anyalley_2">>
						<<beastNEWinit 1 dog>>
						<<generate2>><<person2>>
						A homeless <<personsimple>> huddles together with a mangy <<person1>><<beasttype>> inside of a cardboard box, seeking shelter from the snow. <<person2>><<He>> gives you a warm smile as you pass. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
					<<addinlineevent "snow_anyalley_3">>
						As you pass through the alley, the wind suddenly picks up and funnels a huge swathe of falling snow in your direction. You shield yourself as you're assailed by wet and cold snowflakes. When the wind finally dies down, you're left freezing with damp clothes.
						<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
							<<set $upperwet += 75>>
						<</if>>
						<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
							<<set $underupperwet += 75>>
						<</if>>
						<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
							<<set $lowerwet += 75>>
						<</if>>
						<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>>
							<<set $underlowerwet += 75>>
						<</if>>
					<</addinlineevent>>
				<<case "park">>
					<<addinlineevent "snow_park_1" 0.5>>
						You slip on a patch of black ice, tripping and falling. You slide across the ground, dampening your clothes and leaving your bottom chilly. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<set $lowerwet += 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>><<set $underlowerwet += 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
					<</addinlineevent>>
					<<if $hour gte 6 and $hour lt 21>>
						<<addinlineevent "snow_park_2">>
							Youths cheer and celebrate the falling snow as they play in the park. <<stress -3>><<lstress>>
						<</addinlineevent>>
						<<addinlineevent "snow_park_3">>
							Some people playing nearby are cobbling what snow they can to form snowballs and lob them at one another. <<stress -3>><<stress>>
						<</addinlineevent>>
					<</if>>
				<<case "forest">>
					<<addinlineevent "snow_forest_1">>
						You stop when you notice a deer huddled close to its young offspring some distance ahead, keeping it warm and sheltered from the snow. You decide to take a sight detour, as to not disturb them. <<stress -3>><<lstress>>
					<</addinlineevent>>
					<<addinlineevent "snow_forest_2">>
						The branches of the trees offer some protection from the falling snow. <<stress -1>><<lstress>>
					<</addinlineevent>>
					<<addinlineevent "snow_forest_wolfmeet">>
						<<beastNEWinit 1 wolf>>
						<<if $syndromewolves is 1>>
							You're caught off guard as a <<beasttype>> bounds out from a snow bank in front of you. You relax once you see it's a member of your pack.
							<<if $monster is 1>>
								"Always keep guard up, <<ppackbrother>>," <<bhe>> says as <<bhe>> shakes off the snow. "Home soon. Cold days are warmer with pack." <<bHe>> bounds off towards the wolf cave.
							<<else>>
								<<bHe>> approaches and nuzzles you before shaking the snow from <<bhis>> furry coat and bounding off towards the wolf cave.
							<</if>>
						<<stress -6>><<llstress>>
						<<else>>
							You freeze when you see a <<beasttype>> in front of you, peering from a snow bank.
							<<if $monster is 1>>
								<<bHe>> slowly emerges, regarding you with serious eyes.

								"Cold days, not for humans. Run home," <<bhe>> says as <<bhe>> shakes off the snow. <<bHe>> bares <<bhis>> fangs at you playfully, before bounding off into the trees.
							<<else>>
								<<bHe>> stops and regards you before shaking the snow from <<bhis>> furry coat and bounding off into the trees.
							<</if>>
						<<stress -3>><<lstress>>
						<</if>>
						<<endevent>>
					<</addinlineevent>>
				<<case "moor">>
					<<addinlineevent "snow_moor_1">>
						The falling snowflakes obscure your vision, as you hear strange sounds all about. <<stress 3>><<gstress>>
					<</addinlineevent>>
					<<addinlineevent "snow_moor_2">>
						For the briefest of moments, the snow subsides and you catch a warming ray of sunshine. It doesn't last long, but you feel a little better. <<stress -3>><<lstress>>
					<</addinlineevent>>
					<<addinlineevent "snow_moor_3">>
						<<if $hour gte 6 and $hour lt 21>>
							The snow makes the normally treacherous terrain of the moor even more dangerous. You struggle to find stable footing and occasionally slip as you go.
						<<else>>
							The snowfall makes the dark night of the moor even darker. You can barely see where you're going. <<stress 6>><<gstress>>
						<</if>>
					<</addinlineevent>>
				<<default>>
			<</switch>>
		<</if>>
	<<case "autumnrain" "summerrain" "springrain">>
		<<addinlineevent "rain_anywhere_1">>
			Thunder rumbles in the distance. <<stress 1>><<gstress>>
		<</addinlineevent>>
		<<addinlineevent "rain_anywhere_2">>
			<<if $trauma gte ($traumamax / 5) * 4>>
				The unyielding onslaught of the rain torments and mocks you. <<stress 6>><<gstress>>
			<<else>>
				The gentle sound of the rain soothes you. <<stress -3>><<lstress>>
			<</if>>
		<</addinlineevent>>
		<<addinlineevent "rain_anywhere_3" 0.33>>
			The rain briefly gives way to hail. You're relentlessly pelted for a few moments. <<pain 4>><<stress 6>><<gpain>><<gstress>>
		<</addinlineevent>>
		<<switch $location>>
			<<case "town">>
				<<addinlineevent "rain_anystreet_1" 0.33>>
					<<athleticsdifficulty 0 500 true>>
					A vehicle races by, sending water spraying across the pavement.
					<<if $athleticsSuccess>>
						You manage to step out of the way just in time.
					<<else>>
						It completely drenches you before you can react.
						<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
							<<set $upperwet to 200>>
						<</if>>
						<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
							<<set $underupperwet to 200>>
						<</if>>
						<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
							<<set $lowerwet to 200>>
						<</if>>
						<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>>
							<<set $underlowerwet to 200>>
						<</if>>
						<<effectswater>>
						<<covered>>
					<</if>>
				<</addinlineevent>>
				<<addinlineevent "rain_anystreet_2" 0.33>>
				<<dancedifficulty 1 500 true>>
					The rain-slicked pavement causes you to slip,
					<<if $danceSuccess>>
						but you manage to right yourself and keep your footing.
