code:
:: Widgets Temple [widget]

<<widget "prayoptions">>
<<if _sydneyPray>>
	<<set _prayPassage to "Temple Sydney Pray">>
<<else>>
	<<set _prayPassage to "Temple Pray">>
<</if>>
	<<link [[Pray for salvation (1:00)|_prayPassage]]>>
		<<pass 60>><<set $phase to 2>>
		<<if $purity gte ((1000 / 7) * 7)>>
			<<stress -6>><<awareness -2>><<arousal -1200>>
		<<elseif $purity gte ((1000 / 7) * 6)>>
			<<stress -6>><<awareness -1>><<arousal -1000>>
		<<elseif $purity gte ((1000 / 7) * 5)>>
			<<stress -5>><<awareness -1>><<arousal -800>>
		<<elseif $purity gte ((1000 / 7) * 4)>>
			<<stress -4>><<awareness -1>><<arousal -600>>
		<<elseif $purity gte ((1000 / 7) * 3)>>
			<<stress -3>><<awareness -1>><<arousal -500>>
		<<elseif $purity gte ((1000 / 7) * 2)>>
			<<stress -2>><<awareness -1>><<arousal -400>>
		<<else>>
			<<stress -1>><<awareness -1>><<arousal -300>>
		<</if>>
	<</link>>
	<<lawareness>><<lstress>><<larousal>>

	<<if $insecurity_penis_tiny gte 1 and $penissize lte 0 and $acceptance_penis_tiny lte 999 and $temple_pray isnot 1>>
		<<link [[Pray for a bigger penis (1:00)|_prayPassage]]>>
			<<pass 60>><<set $phase to 4>><<set $temple_pray to 1>>
			<<if $purity gte ((1000 / 7) * 7)>>
				<<stress 5>><<acceptance "penis_tiny" 20>>
			<<elseif $purity gte ((1000 / 7) * 6)>>
				<<stress 5>><<acceptance "penis_tiny" 18>>
			<<elseif $purity gte ((1000 / 7) * 5)>>
				<<stress 6>><<acceptance "penis_tiny" 16>>
			<<elseif $purity gte ((1000 / 7) * 4)>>
				<<stress 7>><<acceptance "penis_tiny" 14>>
			<<elseif $purity gte ((1000 / 7) * 3)>>
				<<stress 8>><<acceptance "penis_tiny" 12>>
			<<elseif $purity gte ((1000 / 7) * 2)>>
				<<stress 10>><<acceptance "penis_tiny" 10>>
			<<else>>
				<<stress 12>><<acceptance "penis_tiny" 8>>
			<</if>>
		<</link>>
		<<gstress>><<gacceptance>>

	<</if>>
	<<if $insecurity_penis_small gte 1 and $penissize is 1 and $acceptance_penis_small lte 999 and $temple_pray isnot 1>>
		<<link [[Pray for a bigger penis (1:00)|_prayPassage]]>>
			<<pass 60>><<set $phase to 5>><<set $temple_pray to 1>>
			<<if $purity gte ((1000 / 7) * 7)>>
				<<stress 5>><<acceptance "penis_small" 20>>
			<<elseif $purity gte ((1000 / 7) * 6)>>
				<<stress 5>><<acceptance "penis_small" 18>>
			<<elseif $purity gte ((1000 / 7) * 5)>>
				<<stress 6>><<acceptance "penis_small" 16>>
			<<elseif $purity gte ((1000 / 7) * 4)>>
				<<stress 7>><<acceptance "penis_small" 14>>
			<<elseif $purity gte ((1000 / 7) * 3)>>
				<<stress 8>><<acceptance "penis_small" 12>>
			<<elseif $purity gte ((1000 / 7) * 2)>>
				<<stress 10>><<acceptance "penis_small" 10>>
			<<else>>
				<<stress 12>><<acceptance "penis_small" 8>>
			<</if>>
		<</link>>
		<<gstress>><<gacceptance>>

	<</if>>
	<<if $player.gender is "m">>
		<<if $insecurity_penis_big gte 1 and $penissize gte 4 and $acceptance_penis_big lte 999 and $temple_pray isnot 1>>
			<<link [[Pray for a smaller penis (1:00)|_prayPassage]]>>
				<<pass 60>><<set $phase to 6>><<set $temple_pray to 1>>
				<<if $purity gte ((1000 / 7) * 7)>>
					<<stress 5>><<acceptance "penis_big" 20>>
				<<elseif $purity gte ((1000 / 7) * 6)>>
					<<stress 5>><<acceptance "penis_big" 18>>
				<<elseif $purity gte ((1000 / 7) * 5)>>
					<<stress 6>><<acceptance "penis_big" 16>>
				<<elseif $purity gte ((1000 / 7) * 4)>>
					<<stress 7>><<acceptance "penis_big" 14>>
				<<elseif $purity gte ((1000 / 7) * 3)>>
					<<stress 8>><<acceptance "penis_big" 12>>
				<<elseif $purity gte ((1000 / 7) * 2)>>
					<<stress 10>><<acceptance "penis_big" 10>>
				<<else>>
					<<stress 12>><<acceptance "penis_big" 8>>
				<</if>>
			<</link>>
			<<gstress>><<gacceptance>>