					<<else>>
						and you lose your footing. You land on your butt, right in a large puddle. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<set $lowerwet to 200>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>><<set $underlowerwet to 200>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>

						<<covered>>
					<</if>>
				<</addinlineevent>>
				<<addinlineevent "rain_anystreet_3">>
					<<generate1>><<person1>>A <<person>> with an umbrella lets you walk alongside <<him>> for a while. <<He>> chats with you as you walk together. <<stress -3>><<lstress>>
					<<endevent>>
				<</addinlineevent>>
			<<case "alley">>
				<<addinlineevent "rain_anyalley_1">>
					<<beastNEWinit 1 dog>>
					A <<beasttype>> huddles by some trash cans to escape the downpour. You can sympathise. <<stress -3>><<lstress>>
					<<endevent>>
				<</addinlineevent>>
				<<addinlineevent "rain_anyalley_2" 0.33>>
					You walk beneath a gutter drain just as it comes unclogged. A torrent of rain water drenches you.
					<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
						<<set $upperwet += 75>>
					<</if>>
					<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
						<<set $underupperwet += 75>>
					<</if>>
					<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
						<<set $lowerwet += 75>>
					<</if>>
					<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>>
						<<set $underlowerwet += 75>>
					<</if>>
				<</addinlineevent>>
				<<addinlineevent "rain_anyalley_3">>
					A group of youths are playing in the alley. They jump about, splashing in puddles and giggling. <<stress -3>><<lstress>>
				<</addinlineevent>>
			<<case "park">>
				<<addinlineevent "rain_park_1">>
					<<beastNEWinit 1 dog>>
					<<generate2>><<person2>>A <<person>> chases an escaped <<beasttype>> across the park, cursing all the while as the rain soaks <<him>>. You hold back a giggle. <<stress -3>><<lstress>>
					<<endevent>>
				<</addinlineevent>>
				<<addinlineevent "rain_park_2">>
					You catch sight of a couple kissing in the rain. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<addinlineevent "rain_park_3" 0.5>>
						You slip and fall onto a patch of wet grass. Your bottom is left sore and damp. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<set $lowerwet += 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>><<set $underlowerwet += 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
				<</addinlineevent>>
			<<case "forest">>
				<<addinlineevent "rain_forest_1">>
					Rain pours down through the trees, filling the forest with calming scents and sounds. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<addinlineevent "rain_forest_2" 0.33>>
					Lightning strikes a tree nearby, sending splinters flying in all directions. The tree hurdles to the ground. The smoldering wood is doused quickly by the rain, but the event still leaves you on edge. <<stress 24>><<gggstress>>
				<</addinlineevent>>
				<<addinlineevent "rain_forest_3">>
					You spot a deer sheltering its child from the rain. <<stress -3>><<lstress>>
				<</addinlineevent>>
			<<case "moor">>
				<<addinlineevent "rain_moor_1">>
					The rain obscures your vision as you hear strange sounds all about. <<stress 3>><<gstress>>
				<</addinlineevent>>
				<<addinlineevent "rain_moor_2">>
					A flash of lightning illuminates dark shapes moving in the distance. <<stress 3>><<gstress>>
				<</addinlineevent>>
				<<addinlineevent "rain_moor_3">>
					You freeze as you hear a noise in the nearby grass. You sigh in relief as a wet rabbit hops from the brush, seeking better shelter from the rain. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
					<<addinlineevent "rain_moor_4" 0.5>>
						<<generatePlant1>><<person1>>
						You see a <<personsimple>> spinning in the rain, holding <<his>> arms out. <<He>> almost slips and loses <<his>> balance a few times, but <<he>> doesn't stop smiling. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
				<</if>>
			<<default>>
		<</switch>>
	<<case "autumnclear" "autumnovercast">>
		<<addinlineevent "autumn_anywhere_1">>
			A surge of wind sends leaves swirling in a circle around you. You feel a sense of calm as you stand in the eye of the storm, before the wind dies down again. <<stress -3>><<lstress>>
		<</addinlineevent>>
		<<addinlineevent "autumn_anywhere_2">>
			The wind kicks up some leaves in your face, leaving you sputtering. <<stress 1>><<gstress>>
		<</addinlineevent>>
		<<addinlineevent "autumn_anywhere_3" 0.33>>
			<<dancedifficulty 1 500 true>>
			You trip up on a fallen branch,
			<<if $danceSuccess>>
				but you manage to keep your footing.
			<<else>>
				and land in a pile of damp leaves. You quickly stand, brushing off leaves and rubbing your now sore and wet bottom. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<set $lowerwet += 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>><<set $underlowerwet += 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>

				<<covered>>
			<</if>>
		<</addinlineevent>>
		<<switch $location>>
			<<case "town">>
				<<addinlineevent "autumn_anystreet_1">>
					<<beastNEWinit 1 dog>>
					A <<beasttype>> snaps at leaves as the wind sweeps them this way and that. <<stress -3>><<lstress>>
					<<endevent>>
				<</addinlineevent>>
				<<if $hour gte 6 and $hour lte 21>>
					<<addinlineevent "autumn_anystreet_2">>
						<<generate1>><<person1>>A <<person>> rakes leaves off the pavement and into a pile. Just as <<he>> finishes, the wind scatters them across the sidewalk yet again, causing <<him>> to curse loudly. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
					<<addinlineevent "autumn_anystreet_3">>
						<<generate1>><<person1>>A <<person>> stands on the sidewalk using a leaf blower to clear the sidewalks. As you near <<him>>, <<he>> turns suddenly, and the powerful blast of air from the blower sends your clothes into various states of disarray, giving anyone nearby a show. The <<person>> laughs as you walk past, wrangling your clothes back in order. <<stress 3>><<arousal 10>><<gstress>><<garousal>>
						<<endevent>>
					<</addinlineevent>>
				<</if>>
			<<case "alley">>
				<<addinlineevent "autumn_anyalley_1">>
					<<beastNEWinit 1 cat>>
						A stray <<beasttype>> chases a leaf across the alley. You stop to watch for a little while.<<stress -3>><<lstress>>
					<<endevent>>
				<</addinlineevent>>
				<<addinlineevent "autumn_anyalley_2">>
					As you pass through the alley, the wind picks up and funnels nearby leaves nearby in your direction. You shield yourself as best you can, and the wet and dirty leaves pass after a moment. <<stress 1>><<gstress>>
				<</addinlineevent>>
				<<if $hour gte 21 or $hour lt 6>>
					<<addinlineevent "autumn_anyalley_3" 0.33>>
						Several large piles of leaves litter the alley. Raccoons run and play between the piles. <<if $science gte 500>>You wonder why there are raccoons here, they certainly aren't native.<</if>> <<stress -3>><<lstress>>
					<</addinlineevent>>
				<</if>>
			<<case "park">>
				<<addinlineevent "autumn_park_1">>
					You look out over the park and marvel at the various colors of autumn. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<if $hour gte 6 and $hour lt 21>>
					<<addinlineevent "autumn_park_2">>
						You watch as a couple takes turns leaping into a pile of leaves. <<stress -3>><<lstress>>
					<</addinlineevent>>
					<<addinlineevent "autumn_park_3">>
						<<generate1>><<person1>>
						You accidentally walk through a pile of leaves. A nearby <<person>> raking leaves looks over and yells at you. You hurry on. <<stress 3>><<gstress>>
						<<endevent>>
					<</addinlineevent>>
				<</if>>
			<<case "forest">>
				<<addinlineevent "autumn_forest_1">>
					A squirrel runs past, carrying nuts it intends to store for winter. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<addinlineevent "autumn_forest_2">>
					You walk through the forest and can't help but admire the various oranges, browns and yellows breaking through the canopy. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<addinlineevent "autumn_forest_3" 0.33>>
					You stop in your tracks as you hear a feral growl. Looking down, you see a badger at the foot of a nearby tree. It's surrounded by scattered dirt. You seem have interrupted it digging its winter den. You back away slowly until it returns to its digging. <<stress 3>><<gstress>>
				<</addinlineevent>>
				<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
					<<addinlineevent "autumn_forest_4" 0.5>>
						<<generatePlant1>><<person1>>
						A <<personsimple>> runs <<his>> fingers through <<his>> hair. <<He>> picks dead leaves out, crunching them in <<his>> hands before dropping them.
						<<endevent>>
					<</addinlineevent>>
				<</if>>
			<<case "moor">>
				<<addinlineevent "autumn_moor_1">>
					The scent of decaying plant life fills the moor with an acrid stench. <<stress 3>><<gstress>>
				<</addinlineevent>>
				<<addinlineevent "autumn_moor_2">>
					You see flocks of birds pass overhead as they migrate south for the winter. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<addinlineevent "autumn_moor_3" 0.33>>
					You stop at a strange clearing. You notice what looks like some kind of effigy made of twigs. As you stare, you notice more and more wrong with the scene. Its eyes are filled with burnt out candles. The rock formations around it aren't natural, and are clearly some kind of cairn. Dark roots stretch up from the ground to grasp the effigy. You snap out of what feels like an unnatural haze, and make an effort to leave as quickly as you can. <<stress 12>><<ggstress>>
				<</addinlineevent>>
			<<default>>
		<</switch>>
	<<case "summerclear" "summerovercast">>
		<<addinlineevent "summer_anywhere_1">>
			<<if $hour gte 6 and $hour lt 21>>
				The brutal summer heat weighs down on you. <<stress 3>><<gstress>>
			<<else>>
				The cool night air makes for a nice reprieve from the blistering days. <<stress -3>><<lstress>>
			<</if>>
		<</addinlineevent>>
		<<addinlineevent "summer_anywhere_2">>
			A cool breeze blows by and revitalises you. <<stress -1>><<lstress>>
		<</addinlineevent>>
		<<addinlineevent "summer_anywhere_3" 0.5>>
			A brutal wave of heat washes over you. You take a moment to wipe the sweat from your head. <<stress 1>><<gstress>>
		<</addinlineevent>>
		<<switch $location>>
			<<case "town">>
				<<if $hour gte 6 and $hour lt 21>>
					<<addinlineevent "summer_anystreet_1" 0.5>>
						<<generate1>><<person1>>
						You see a <<person>> fanning <<himself>> with <<his>> top to cope with the heat. <<He>> suddenly flashes you by lifting it up completely. <<arousal 5>><<garousal>>
						<<endevent>>
					<</addinlineevent>>
					<<addinlineevent "summer_anystreet_2" 0.5>>
						An ice cream truck drives by, with a group of orphans chasing after it. The tune it plays is upbeat and catchy. <<stress -3>><<lstress>>
					<</addinlineevent>>
						<<if ($bus is "domus" or $bus is "danube" or $bus is "barb")>>
							<<addinlineevent "summer_residentialstreet_1" 0.5>>
								<<generate1>><<person1>>
								As you pass by a <<person>> watering <<his>> lawn, <<he>> accidentally sprays you with the hose. The cold water is refreshing, but dampens your clothes.
								<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
									<<set $upperwet += 75>>
								<</if>>
								<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
									<<set $underupperwet += 75>>
								<</if>>
								<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
									<<set $lowerwet += 75>>
								<</if>>
								<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>>
									<<set $underlowerwet += 75>>
								<</if>>
								<<stress -6>><<arousal 5>><<lstress>><<garousal>>
								<<endevent>>
							<</addinlineevent>>
						<</if>>
					<</if>>
			<<case "alley">>
				<<if $hour gte 6 and $hour lt 21>>
					<<addinlineevent "summer_anyalley_1">>
						Two teens with water guns race through the alley firing at each other. <<stress -3>><<lstress>>
					<</addinlineevent>>
					<<addinlineevent "summer_anyalley_2">>
						<<beastNEWinit 1 dog>>
							As you pass through the alley, you see a <<beasttype>> sprawled out inside a cardboard box in an attempt to escape the heat. You can't help but sympathise. <<stress -3>><<lstress>>
						<<endevent>>
					<</addinlineevent>>
				<<else>>
					<<addinlineevent "summer_anyalley_3">>
						<<generate1>><<person1>>
						A <<person>> sits on their back porch, smoking a cigarette and enjoying the coolness of the summer night air. <<He>> waves as <<he>> notices you. <<stress -3>><<lstress>>
					<</addinlineevent>>
				<</if>>
			<<case "park">>
				<<addinlineevent "summer_park_1">>
					You notice several youths nearby tossing water balloons at one another. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<addinlineevent "summer_park_2">>
					Despite the heat, you notice many people playing and relaxing here. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<addinlineevent "summer_park_3">>
					As you walk through the park, you're narrowly missed by several water balloons. Hearing laughter, you turn to see several delinquents running away. <<stress 3>><<gstress>>
				<</addinlineevent>>
				<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
					<<addinlineevent "summer_park_4" 0.5>>
						<<generatePlant1>><<person1>>
						A <<personsimple "normal">> with <<plant_details "forest">> in <<his>> hair peeks out of a bush. <<He>> looks nervous. When <<he>> spots you, <<he>> dives back into the bush.
						<<endevent>>
					<</addinlineevent>>
				<</if>>
			<<case "forest">>
				<<addinlineevent "summer_forest_1">>
					The heat of the forest is sweltering, the breeze blocked by the trees. <<stress 3>><<gstress>>
				<</addinlineevent>>
				<<addinlineevent "summer_forest_2">>
					As you move through the forest, you notice a family unpacking camping supplies. They notice you and wave. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<if $hour lt 6 or $hour gte 21>>
					<<addinlineevent "summer_forest_3">>
						You begin to hear crickets chirping nearby, and soon enough a whole orchestra of insects fill the night air around you. <<stress -3>><<lstress>>
					<</addinlineevent>>
				<</if>>
				<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
					<<addinlineevent "summer_forest_4" 0.5>>
						<<generatePlant1>><<person1>>
						A <<personsimple>> stands completely still, holding branches. <<Hes>> pretending to be a tree, but <<he>> can't keep <<his>> balance enough to fool anyone.