		<</if>>
	<<else>>
		<<if $insecurity_penis_big gte 1 and $penissize gte 2 and $acceptance_penis_big lte 999 and $temple_pray isnot 1>>
			<<link [[Pray for a smaller penis (1:00)|_prayPassage]]>>
				<<pass 60>><<set $phase to 6>><<set $temple_pray to 1>>
				<<if $purity gte ((1000 / 7) * 7)>>
					<<stress 5>><<acceptance "penis_big" 20>>
				<<elseif $purity gte ((1000 / 7) * 6)>>
					<<stress 5>><<acceptance "penis_big" 18>>
				<<elseif $purity gte ((1000 / 7) * 5)>>
					<<stress 6>><<acceptance "penis_big" 16>>
				<<elseif $purity gte ((1000 / 7) * 4)>>
					<<stress 7>><<acceptance "penis_big" 14>>
				<<elseif $purity gte ((1000 / 7) * 3)>>
					<<stress 8>><<acceptance "penis_big" 12>>
				<<elseif $purity gte ((1000 / 7) * 2)>>
					<<stress 10>><<acceptance "penis_big" 10>>
				<<else>>
					<<stress 12>><<acceptance "penis_big" 8>>
				<</if>>
			<</link>>
			<<gstress>><<gacceptance>>

		<</if>>
	<</if>>
	<<if $insecurity_breasts_tiny gte 1 and $breastsize lte 0 and ($player.gender is "f" or $player.gender is "h") and $acceptance_breasts_tiny lte 999 and $temple_pray isnot 1>>
		<<link [[Pray for bigger breasts (1:00)|_prayPassage]]>>
			<<pass 60>><<set $phase to 7>><<set $temple_pray to 1>>
			<<if $purity gte ((1000 / 7) * 7)>>
				<<stress 5>><<acceptance "breasts_tiny" 20>>
			<<elseif $purity gte ((1000 / 7) * 6)>>
				<<stress 5>><<acceptance "breasts_tiny" 18>>
			<<elseif $purity gte ((1000 / 7) * 5)>>
				<<stress 6>><<acceptance "breasts_tiny" 16>>
			<<elseif $purity gte ((1000 / 7) * 4)>>
				<<stress 7>><<acceptance "breasts_tiny" 14>>
			<<elseif $purity gte ((1000 / 7) * 3)>>
				<<stress 8>><<acceptance "breasts_tiny" 12>>
			<<elseif $purity gte ((1000 / 7) * 2)>>
				<<stress 10>><<acceptance "breasts_tiny" 10>>
			<<else>>
				<<stress 12>><<acceptance "breasts_tiny" 8>>
			<</if>>
		<</link>>
		<<gstress>><<gacceptance>>

	<</if>>
	<<if $insecurity_breasts_small gte 1 and $breastsize gte 1 and $breastsize lte 5 and $acceptance_breasts_small lte 999 and $temple_pray isnot 1>>
		<<if $player.gender is "f" or $player.gender is "h">>
			<<link [[Pray for bigger breasts (1:00)|_prayPassage]]>>
				<<pass 60>><<set $phase to 8>><<set $temple_pray to 1>>
				<<if $purity gte ((1000 / 7) * 7)>>
					<<stress 5>><<acceptance "breasts_small" 20>>
				<<elseif $purity gte ((1000 / 7) * 6)>>
					<<stress 5>><<acceptance "breasts_small" 18>>
				<<elseif $purity gte ((1000 / 7) * 5)>>
					<<stress 6>><<acceptance "breasts_small" 16>>
				<<elseif $purity gte ((1000 / 7) * 4)>>
					<<stress 7>><<acceptance "breasts_small" 14>>
				<<elseif $purity gte ((1000 / 7) * 3)>>
					<<stress 8>><<acceptance "breasts_small" 12>>
				<<elseif $purity gte ((1000 / 7) * 2)>>
					<<stress 10>><<acceptance "breasts_small" 10>>
				<<else>>
					<<stress 12>><<acceptance "breasts_small" 8>>
				<</if>>
			<</link>>
			<<gstress>><<gacceptance>>

		<<else>>
			<<link [[Pray for smaller breasts (1:00)|_prayPassage]]>>
				<<pass 60>><<set $phase to 8>><<set $temple_pray to 1>>
				<<if $purity gte ((1000 / 7) * 7)>>
					<<stress 5>><<acceptance "breasts_small" 20>>
				<<elseif $purity gte ((1000 / 7) * 6)>>
					<<stress 5>><<acceptance "breasts_small" 18>>
				<<elseif $purity gte ((1000 / 7) * 5)>>
					<<stress 6>><<acceptance "breasts_small" 16>>
				<<elseif $purity gte ((1000 / 7) * 4)>>
					<<stress 7>><<acceptance "breasts_small" 14>>
				<<elseif $purity gte ((1000 / 7) * 3)>>
					<<stress 8>><<acceptance "breasts_small" 12>>
				<<elseif $purity gte ((1000 / 7) * 2)>>
					<<stress 10>><<acceptance "breasts_small" 10>>
				<<else>>
					<<stress 12>><<acceptance "breasts_small" 8>>
				<</if>>
			<</link>>
			<<gstress>><<gacceptance>>

		<</if>>
	<</if>>
	<<if $player.gender is "f" or $player.gender is "h">>
		<<if $insecurity_breasts_big gte 1 and $breastsize gte 8 and $acceptance_breasts_big lte 999 and $temple_pray isnot 1>>
			<<link [[Pray for smaller breasts (1:00)|_prayPassage]]>>
				<<pass 60>><<set $phase to 9>><<set $temple_pray to 1>>
				<<if $purity gte ((1000 / 7) * 7)>>
					<<stress 5>><<acceptance "breasts_big" 20>>
				<<elseif $purity gte ((1000 / 7) * 6)>>
					<<stress 5>><<acceptance "breasts_big" 18>>
				<<elseif $purity gte ((1000 / 7) * 5)>>
					<<stress 6>><<acceptance "breasts_big" 16>>
				<<elseif $purity gte ((1000 / 7) * 4)>>
					<<stress 7>><<acceptance "breasts_big" 14>>
				<<elseif $purity gte ((1000 / 7) * 3)>>
					<<stress 8>><<acceptance "breasts_big" 12>>
				<<elseif $purity gte ((1000 / 7) * 2)>>
					<<stress 10>><<acceptance "breasts_big" 10>>
				<<else>>
					<<stress 12>><<acceptance "breasts_big" 8>>
				<</if>>
			<</link>>
			<<gstress>><<gacceptance>>