						<<endevent>>
					<</addinlineevent>>
				<</if>>
			<<case "moor">>
				<<if $hour gte 6 and $hour lt 21>>
					<<addinlineevent "summer_moor_1">>
						The sweltering heat creates undefinable shapes on the horizon. <<stress 3>><<gstress>>
					<</addinlineevent>>
				<<else>>
					<<addinlineevent "summer_moor_2">>
						You feel something scurry across your foot. Who knows what manner of creatures wander the moor with the heat of the sun gone? You quicken your pace. <<stress 3>><<gstress>>
					<</addinlineevent>>
					<<addinlineevent "summer_moor_3" 0.33>>
						You stop suddenly as you see a light flicker into being ahead. An effigy constructed of twigs, candles burning in its eye sockets, stands amidst a circle of stone cairns. Disturbed, you begin to walk away.

						Until you notice the effigy turns to watch you as you go past. You break into a sprint without another thought. <<stress 24>><<awareness 10>><<gggstress>><<gawareness>>
					<</addinlineevent>>
				<</if>>
			<<default>>
		<</switch>>
	<<case "springclear" "springovercast">>
		<<addinlineevent "spring_anywhere_1">>
			A gentle spring breeze caresses your face. <<stress -3>><<lstress>>
		<</addinlineevent>>
		<<addinlineevent "spring_anywhere_2">>
			A <<if $daystate is "day" or $daystate is "dawn">>butterfly<<else>>moth<</if>> lands on your nose and pauses to rub its antennae before taking flight again. <<stress -3>><<lstress>>
		<</addinlineevent>>
		<<if $hour gte 6 and $hour lt 21>>
			<<addinlineevent "spring_anywhere_3">>
				Birds chirp overhead as they return from their winter migration. <<stress -3>><<lstress>>
			<</addinlineevent>>
		<</if>>
		<<switch $location>>
			<<case "town">>
				<<addinlineevent "spring_anystreet_1">>
					A street peddler selling flowers hands you a free flower as you pass by. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<if ($bus is "domus" or $bus is "danube" or $bus is "barb") and $hour gte 6 and $hour lt 21>>
					<<addinlineevent "spring_residentialstreet_1">>
						<<generate1>><<person1>>
						You see a <<person>> on <<his>> knees tending to <<his>> garden. As you walk past, <<he>> backs into you, grinding <<his>> rear into your leg before glancing over <<his>> shoulder. "Sorry," <<he>> calls out as you walk away flustered. <<stress 1>><<arousal 5>><<gstress>><<garousal>>
						<<endevent>>
					<</addinlineevent>>
				<</if>>
				<<if ($bus is "connudatus" or $bus is "cliff" or $bus is "wolf" or $bus is "high")>>
					<<addinlineevent "spring_commercialstreet_1">>
						There's a small flower market set up here. You stop to smell the flowers before continuing. <<stress -3>><<lstress>>
					<</addinlineevent>>
				<</if>>
			<<case "alley">>
				<<addinlineevent "spring_anyalley_1">>
					You notice that someone has built a garden beneath one of the windows here, where flowers have begun to sprout despite the filth. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<if $hour lt 6 or $hour gte 21>>
					<<addinlineevent "spring_anyalley_2">>
						<<beastNEWinit 3 cat>>
							You hear <<beastsplural>> yowling and hissing as they contend for a mate. <<if $cat gte 6>><<arousal 10>><<garousal>><</if>>
						<<endevent>>
					<</addinlineevent>>
					<<if $hallucinogen gt 0>>
						<<addinlineevent "spring_anyalley_3" 0.1>>
						<<beastNEWinit 2 dog>>
						You see a pair of <<if $monster is 1>>dogpeople<<else>>dogs<</if>> eating a pile of spaghetti together next to a trash can. Romantic Italian music plays from a nearby building. You shake your head and leave. <<stress -24>><<lllstress>>
						<<endevent>>
						<</addinlineevent>>
					<</if>>
				<</if>>
			<<case "park">>
				<<addinlineevent "spring_park_1">>
					You notice the flowers in the park have started to bloom once more. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<if $hour gte 6 and $hour lt 21>>
					<<addinlineevent "spring_park_2">>
						A hummingbird zips by and lands on a flower to drink nectar before flying off. <<stress -3>><<lstress>>
					<</addinlineevent>>
					<<addinlineevent "spring_park_3" 0.5>>
						<<generate1>><<generatep2>><<person1>>
						You see a <<person>> snatch a freshly bloomed flower and give it to a <<person2>><<person>> before they embrace and kiss. <<stress -3>><<lstress>>
					<</addinlineevent>>
				<</if>>
			<<case "forest">>
				<<addinlineevent "spring_forest_1" 0.5>>
					You hear a thunderous crack above. A large branch tumbles from a large tree, landing only inches away. <<stress 12>><<ggstress>>
				<</addinlineevent>>
				<<addinlineevent "spring_forest_2">>
					You see a pair of rabbits chasing and tumbling over each other. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<if $hour gte 6 and $hour lt 21>>
					<<addinlineevent "spring_forest_3">>
						Birds sing to one another as they build nests and seek mates. <<if $syndromebird is 1>>You find yourself longing for your own mate, back in the moor.<</if>> <<stress -6>><<lstress>>
					<</addinlineevent>>
				<</if>>
			<<case "moor">>
				<<addinlineevent "spring_moor_1">>
					You stop to take a look around. Even the moor looks vibrant this time of year. <<stress -3>><<lstress>>
				<</addinlineevent>>
				<<addinlineevent "spring_moor_2">>
					You come across a pond where dark water conceals darker shapes swimming within. <<stress 6>><<gstress>>
				<</addinlineevent>>
				<<addinlineevent "spring_moor_3">>
					You come to a strangely clear patch of ground that contains a circle of stone and a scorch mark in its centre. You suddenly feel watched, and leave without hesitation. <<stress 12>><<ggstress>>
				<</addinlineevent>>
				<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
					<<addinlineevent "spring_moor_4" 0.5>>
						<<generatePlant1>><<person1>>
						A <<personsimple>> holds a vine still for a hummingbird to land on.
						<<if $rng gte 51>>
							It flits onto <<his>> vine and lands, sitting down. The <<personsimple>> lets out a happy gasp. <<stress -3>><<lstress>>
						<<else>>
							It hovers near <<his>> vine for a second, before zipping away. The <<personsimple>> sighs.
						<</if>>
						<<endevent>>
					<</addinlineevent>>
				<</if>>
			<<default>>
		<</switch>>
	<<default>>
		ERROR: You have somehow managed to pass beyond the concepts of time and weather. Please inform Vrelnir unless you just used a cheat.
<</switch>>
<<runeventpool>>

<</widget>>


code:
{
	game: {
		state: {
			/*Set before game is compiled*/
			text_only: 0,
			images: 1,
			debug: 1,
			dev: 0,
			numberify_enabled: 1,
			/*setting*/
			game_mode: "normal",
			/*Prevents character sprite and such from appearing on start screen.*/
			intro: 1,
			/*Set to 1 after tutorial fight, so it doesn't happen again.*/
			tutorial: 0,
		}
	}
}
{
	combat: {
		state: {
			/*Set to 1 if you're currently in combat, and hides the sidebar menus.*/
			combat: 0,
			/*Flags set during and reset at the end of encounters.*/
			rape_avoid: 1,
			sex_avoid: 1,
			penis_bitten: 0,
			apologised: 0,
			angel_forgive: 0,
			/*Some encounters will end if this becomes 1.*/
			finish: 0,
			/*Whether you're stuck in a wall or not.*/
			position: 0,
			/*How many hands you have clutching a garment.*/
			under_struggle: 0,
			lower_struggle: 0,
			upper_struggle: 0,
			/*Set to 1 if you scream.*/
			alarm: 0,
			/*Probably does nothing, except maybe in some older events.*/
			event: 0,
			/*Set to 1 if this encounter is one you can be rescued from by screaming.*/
			rescue: 0,
			/*Some encounters set this at the start. Decreases by 1 per turn.*/
			timer: 0,
			/*If stuck in wall, whether it's a stock or regular wall.*/
			wall_type: "wall",
			/*Set to 1 if this NPC doesn't speak. Used to stop Robin talking like a borderline rapist.*/
			speech_disable: 0,
			/*How many beasts have been beaten up this encounter.*/
			enemy_wounded: 0,
			/*How many beasts have orgasmed this encounter.*/
			enemy_ejaculated: 0,
			/*How many beasts have ejaculated in a position that would cause a puddle around you knees.*/
			semen_puddle: 0,
			/*How many turns you've been strangled for.*/
			strangle: 0,
			/*How many seconds have passed this minute. Used during encounters.*/
			seconds: 0,
			/*If this encounter is consensual.*/
			consensual: 0,
			/*If this encounter is really consensual. Remains 0 if in soft mode and the encounter would be noncon in normal mode.*/
			true_consensual: 0,
			/*Does nothing.*/
			attention: 0,
		}
		dance: {
			/*Set to 1 if you're dancing.*/
			dancing: 0,
			/*Where you are dancing.*/
			dance_location: 0,
			/*Set to 1 if the dance is forced.*/
			forced_dance: 0,
			/*The action chosen last turn with the dance radiobuttons.*/
			dance_action: 0,
			/*The action the dance radiobuttons default to.*/
			dance_action_default: 0,
			/*How many in the audience.*/
			audience: 0,
			/*Used to determine chance of new audience members, how much money they give and what actions they perform.*/
			audience_excitement: 0,
			audience_arousal: 0,
			audience_mod: 0,
			venue_mod: 0,
			/*The action the audience is performing.*/
			dance_event: 0,
			/*Set to 1 if refused a dance offer.*/
			private_dance_offered: 0,
		}
		actions: {
			/*Set by the action radiobuttons one screen, and trigger things on the next, where they are reset to 0*/
			penis_action: 0,
			vagina_action: 0,
			anus_action: 0,
			left_action: 0,
			right_action: 0,
			mouth_action: 0,
			thigh_action: 0,
			cheek_action: 0,
			feet_action: 0,
			chest_action: 0,
			mock_action: 0,
		}
		defaults: {
			/*remembers default actions when disabled by pain/orgasm/trauma*/
			carry_block: 0,
			left_action_carry: 0,
			right_action_carry: 0,
			feet_action_carry: 0,
			mouth_action_carry: 0,
			vagina_action_carry: 0,
			penis_action_carry: 0,
			anus_action_carry: 0,
			thigh_action_carry: 0,
			cheek_action_carry: 0,
			chest_action_carry: 0,
			left_action_carry_pain: 0,
			right_action_carry_pain: 0,
			feet_action_carry_pain: 0,
			mouth_action_carry_pain: 0,
			vagina_action_carry_pain: 0,
			penis_action_carry_pain: 0,
			anus_action_carry_pain: 0,
			thigh_action_carry_pain: 0,
			cheek_action_carry_pain: 0,
			chest_action_carry_pain: 0,
			left_action_carry_orgasm: 0,
			right_action_carry_orgasm: 0,
			feet_action_carry_orgasm: 0,
			mouth_action_carry_orgasm: 0,
			vagina_action_carry_orgasm: 0,
			penis_action_carry_orgasm: 0,
			anus_action_carry_orgasm: 0,
			thigh_action_carry_orgasm: 0,
			cheek_action_carry_orgasm: 0,
			chest_action_carry_orgasm: 0,
			left_action_carry_dissociation: 0,
			right_action_carry_dissociation: 0,
			feet_action_carry_dissociation: 0,
			mouth_action_carry_dissociation: 0,
			vagina_action_carry_dissociation: 0,
			penis_action_carry_dissociation: 0,
			anus_action_carry_dissociation: 0,
			thigh_action_carry_dissociation: 0,
			cheek_action_carry_dissociation: 0,
			chest_action_carry_dissociation: 0,
		}
	}
}
{
	world: {
		event: {
			/*Used during events to determine outcomes.*/
			phase: 0,
			phase_2: 0,
			noise: 0,
			robin_hugging: 0,
			robin_room_entered: 0,
			/*How long you've been underwater.*/
			underwater_time: 0,
			/*If you're underwater.*/
			underwater: 0,
			/*If you're in water.*/
			water: 0,
		}
		time: {
			/*Used to control the time.*/
			time: 420,
			days: 0,
			weekday: 1,
			hour: 7,
			year: 2018,
			month: "september",
			monthday: 4,
			birthmonth: "september",
			birthday: 3,
		}
	}
}
{
	player: {