		<</if>>
	<<else>>
		<<if $insecurity_breasts_big gte 1 and $breastsize gte 6 and $acceptance_breasts_big lte 999 and $temple_pray isnot 1>>
			<<link [[Pray for smaller breasts (1:00)|_prayPassage]]>>
				<<pass 60>><<set $phase to 9>><<set $temple_pray to 1>>
				<<if $purity gte ((1000 / 7) * 7)>>
					<<stress 5>><<acceptance "breasts_big" 20>>
				<<elseif $purity gte ((1000 / 7) * 6)>>
					<<stress 5>><<acceptance "breasts_big" 18>>
				<<elseif $purity gte ((1000 / 7) * 5)>>
					<<stress 6>><<acceptance "breasts_big" 16>>
				<<elseif $purity gte ((1000 / 7) * 4)>>
					<<stress 7>><<acceptance "breasts_big" 14>>
				<<elseif $purity gte ((1000 / 7) * 3)>>
					<<stress 8>><<acceptance "breasts_big" 12>>
				<<elseif $purity gte ((1000 / 7) * 2)>>
					<<stress 10>><<acceptance "breasts_big" 10>>
				<<else>>
					<<stress 12>><<acceptance "breasts_big" 8>>
				<</if>>
			<</link>>
			<<gstress>><<gacceptance>>

		<</if>>
	<</if>>
	<<link [[Watch (1:00)|_prayPassage]]>>
		<<pass 60>><<set $phase to 3>>
		<<if $purity gte ((1000 / 7) * 7)>>
			<<stress 5>><<awareness 2>>
		<<elseif $purity gte ((1000 / 7) * 6)>>
			<<stress 5>><<awareness 1>>
		<<elseif $purity gte ((1000 / 7) * 5)>>
			<<stress 6>><<awareness 1>>
		<<elseif $purity gte ((1000 / 7) * 4)>>
			<<stress 7>><<awareness 1>>
		<<elseif $purity gte ((1000 / 7) * 3)>>
			<<stress 8>><<awareness 1>>
		<<elseif $purity gte ((1000 / 7) * 2)>>
			<<stress 10>><<awareness 1>>
		<<else>>
			<<stress 12>><<awareness 1>>
		<</if>>
	<</link>>
	<<gawareness>><<gstress>>

	<<if !_sydneyPray>>
		<<link [[Stop|Temple]]>><</link>>

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

<<widget "passouttemple">>
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "temple">>
<<else>>
	You've pushed yourself too much.

	<<passout>>
	<<set $danger to random(1, 10000)>>
	<<if $danger gte (9900 - $allure)>>
		<<link [[Next|Lake Ritual]]>><</link>>

	<<else>>
		<<ambulance>>
	<</if>>
	<<pass 1 hour>>
	<<trauma 6>><<set $stress -= 2000>>
<</if>>
<</widget>>

<<widget "inittemple">>
<<set $temple_rank to "initiate">>
<<set $player.virginity.temple to true>>
<<set $temple_garden to 0>>
<<set $temple_quarters to 0>>
<<set $grace to 0>>
<<set $temple_harassed to 0>>
<<set $temple_chastity_timer to 30>>
<<set $temple_event to 1>>
<</widget>>

<<widget "prayerend">>
<<if $hour is 0>>
	<<generate1>><<person1>>
	A <<monk>> enters the chamber. "I'm here to clean up," <<he>> says.

		<<if $temple_sneak is 1>>
			<<He>> frowns. "Didn't know anyone was in here. It's a bad idea to pray here so late at night. You can continue in the morning. The incense is running low anyway."
		<<else>>
			"It's a bad idea to pray in here so late at night. You can continue in the morning. The incense is running low anyway."
		<</if>>

	<<endevent>>
	<<link [[Leave|Temple]]>><<unset $temple_sneak>><</link>>

<<elseif $temple_jordan_prayer is undefined and random(1, 20) is 20 and $temple_sneak is 1>><<set $temple_jordan_prayer to 1>>
	<<npc Jordan>><<person1>>
	The chamber door opens. Jordan walks in. <<He>> looks surprised to see you. <<He>> shuts the door behind <<him>>, and sits on a step opposite.

	"I didn't expect to find anyone here," <<he>> whispers. <<He>> leans closer. "Did you sneak in?"

	<<link [[Tell the truth|Temple Prayer Truth]]>><<grace 1>><</link>><<ggrace>><<handholdingvirginitywarning>>

	<<link [[Lie|Temple Prayer Lie]]>><<grace -1>><</link>><<lgrace>><<handholdingvirginitywarning>>

<<elseif $temple_sneak is 1>>
	<<link [[Continue praying (1:00)|Temple Prayer]]>><<grace -5>><</link>><<llgrace>>

	<<link [[Stop|Temple]]>><<unset $temple_sneak>><</link>>

<<else>>
	<<link [[Continue praying (1:00)|Temple Prayer]]>><</link>>

	<<link [[Stop|Temple]]>><<unset $temple_sneak>><</link>>

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

<<widget "eventstemple">>

<<if $rng gte 91>>
	<<if $angel gte 6>>
		<<generate1>><<person1>><<generate2>><<generatey3>>"Oh, dear child," says a voice to your right. It's an old <<person>>. "You look like an angel. Would you give me your blessing?"

		<<link [[Give blessing (0:10)|Temple Blessing]]>><<grace 3>><<pass 10>><</link>><<gggrace>>

		<<link [[Refuse|Temple Blessing Refuse]]>><<grace -1>><</link>><<lgrace>>

	<<elseif $demon gte 6>>
		<<generate1>><<person1>><<generate2>>Someone shrieks to your right. It's an old <<monk>>. <<He>> holds out a holy symbol, staring at you with crazed eyes.