		body: {
			/*Set to a string indicating which body part it is occupied by, such as "penis" or "lefthand"*/
			vagina_use: 0,
			penis_use: 0,
			mouth_use: 0,
			anus_use: 0,
			thigh_use: 0,
			bottom_use: 0,
			feet_use: 0,
			left_arm: 0,
			right_arm: 0,
			chest_use: 0,
			head: 0,
			left_let: 0,
			right_leg: 0,
			breast_use: 0,
			left_nipple: 0,
			right_nipple: 0,
			/*Set to a string indicating both which body part it is occupied by, and the type of "hold" that body part has on in. Such as "anusentrance" or "anusimminent"*/
			vagina_state: 0,
			penis_state: 0,
			anus_state: 0,
			mouth_state: 0,
			left_arm_state: 0,
			right_arm_state: 0,
			feet_state: 0
			/*More stuff I hope is self-explanatory*/
			penis_fucked: 0,
			vagina_fucked: 0,
			pull_away: 0,
			orgasm_current: 0,
			water_wash: 0,
		}
		mind: {
			/*Disables you if 1.*/
			panic_paralysis: 0,
			panic_violence: 0,
			trance: 0,
			/*Builds during consensual, provides benefit at end.*/
			assertive: 0,
			/*Set to 1 if NPC is successfully asked not to go ham on the specified body part.*/
			no_vaginal: 0,
			no_anal: 0,
			no_penile: 0,
			/*Trauma and stress at encounter's start.*/
			trauma_saved: 0,
			stress_saved: 0,
			/*Trauma and stress gained during encounter.*/
			trauma_gain: 0,
			stress_gain: 0,
		}
		skill: {
			/*Lewd skills.*/
			seduction_skill: 0,
			vaginal_skill: 0,
			penile_skill: 0,
			anal_skill: 0,
			oral_skill: 0,
			hand_skill: 0,
			feet_skill: 0,
			chest_skill: 0,
			thigh_skill: 0,
			bottom_skill: 0,
			/*Causes a skill up message to appear after encounter*/
			seduction_skill_up: 0,
			vaginal_skill_up: 0,
			penile_skill_up: 0,
			anal_skill_up: 0,
			oral_skill_up: 0,
			hand_skill_up: 0,
			feet_skill_up: 0,
			chest_skill_up: 0,
			thigh_skill_up: 0,
			bottom_skill_up: 0,
		}
		masturbation: {
			masturbation_orgasm: 0,
		}
	}
}
{
	npc: {
		state: {
			/*Makes actions easier.*/
			enemy_trust: 0,
			/*Encounter ends if this reaches 0.*/
			enemy_health: 0,
			enemy_health_max: 0,
			/*Encounter ends if this reaches max.*/
			enemy_arousal: 0,
			enemy_arousal_max: 0,
			/*Impacts NPC behaviour during encounters.*/
			enemy_anger: 0,
			enemy_anger_max: 0,
			/*Unused.*/
			enemy_strength: 0,
			/*Be they man, beast, tentacles etc.*/
			enemy_type: 0,
			/*Set to NPC's name if they have one.*/
			npc: 0,
			/*How many NPCs are loaded.*/
			enemy_no: 0,
		}
		/*Speech variables are set during encounters, and control what NPCs say should they perform a speech action.*/
		specific_speech: {
			/*Speech variables that disappear after the current NPC's turn, meaning other NPCs won't use them.*/
			speech_orgasm_weak_cum_count: 0,
			speech_orgasm_no_cum_count: 0,
			speech_orgasm_count: 0,
			speech_orgasm_repeat: 0,
			speech_crossdress_angry: 0,
			speech_crossdress_aroused: 0,
			speech_crosdress_shock: 0,
			speech_crossdress_disappointed: 0,
			speech_cum: 0,
			speech_penis_penetrated: 0,
			speech_vagina_penetrated: 0,
			speech_anus_penetrated: 0,
			speech_mouth_penetrated: 0,
			speech_other_anus_penetrated: 0,
			speech_vagina_imminent: 0,
			speech_penis_imminent: 0,
			speech_anus_imminent: 0,
			speech_mouth_imminent: 0,
			speech_other_anus_imminent: 0,
			speech_vagina_entrance: 0,
			speech_penis_entrance: 0,
			speech_anus_entrance: 0,
			speech_mouth_entrance: 0,
			speech_other_anus_entrance: 0,
			speech_vagina_withhold: 0,
			speech_anus_withhold: 0,
			speech_penis_withold: 0,
			speech_other_anus_withold: 0,
			speech_vagina: 0,
			speech_penis: 0,
			speech_anus: 0,
			speech_vagina_mouth: 0,
			speech_vagina_vagina: 0,
			speech_beat: 0,
			speech_hit: 0,
			speech_throat: 0,
			speech_vagina_foot: 0,
			speech_penis_foot: 0,
			speech_chastity: 0,
			speech_struggle: 0,
			speech_strip_struggle: 0,
			speech_spank: 0,
			speech_arms: 0,
			speech_clit: 0,
			speech_glans: 0,
			speech_bottom: 0,
			speech_hair: 0,
			speech_chest_rub: 0,
			speech_breast_rub: 0,
			speech_vagina_flaunt: 0,
			speech_vagina_virgin: 0,
			speech_anus_virgin: 0,
			speech_mouth_virgin: 0,
			speech_penis_virgin: 0,
			speech_penis_escape: 0,
			speech_vagina_escape: 0,
			speech_anus_escape: 0,
		}
		general_speech: {
			/*Speech variables that linger until all NPCs have had their turn. Any ending with a 1 also have 5 additional version, 2 - 6.*/
			speech_cum: 0,
			speech_orgasm_repeat: 0,
			speech_genitals: 0,
			speech_breasts: 0,
			speech_scream: 0,
			speech_apologise: 0,
			speech_plead: 0,
			speech_moan: 0,
			speech_demand: 0,
			speech_cover_face: 0,
			speech_cover_penis: 0,
			speech_cover_vagina: 0,
			speech_apologise_no: 0,
			speech_forgive: 0,
			speech_anus_escape: 0,
			speech_vagina_escape: 0,
			speech_penis_escape: 0,
			speech_anus_escape_1: 0,
			speech_vagina_escape_1: 0,
			speech_penis_escape_1: 0,
			speech_crossdress_angry: 0,
			speech_crossdress_aroused: 0,
			speech_crossdress_shock: 0,
			speech_crossdress_disappointed: 0,
		}
		man: {
			/*These all have five additional versions, the same but with a number on the end, 2 - 6. One for each NPC "slot" in scenes and combat. Note that the first instance sometimes has the number 1 on the end, and sometimes does not.*/
			/*Controls correct grammar and capitalisation during encounters.*/
			intro1: 0,
			/*What their body parts are occupied by. Note this is different from, but will impact, the actions they take.*/
			lefthand: 0,
			righthand: 0,
			penis: 0,
			vagina: 0,
			mouth: 0,
			/*NPC gender, pronouns and description, like "muscular" or "thin".*/
			gender: 0,
			pronoun: 0,
			description1: 0,
		}
		audience: {
			/*This is the audience for regular encounters, and is separate to dance audiences.*/
			/*Controls which audience member becomes selected.*/
			audience_selector: 0,
			/*Currently selected NPC.*/
			audience_camera: 0,
			/*What NPCs are in the audience.*/
			audience_camera_1: 0,/*audience_camera_2 - 6 too*/
			/*How many members the audience has.*/
			audience_member: 0,
			/*Forces all the audience to be boys.*/
			audience_force_boy: 0,
			/*Forces all the audience to be girls.*/
			audience_force_girl: 0,
		}
		beast: {
			/*How many beasts are waiting their turn, or having their turn.*/
			beast_no: 0,
			/*How many beasts in the encounter total.*/
			beast_nomax: 0,
			/*Type of beast. Dog, wolf etc.*/
			beast_name: "none",
			/*If they have claws.*/
			claws: 0,
			/*Currently active beast's gender and pronouns.*/
			beast_gender: 0,
			beast_pronoun: 0,
			/*The following have 2 - 6 versions too*/
			beast_gender1: 0,
			beast_pronoun1: 0,
		}
	}
}
{
	monster: {
		swarm: {
			swarm1: 0,/*Also swarm2, swarm3...up to swarm10*/
			swarm_pending: 0,
			/*Set at start of encounter*/
			swarm_steady: 0,
			swarm_Steady: 0,
			swarm_name: 0,
			swarm_move: 0,
			swarm_active: 0,
			swarm_creature: 0,
			swarm_count: 0,
			/*I tried something different with the swarms, having each action they could take associated with a variable, which would then be used to output text elsewhere*/
			swarm_chest_molest: 0,
			swarm_chest_grab: 0,
			swarm_chest_grab_intro: 0,
			swarm_chest_grab_clothes: 0,
			swarm_chest_clothed: 0,
			swarm_chest_covered: 0,
			swarm_activate: 0,
			swarm_spill: 0,
			swarm_back: 0,
			swarm_back_molest: 0,
			swarm_back_grab: 0,
			swarm_back_grab_intro: 0,
			swarm_back_grab_under_clothed: 0,
			swarm_back_under_clothed: 0,
			swarm_back_grab_lower_clothed: 0,
			swarm_back_lower_clothed: 0,
			swarm_back_cover: 0,
			swarm_back_inside: 0,
			swarm_back_inside_intro: 0,
			swarm_back_grab_lower_chastity: 0,
			swarm_front: 0,
			swarm_front_molest: 0,
			swarm_front_grab: 0,
			swarm_front_grab_intro: 0,
			swarm_front_grab_under_clothed: 0,
			swarm_front_under_clothed: 0,
			swarm_front_grab_lower_clothed: 0,
			swarm_front_lower_clothed: 0,
			swarm_front_cover: 0,
			swarm_front_inside: 0,
			swarm_front_inside_intro: 0,
			swarm_front_grab_lower_chastity: 0,
			front: 0,
			back: 0,
			chest: 0,
		}
	}
	vore: {
		/*Set at encounter's start.*/
		vore_strength: 0,
		/*How hard you struggle.*/
		vore_struggle: 0,
		/*If the encounter has tentacles.*/
		vore_tentacles: 0,
		/*What part of the beast's digestive system you're in.*/
		vore_stage: 0,
		/*Name of creature.*/
		vore_creature: 0,
		/*Set to 1 if swallowed, reset at end of encounter.*/
		swallowed: 0
	}
	tentacles: {
		/*Set at encounter's start*/
		/*Total number of tentacles.*/
		tentacle_no: 0,
		/*Number of active tentacles.*/
		active_tentacle_no: 0,
		/*How much health each tentacle has. Set at start.*/
		tentacle_health: 0,
		/*There alternative versions of the following, with the number 1 replaced with 2 - 16, covering each possible tentacle*/
		/*What each tentacle is doing.*/
		tentacle_1: 0,
		tentacle_1_shaft: 0,
		tentacle_1_head: 0,
		tentacle_1_health: 0
	}
}
{
	clothes: {
		state: {
			/*If you're crossdressing.*/
			crossdressing: 0,
			/*Skips the "they keep your panties as a souvenir" text if this is 1.*/
			steal_text_skip: 0,
			/*If wearing something with an anal shield, protecting your sweet ass.*/
			anal_shield: 0,
		}
		strip: {
			/*When stripping outside of encounter, set on one screen to give an effect on the next. Like the radiobuttons in encounters.*/
			action_unclad_outfit: 0,
			action_unclad_upper: 0,
			action_unclad_lower: 0,
			/*What clothes are stored. One per clothing slot. This is why you lose your clothes stored in the school toilets if you store further clothes in the changing room.*/
			upper_store: 0,
			lower_store: 0,
			under_store: 0,
			/*Where you're clothes are stored. Not used in passages, set by a widget.*/
			store_location: 0,
			/*This is the variable actually used on passages, where store_location pulls from.*/
			store_location_init: 0,
			/*Set to the clothes that have been stripped from you, but are still in your possession and can be put back on.*/
			upper_off: 0,
			lower_off: 0,
			under_off: 0,
			/*Set to 1 if clothes are being ruined to bypass the usual removal of both upper and lower clothes in the case of outfits.*/
			ruined: 0,
			/*Set to 1 if wearing part of an outfit has triggered the other half to be worn, which then blocks the second half of the outfit from doing the same and causing a loop.*/
			clothing_change: 0,
			/*Last item used in slot. Used in some scenes.*/
			upper_last: 0,
			lower_last: 0,
			under_last: 0
		}
		wet: {
			/*How wet you are.*/
			upper_wet: 0,
			lower_wet: 0,
			under_wet: 0,
			/*Which stage of wetness you're in.*/
			upper_wet_stage: 0,
			lower_wet_stage: 0,
			under_wet_stage: 0,
			/*Makes sure your clothes remain wet if removed and put back on.*/
			upper_wet_carry: 0,
			lower_wet_carry: 0,
			under_wet_carry: 0,
			upper_wet_stage_carry: 0,
			lower_wet_stage_carry: 0,
			under_wet_stage_carry: 0,
		}
		shop: {
			/*Set when you buy clothes in clothing shop, and causing the right text to appear on subsequent screen.*/
			clothing_selector: 0,
			/*As above, but for accessory shop.*/
			buy: 0,
			/*Makes the text that indicates that your clothes have been replaced appear.*/
			clothingrebuytext: 0,
		}
		wardrobe: {
			/*Set when you click on something to wear at a wardrobe, and puts it on next screen.*/