		"Foul demon!" <<he>> shouts. "Begone from this sacred place. Go!"
		<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>

		<<person2>>A <<priest>> rushes over to calm the <<person1>><<monk>> down. <<person2>><<He>> manages to guide <<person1>><<him>> away from you, and into another room.

		<<person2>>The <<priest>> turns to you. "I'm very sorry," <<he>> says. "Some of our number are a little sheltered." <<He>> frowns, and looks at your horns. "You should be careful about dressing that way here. It's disrespectful if nothing else."

		<<endevent>>

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

	<<elseif $fallenangel gte 2>>
		<<generatey1>><<generate2>><<person1>>
		You realise everyone avoids looking at you. Except a <<person>>, who stares at your broken halo in wonder. <<His>> <<person2>><<father>> covers <<his>> eyes and drags <<him>> away.
		<<gtrauma>><<trauma 6>>

		<<endevent>>

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

	<<else>>
		The temple is more busy than usual. The pews are crowded, and the clergy struggle to attend to everyone.

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

	<</if>>
<<elseif $rng gte 81>>
	<<if _sydneyTemple and $sydney_templeWork is "garden">>
		<<npc "Sydney">><<person1>>
		You glance out the window, and see a number of initiates sat in the garden, chatting. You notice Sydney is with them.

		<<link [[Join them (1:00)|Temple Garden Join Sydney]]>><<pass 60>><<trauma -6>><<stress -6>><<npcincr Sydney love 1>><</link>><<ltrauma>><<lstress>><<glove>>

		<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
			<<link [[Encourage them to tidy the garden (1:00)|Temple Garden Encourage Sydney]]>><<grace 3>><<pass 60>><<tiredness 6>><</link>><<gtiredness>><<gggrace>>

		<</if>>
		<<link [[Ignore|Temple]]>><<endevent>><</link>>

	<<else>>
		You glance out the window, and see a number of initiates sat in the garden, chatting.

		<<if $temple_rank is undefined or $temple_rank is "prospective">>
			<<link [[Next|Temple]]>><<endevent>><</link>>

		<<else>>
			<<link [[Join them (1:00)|Temple Garden Join]]>><<pass 60>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>

			<<link [[Encourage them to tidy the garden (1:00)|Temple Garden Encourage]]>><<grace 3>><<pass 60>><<tiredness 6>><</link>><<gtiredness>><<gggrace>>

			<<link [[Ignore|Temple]]>><<endevent>><</link>>

		<</if>>
	<</if>>
<<elseif $rng gte 71>>
	You see a group of initiates chatting beneath a flight of stairs.

	<<if $temple_rank is undefined or $temple_rank is "prospective">>
		<<link [[Next|Temple]]>><<endevent>><</link>>

	<<else>>
		<<link [[Join them (1:00)|Temple Stairs Join]]>><<pass 60>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>

		<<link [[Encourage them to tidy the quarters (1:00)|Temple Stairs Encourage]]>><<grace 3>><<pass 60>><</link>><<gtiredness>><<gggrace>>

		<<link [[Ignore|Temple]]>><<endevent>><</link>>

	<</if>>

<<elseif $rng gte 63 and pregnancyBellyVisible()>>
	<<generatey1>><<generate2>>
	You spot a <<person1>><<person>> taking glances at your belly. <<He>> turns to a <<person2>><<person>>, seemingly <<person1>><<his>> <<person2>><<father>>, and asks, "Is <<pshe>> pregnant?"

	<<He>> replies, saying, "Looks like it. No wedding ring,
	<<if $worn.hands.name isnot "naked">>
		it might just be under <<pher>> <<print $worn.hands.name>>s though.
	<<else>>
		though. We should say a prayer for <<pher>>.
	<</if>>
	"
	<<gtrauma>><<trauma 6>>

	<<endevent>>

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

	/* Todo at a later date - Wedding ring varient
	You spot a <<person1>><<person>> taking glances at your belly. <<He>> turns to a <<person2>><<person>>, seemingly <<person1>><<his>> <<person2>><<father>>, and asks "Is <<pshe>> pregnant?"

	<<He>> replies, saying "Looks like it. Remember, procreation within wedlock isn't a sin." <<He>> points to your ring. "Perhaps this town has some hope after all."
	<<ltrauma>><<trauma -6>><<lstress>><<stress -6>>
	*/
<<elseif $rng gte 59>>
	<<generate1>><<person1>>
	<<if $purity gte 990>>
		A <<priest>> walks by. <<He>> compliments your dedication to purity.
		<<ltrauma>><<trauma -6>>

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

	<<elseif $purity gte 900>>
		A <<priest>> walks by. <<He>> ignores you.

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

	<<elseif $purity gte 500>>
		A <<priest>> walks by. <<He>> stops you. "You're on the wrong path, child," <<he>> says. "You must change your ways. Find the path to purity."
		<<gstress>><<stress 6>>

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

	<<else>>
		A <<priest>> walks by. <<He>> gives you a wide berth, and whispers a prayer under <<his>> breath.

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

	<</if>>
<<elseif $rng gte 51>>
	<<if $awareness gte 800>>
		Battle-hardened clergy attend parishioners, creating a veneer of civility. You wonder how deep the corruption spreads.
		<<gstress>><<stress 6>>

		<<if _sydneyTemple>>
			<<NPCStatusCheck "Sydney">>
			<<if _sydneyStatus.includes("corrupt")>>
				You think Sydney might see it too.
			<<else>>
				You envy Sydney's obliviousness.
			<</if>>

		<</if>>

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

	<<elseif $awareness gte 600>>
		<<generate1>><<person1>>
		An anxious <<priest>> repairs the wards on the wall. Another nods to a parishioner's woes, while glancing around the room in search of danger. A <<monk>> sneaks a crate down a flight of stairs, through a door marked with a red cross.

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

	<<elseif $awareness gte 400>>
		<<generate1>><<person1>>
		The clergy look distracted as they tend to the parishioners. You notice a <<monk>> sneaking a crate down a flight of stairs, through a door marked with a red cross.

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

	<<elseif $awareness gte 200>>
		The clergy look tired. It's strange, as there seem to be enough of them to cover the parishioners.

		<<if _sydneyTemple>>
			You wonder if this is why Sydney's always tired, too.

		<</if>>

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

	<<elseif $awareness gte 0>>
		You feel relieved to be in the safety of the temple.
		<<lstress>><<stress -6>>

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

	<<else>>
		You feel safe here, surrounded by pure and just clergy.
		<<llstress>><<stress -18>>

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

	<</if>>
<<elseif $rng gte 41>>
	<<generate1>><<person1>><<generate2>> You overhear a <<priest>> talking to a <<person2>><<monk>>.

	"The forest invaded during the night," the <<person1>><<priest>> says. "Again."

	"It can't be helped," the <<person2>><<monk>> responds. "I'll get my shears. Hopefully I can wrangle some initiates to help."

	<<if $temple_rank is undefined or $temple_rank is "prospective">>
	<<else>>
		<<set $temple_garden -= 10>>
	<</if>>
	<<endevent>>
	<<link [[Next|Temple]]>><</link>>

<<elseif $rng gte 31>>
	<<generate1>><<person1>><<generate2>>
	You overhear two initiates.

	"The living quarters are a mess," one says. "It's like the <<person2>><<monks>> in there threw a party overnight. They got mud everywhere somehow too."

	"They wouldn't be so messy if they had to clean it up," the other responds. "You'd think they'd take their vows more seriously."

	<<if $temple_rank is undefined or $temple_rank is "prospective">>
	<<else>>
		<<set $temple_quarters -= 10>>
	<</if>>
	<<endevent>>

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

<<elseif $rng gte 21>>
	<<generate1>><<person1>>
	A procession of <<monks>> pass by, singing an ancient hymn.

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

<<elseif $rng gte 16>>
	<<generate1>><<person1>>
	A <<priest>> walks by, swinging a sweet-smelling thurible.

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

<<elseif $rng gte 11>>
	<<set _npcChastity to 1>><<generate1>><<generatey2>><<generatey3>><<generate4>><<generate5>><<generate6>><<person1>>
	<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
		<<if $temple_rank is "initiate">>
			A <<monk>> walks by. "Ah, initiate," <<he>> says. "Good timing. We're soliciting donations today, and I need your help. The more initiates in tow the more generous people are." Several other initiates already accompany <<him>>.
		<<else>>
			A <<monk>> walks by. "<<if $player.gender_appearance is "m">>brother<<else>>sister<</if>>," <<he>> says. "We're soliciting donations today. Care to join us?" Several initiates already accompany <<him>>.
		<</if>>

		<<link [[Join them (2:00)|Temple Donations]]>><<grace 3 monk>><<pass 30>><</link>><<gggrace monk>>

		<<link [[Refuse|Temple]]>><<grace -3 monk>><<endevent>><</link>><<llgrace monk>>

	<<else>>
		A <<monk>> exits the temple. A procession of initiates accompany <<him>>.

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

	<</if>>
<<else>>
	An overworked initiate rushes by, carrying a bundle of scrolls.

		<<if random(1, 5) is 5>>
			<<set _npcChastity to 1>><<generate1>><<person1>>
			<<He>> trips over a pew, sending the scrolls rolling across the floor.

			<<He>> lies still on the ground. <<He>> groans, more out of exasperation than pain.

			<<if $temple_rank is undefined or $temple_rank is "prospective">>
				<<link [[Help (0:05)|Temple Help]]>><<pass 5>><<trauma -6>><</link>><<ltrauma>>
			<<else>>
				<<link [[Help (0:05)|Temple Help]]>><<pass 5>><<trauma -6>><<grace 1>><</link>><<ggrace>><<ltrauma>>
			<</if>>

			<<link [[Ignore|Temple]]>><<endevent>><</link>>

		<<elseif _sydneyTemple and $sydney_templeWork isnot "pray">>
			<<if $sydneyromance is 1>>
				You don't realise that it's Sydney until <<nnpc_he "Sydney">> kisses you on the cheek as <<nnpc_he "Sydney">> runs by you. <<npcincr Sydney lust 1>><<glust>>
			<<else>>
				It's Sydney. <<nnpc_He "Sydney">> turns around to wave and smile at you, nearly tripping <<nnpc_himself "Sydney">> on a pew in the process.
			<</if>>

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

		<<else>>
			<<endevent>>
			<<link [[Next|Temple]]>><</link>>

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

<</widget>>

<<widget "temple_effects">>

<<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">>

Grace:

	<<set $percent=Math.floor((($grace + 100)/ 100)*50)>>
	<<print '

'>>

<</if>>

<<if $NPCName[$NPCNameList.indexOf("Sydney")].init is 1 and _sydney_location is "temple">>
	<<set _sydneyTemple to true>>
<</if>>

<</widget>>


code:
:: mapLocations [widget]
<<widget "mapLocations">>
<!--keeps track of old settings for older versions-->
<<if $avaliableMapsVersion is 2>>
	<<set _map to clone($map)>>
<</if>>
<<set $map to {
	"movement": true,
	"top": false,
	"hideLinks": false,
	"markers": false,
	"available": {
		"Domus Street": ["Barb Street", "Danube Street", "Residential alleyways"],

		"Barb Street": ["Domus Street", "Cliff Street", "Connudatus Street", "Residential alleyways"],
		"Danube Street": ["Domus Street", "Wolf Street", "Connudatus Street", "Residential alleyways"],