			wear: 0,
			/*Default outfits.*/
			upper_outfit_casual: 0,
			lower_outfit_casual: 0,
			under_outfit_casual: 0,
			upper_outfit_school: 0,
			lower_outfit_school: 0,
			under_outfit_school: 0,
			/*There are three more of the following variables, 2 - 4*/
			upper_outfit_custom_1: 0,
			lower_outfit_custom_1: 0,
			under_outfit_custom_1: 0,
		}
		accessories: {
			/*What you wear in each accessory slot.*/
			head_acc: 0,
			face_acc: 0,
			legs_acc: 0,
			feet_acc: 0,
			hair_pin: 0,
			/*If you own the accessory in question, this is set to 1.*/
			black_shoes: 0,
			glasses: 0,
			boys_gym_socks: 0,
			girls_gym_socks: 0,
			stockings: 0,
			fishnet_stockings: 0,
			cool_shades: 0,
			beanie: 0,
			/*Repeated for each accessory*/
			hair_pin_new
		}
		upper: {
			/*Item name.*/
			upper_clothes: 0,
			upper_variable: 0,
			/*Max health.*/
			upper_integrity_max: 0,
			/*Unused*/
			upper_fabric_strength: 0,
			/*Effect on allure and appearance.*/
			upper_reveal: 0,
			/*Used for grammar.*/
			upper_word: 0,
			/*If the item is part of an outfit that fits both upper and lower slots.*/
			upper_one_piece: 0,
			/*Unused.*/
			strap: 0,
			/*If it has an open top.*/
			open: 0,
			/*Where on your body the bottom of the garment is.*/
			upper_state: 0,
			/*Where on your body the top of the body is.*/
			upper_state_top: 0,
			/*Where on your body the bottom of the garment defaults to.*/
			upper_state_base: 0,
			/*Where on your body the top of the garment defaults to.*/
			upper_state_top_base: 0,
			/*If the item requires plural grammar. ("I have a skirt" versus "I have shorts")*/
			upper_plural: 0,
			/*Item's colour.*/
			upper_colour: 0,
			/*Current health.*/
			upper_integrity: 0,
			/*The degree of exposure this item is giving you, 0 - 2. 0 is proper, 1 is lewd and 2 is super lewd.*/
			upper_exposed: 0,
			/*Item's default degree of exposure.*/
			upper_exposed_base: 0,
			/*If this item has a special attribute, like "school" or "swim".*/
			upper_type: 0,
			/*The outfit this is part of, if it's part of one.*/
			upper_set: 0,
			/*The gender this garment is meant for. Part of deciding if you're crossdressing.*/
			upper_gender: 0,
			/*Set to 1 if this item is borrowed and won't replace your current owned item, or appear in the wardrobe.*/
			upper_temp: 0,
			/*Each upper clothing item has it's own versions of the following variables, replacing "upper_sundress" with either upper_pjs, upper_towel, upper_bikini, tshirt, school_shirt, upper_school_swimsuit, upper_plant, upper_evening_gown, or tank_top. E.g. "upper_*/
			upper_sundress_integrity_max: 0,
			upper_sundress_integrity: 0,
			upper_sundress_new: 0,
			upper_sundress_no: 0
			/*As above, except the variables are shared between the upper and lower parts in the case of outfits. In such cases the "upper" and "lower" parts of the variable are removed. For items not part of an outfit, like pjs, it works like above: "upper_pjs_colour".*/
			sundress_colour: 0,
			sundress_colour_choice: 0,
		}
		/*Mostly the same as above. Exceptions noted.*/
		lower: {
			lower_clothes: 0,
			lower_variable: 0,
			lower_integrity_max: 0,
			lower_fabric_strength: 0,
			lower_reveal: 0,
			lower_word: 0,
			lower_one_piece: 0,
			/*If this item has/is a skirt.*/
			skirt: 0,
			/*If the skirt is in a "down" position.*/
			skirtdown: 0,
			lower_state: 0,
			/*Where on your body the top of the item is.*/
			lower_state_base: 0,
			/*Where on your body the top of the item is supposed to be.*/
			lower_plural: 0,
			lower_colour: 0,
			lower_integrity: 0,
			lower_exposed: 0,
			lower_exposed_base: 0,
			/*If this item is blocking physical access to your genitals, including penis.*/
			lower_vagina_exposed: 0,
			/*What the above defaults to when worn.*/
			lower_vagina_exposed_base: 0,
			/*As above, but for anus instead of genitals.*/
			lower_anus_exposed: 0,
			lower_anus_exposed_base: 0,
			lower_type: 0,
			lower_set: 0,
			lower_gender: 0,
			lower_temp: 0,
			/*Each lower clothing item has it's own versions of the following variables, replacing "sundress" with either lower_pjs, lower_towel, lower_bikini, waist_apron, school_skirt, lower_school_swimsuit, school_swim_shorts, lower_plant, lower_evening_gown, or school_shorts.*/
			lower_sundress_integrity_max: 0,
			lower_sundress_integrity: 0,
			lower_sundress_new: 0,
			lower_sundress_no: 0
			/*As above, except the variables are shared between the upper and lower parts in the case of outfits. In such cases the "upper" and "lower" parts of the variable are removed. For items not part of an outfit, like pjs, it works like above: "lower_pjs_colour".*/
			sundress_colour: 0,
			sundress_colour_choice: 0,
		}
		under: {
			under_clothes: 0,
			under_variable: 0,
			under_integrity_max: 0,
			under_fabric_strength: 0,
			under_reveal: 0,
			under_word: 0,
			under_one_piece: 0,
			under_state: 0,
			under_state_base: 0,
			under_plural: 0,
			under_colour: 0,
			under_integrity: 0,
			under_exposed: 0,
			under_exposed_base: 0,
			under_vagina_exposed: 0,
			under_vagina_exposed_base: 0,
			under_anus_exposed: 0,
			under_anus_exposed_base: 0,
			under_type: 0,
			under_set: 0,
			under_gender: 0,
			under_temp: 0,
			/*Each under clothing item has it's own versions of the following variables, replacing "plain_panties" with either lace_panties, y_fronts, chastity_belt, or tights.*/
			plain_panties_integrity_max: 0,
			plain_panties_integrity: 0,
			plain_panties_new: 0,
			plain_panties_no: 0,
			plain_panties_colour: 0,
			plain_panties_colour_choice: 0,
		}
	}
}