		"Connudatus Street": ["Barb Street", "Danube Street", "Cliff Street", "Wolf Street", "Residential alleyways", "Commercial alleyways"],

		"Cliff Street": ["Barb Street", "Starfish Street", "Connudatus Street", "High Street", "Commercial alleyways"],
		"Wolf Street": ["Danube Street", "Nightingale Street", "Connudatus Street", "High Street", "Commercial alleyways"],

		"High Street": ["Cliff Street", "Wolf Street", "Starfish Street", "Nightingale Street", "Commercial alleyways", "Park"],

		"Starfish Street": ["Cliff Street", "Mer Street", "High Street", "Oxford Street", "Park"],
		"Nightingale Street": ["Wolf Street", "Elk Street", "High Street", "Oxford Street", "Park"],

		"Oxford Street": ["Starfish Street", "Nightingale Street", "Mer Street", "Elk Street", "Park", "Industrial alleyways"],

		"Mer Street": ["Starfish Street", "Oxford Street", "Harvest Street", "Industrial alleyways"],
		"Elk Street": ["Nightingale Street", "Oxford Street", "Harvest Street", "Industrial alleyways"],

		"Harvest Street": ["Mer Street", "Elk Street", "Industrial alleyways"],

		"Residential alleyways": ["Domus Street", "Barb Street", "Danube Street", "Connudatus Street", "Commercial alleyways"],
		"Commercial alleyways": ["Connudatus Street", "Cliff Street", "Wolf Street", "High Street", "Residential alleyways", "Park"],
		"Park": ["High Street", "Starfish Street", "Oxford Street", "Nightingale Street", "Commercial alleyways", "Industrial alleyways"],
		"Industrial alleyways": ["Oxford Street", "Mer Street", "Elk Street", "Harvest Street", "Park"]
	},
	"arrayList": ["Domus Street","Barb Street","Danube Street","Connudatus Street","Cliff Street","Wolf Street","High Street","Starfish Street","Nightingale Street","Oxford Street","Mer Street","Elk Street","Harvest Street","Residential alleyways","Commercial alleyways","Park","Industrial alleyways"]
}>>
<<if $avaliableMapsVersion is 2>>
	<<set $map.movement to clone(_map.movement)>>
	<<set $map.top to clone(_map.top)>>
	<<set $map.markers to clone(_map.markers)>>
<</if>>
<<set $availableMapsVersion to 3>>
<</widget>>

:: Widget displayLinks [widget]
<<widget "displayLinks">>

<<for _i to 0; _i lt $link_table.length; _i++>>
	<<if $map.hideLinks is true and $map.movement is true>>
		<<if $map.hideLinksCheck[_i] is true>>
			<<continue>>
		<</if>>
	<</if>>
	<<print $link_table[_i]>>
<</for>>
<</widget>>

<<widget add_link>>
	<<if $args[0]>>
		<<set $link_table[$link_table.length] to $args[0]>>
	<</if>>
<</widget>>

<<widget "hideDisplay">>
<<if $map.hideLinks is true and $map.movement is true>>
	<<if $args[0] is true>>
		<<set $map.hideLinksCheck.push(true)>>
	<<else>>
		<<set $map.hideLinksCheck.push(false)>>
	<</if>>
<</if>>
<</widget>>

repo_name: Area/degrees

license: mit


code:
:: Pirate Intro

<<location "seapirates">><<effects>>
<<if $pirateintro is 1>>
	You feel hands clutch your arms, hauling you from the water. You thud onto something hard, and cough up water.

<<else>>
	<<set $pirate_rank to 0>>
	<<set $pirateintro to 1>>
<</if>>


code:
:: Connudatus Street Thievery

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You scan the crowds.
<<if $daystate is "night">>
	So many are drunk at this hour. This shouldn't be hard.
<</if>>
<<if $rng gte 80>>
	<<if $daystate is "night">>
		<<generate1>><<person1>> A <<person>> staggers and falls to the ground in front of you. "I'm sho clumsy," <<he>> slurs, trying and failing to stand.
		<<if $pronoun is "m">>
			Looks like <<he>> lost <<his>> shirt somewhere, but <<he>> doesn't seem to care or even realise.
		<<else>>
			<<His>> low cut dress hangs loose as <<he>> leans forward, flashing <<his>> immodest breasts at you. <<He>> doesn't seem to care or even realise.
		<</if>>

		<<link [[Rob them|Connudatus Drunkard Rob]]>><<crimeup 5>><</link>><<crime>>

		<<link [[Just help them up|Connudatus Drunkard]]>><</link>>

	<<else>>
		<<generate1>><<person1>> A <<person>> leans forward in front of a stall, examining the display. <<His>> <<wallet>> hangs on a thin strap behind <<him>>.

		<<link [[Snatch it|Connudatus Snatch]]>><<crimeup 5>><</link>><<crime>>

		<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

	<</if>>
<<elseif $rng gte 60>>
	<<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> sit outside a restaurant. The <<person1>><<persons>> <<wallet>> sits atop a bag by <<his>> legs.

	<<link [[Take it|Connudatus Thievery Restaurant]]>><<crimeup 5>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

<<elseif $rng gte 45>>
	<<generate1>><<person1>>You spot a tourist taking pictures. <<He>> probably has money to burn.

	<<link [[Steal camera|Connudatus Camera]]>><</link>>

	<<link [[Leave|Connudatus Street]]>><<endevent>><</link>>

<<elseif $rng gte 20>>
	A car pulls up in front of a shop. <<generate1>><<person1>>A <<person>> steps out and enters the building, leaving <<his>> car door open. And <<his>> <<wallet>> on the seat.

	<<link [[Take it|Connudatus Car]]>><<crimeup 5>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

<<else>>
	<<generate1>><<person1>>A <<person>> sits on a bench, their <<wallet>> sat next to them.

	<<link [[Take it|Connudatus Street Bench]]>><<crimeup 5>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

<</if>>

:: Connudatus Drunkard

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
<<famegood 1>>
You offer the <<person>> your hand and help <<him>> stand up. <<He>> takes a moment to steady. A group of people some distance away wave at <<him>>, and <<he>> waves back. "Thank you kind angel," <<he>> says before staggering to <<his>> friends.

<<endevent>>
<<link [[Next|Connudatus Street]]>><</link>>

:: Connudatus Drunkard Rob

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You lean down, holding <<his>> arm with one hand, and taking <<his>> <<wallet>> with the other. You lift <<him>> to <<his>> feet and <<he>> leans against you.

<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>
"I felt you touch me," <<he>> says. "I know what you want." <<He>> reaches down and gropes your <<groin>>.

<<if $promiscuity gte 55>>
	<<link [[Take advantage|Connudatus Drunkard Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>>

<</if>>
<<link [[Push away|Connudatus Drunkard Push]]>><</link>>

:: Connudatus Drunkard Sex

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity4>>
	<<enable_rescue>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>>
	<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1>>
	<<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Connudatus Drunkard Sex]]>><</link>><<nexttext>>
<</if>>

:: Connudatus Drunkard Push

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You shove the <<person>> away from you.
<<if $rng gte 71>>
	"Shtupid," <<he>> slurs. "Be a good <<girl>> and hold still."

	<<link [[Next|Connudatus Drunkard Sex]]>><<set $molestationstart to 1>><</link>>

<<else>>
	<<He>> almost falls over again. "Oi," a voice shouts, "Leave that poor <<girl>> alone and get over here." The <<person>> looks over and waves, smiling. <<He>> returns to <<his>> friends.

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Drunkard Sex Finish

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.

	<<clotheson>>
<<elseif $enemyhealth lte 0>>
	You shove <<him>> to the ground. <<He>> struggles to get up again. <<tearful>> you flee to safety.

	<<clotheson>>
<<elseif $alarm is 1>>
	"Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.

	<<clotheson>>
<<elseif $finish is 1>>
	<<He>> stumbles away from you.

	<<clotheson>>
<</if>>

<<connudatuswallet>>
<<endcombat>>

:: Connudatus Snatch

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>
You grab the <<wallet>> as you walk past.
<<if $rng gte 61>>
	The strap tenses and holds. The <<person>> turns and catches you red-handed. "You little brat," <<he>> says as <<he>> grabs your shoulder. "I'll teach you some respect."

	<<link [[Next|Connudatus Snatch Molestation]]>><<set $molestationstart to 1>><</link>>

<<else>>
	It breaks free of the strap. You walk away, not changing your pace.

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Snatch Molestation

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>><<set $enemyanger += 200>><<npcidlegenitals>>
	<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyhealth lte 0>>
	<<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1>>
	<<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyanger lte 50>>
	<<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Connudatus Snatch Molestation]]>><</link>><<nexttext>>
<</if>>

:: Connudatus Snatch Molestation Finish

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"You little harlot," <<he>> pants as <<he>> leans against the stall. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<wallet>>.

	<<clotheson>>
<<elseif $enemyhealth lte 0>>
	You shove <<him>> into the stall. <<He>> crashes through it. <<tearful>> you flee to safety, <<his>> wallet in hand.

	<<clotheson>>
<<elseif $enemyanger lte 50>>
	The <<person>> leans against the stall. "That'll... that'll show <<phim>>, so it will," <<he>> pants. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<wallet>>.
	<<clotheson>>
<<else>>
	<<generate2>><<person2>>"What's wrong with you?" a <<person>> shouts. <<He>> grapples the <<person1>><<person>> and holds <<him>> back.

	"The <<girl>> tried to take my <<wallet>> you idiot," the <<person>> yells as <<he>> shoves the interloper away. <<He>> looks around, eyes wild with anger. But <<he>> can't see you. Or <<his>> <<wallet>>.
	<<clotheson>>
<</if>>

<<connudatuswallet>>
<<endcombat>>

:: Connudatus Thievery Restaurant

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>
<<person1>>You kneel and pretend to tie your shoelaces. You pick up the <<wallet>> as you stand up.
<<if $rng gte 61>>
	The <<person2>><<person>> spots you. "<<pShes>> robbing you! Look!" <<he>> shouts.
	<<gstress>><<stress 6>>

	<<set $skulduggerydifficulty to 400>>
	<<link [[Run|Connudatus Thievery Restaurant Run]]>><<crimeup 30>><<tiredness 12>><</link>><<crime>><<gtiredness>>

	<<link [[Bluff|Connudatus Thievery Restaurant Bluff]]>><</link>><<skulduggerydifficulty>>

<<else>>

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Thievery Restaurant Run

<<set $outside to 1>><<set $location to "town">><<effects>>
You dash away, disappearing into the crowds before they can even stand up. They managed to get a good look at you though.

<<connudatuswallet>>
<<endevent>>

:: Connudatus Thievery Restaurant Bluff

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $submissive gte 1150>>
	"I'm sorry!" you say, placing the <<person1>><<wallet>> on the table and looking between them. "My eyesight isn't very good and I thought it was mine."
<<elseif $submissive lte 850>>
	"Actually," you say, placing the <<person1>><<wallet>> on the table. "I was just returning it to you. Someone else took it and I chased them down. You shouldn't make accusations like that."
<<else>>
	"I work here," you say, placing the <<person1>><<wallet>> on the table. "It's against company policy to let patrons leave their valuables where they can be easily taken. You should be more careful in the future."
<</if>>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	The <<person>> turns to the <<person2>><<person>>. "You always cause a scene."

	"Cause a scene? I suppose I should keep quiet if I think you're being robbed then?"

	You leave them to their argument, taking the <<person1>><<wallet>> with you.

	<<connudatuswallet>>
	<<endevent>>
<<else>>
	The <<person>> picks up the <<wallet>> and tucks it away. "Sure," <<he>> says, looking at you with suspicion. You'll have to leave empty-handed this time.

	<<endevent>>
	<<link [[Next|Connudatus Street]]>><</link>>

<</if>>

:: Connudatus Camera

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $submissive gte 1150>>
	"Excuse me <<sir>>," you say, tugging on <<his>> sleeve. "I like being helpful. Can I take a picture for you?"
<<elseif $submissive lte 850>>
	"New in town?" you say. "You look like you could use a hand. How about I take a picture for you?"
<<else>>
	"Hello," you say. "I can take a picture for you if you like."
<</if>>

<<He>> smiles. "How sweet of you to offer. Here you go," <<he>> hands you the camera and steps several feet away from you.
<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>

<<if $rng gte 61>>
	<<He>> turns sooner than you'd hoped. "Hey!" <<he>> shouts. "Give that back!" You break into a run. <<He>> runs after you.
	<<gstress>><<stress 6>><<tiredness 12>><<gtiredness>>

	<<athleticsdifficulty 1 1000 true>>
	<<if $athleticsSuccess>>
		You run around stalls and try to shake <<him>>, and succeed. You find a quiet spot and examine the camera.
		<<if $rng gte 81>>
			Looks pretty expensive. You should be able to get something for it.
			<<set $blackmoney += 30>><<crimeup 30>>
		<<elseif $rng gte 61>>
			It's a fairly common example, but should be worth something.
			<<set $blackmoney += 15>><<crimeup 25>>
		<<elseif $rng gte 41>>
			It's a budget item for sure, but not worthless.
			<<set $blackmoney += 10>><<crimeup 10>>
		<<elseif $rng gte 21>>
			It's pretty tacky looking, can't be worth much.
			<<set $blackmoney += 5>><<crimeup 5>>
		<<else>>
			It's a tacky thing, not worth the plastic it's made of.
		<</if>>

		<<endevent>>
		<<link [[Next|Connudatus Street]]>><</link>>

	<<else>>
		You run around stalls and try to shake <<him>>, but fail. <<He>> chases you into an alley. You round a corner and find a fence blocking your path. The <<person>> stops behind you.

		"They said the <<girls>> in this town were weak and submissive," <<he>> rolls up <<his>> sleeves. "I think I need to show you your place."

		<<link [[Throw the camera|Connudatus Camera Throw]]>><</link>>

		<<link [[Stand your ground|Connudatus Camera Molestation]]>><<set $molestationstart to 1>><</link>>

	<</if>>
<<else>>
	<<He>> turns just in time to see you disappear into the crowd.

	You find a quiet spot and examine the camera.
	<<if $rng gte 81>>
		Looks pretty expensive. You should be able to get something for it.
		<<set $blackmoney += 30>><<crimeup 30>>
	<<elseif $rng gte 61>>
		It's a fairly common example, but should be worth something.
		<<set $blackmoney += 15>><<crimeup 25>>
	<<elseif $rng gte 41>>
		It's a budget item for sure, but not worthless.
		<<set $blackmoney += 10>><<crimeup 10>>
	<<elseif $rng gte 21>>
		It's pretty tacky looking, can't be worth much.
		<<set $blackmoney += 5>><<crimeup 5>>
	<<else>>
		It's a tacky thing, not worth the plastic it's made of.
	<</if>>
	<<endevent>>

	<<link [[Next|Connudatus Street]]>><</link>>

<</if>>

:: Connudatus Camera Throw

<<set $outside to 1>><<set $location to "town">><<effects>>
You throw the camera behind <<him>>. <<He>> runs after it. "If you've broken it, I'll break you," <<he>> says as it bounces along the ground. You climb the fence and haul yourself over to the other side while <<hes>> distracted. You're long gone by the time <<he>> turns around.

<<link [[Next|Connudatus Street]]>><<endevent>><</link>>

:: Connudatus Camera Molestation

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>><<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Connudatus Camera Molestation Finish

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"That's it," <<he>> says. "That's why I'm here. You can keep the camera whore, I'll just buy another." <<He>> leaves the way <<he>> came.

	<<clotheson>>
<<elseif $enemyhealth lte 0>>
	You shove <<him>> to the ground and start climbing the fence. By the time <<hes>> on <<his>> feet you've escaped. You keep moving for a while then find a quiet place where you won't be disturbed.

	<<clotheson>>
<<else>>
<</if>>

You examine the camera.
<<if $rng gte 81>>
	Looks pretty expensive. You should be able to get something for it.
	<<set $blackmoney += 30>><<crimeup 30>>
<<elseif $rng gte 61>>
	It's a fairly common example, but should be worth something.
	<<set $blackmoney += 15>><<crimeup 25>>
<<elseif $rng gte 41>>
	It's a budget item for sure, but not worthless.
	<<set $blackmoney += 10>><<crimeup 10>>
<<elseif $rng gte 21>>
	It's pretty tacky looking, can't be worth much.
	<<set $blackmoney += 5>><<crimeup 5>>
<<else>>
	It's a tacky thing, not worth the plastic it's made of.
<</if>>

<<endcombat>>
<<link [[Next|Connudatus Street]]>><</link>>

:: Connudatus Car

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>
<<if $rng gte 51>>
	You walk up to the open car and pick up the <<wallet>> like you have every right to, just as the <<person>> exits the building. <<He>> hasn't seen you yet but <<he>> soon will.
	<<gstress>><<stress 6>>

	<<link [[Run|Connudatus Car Run]]>><<crimeup 30>><</link>><<crime>>

	<<link [[Hide in the car|Connudatus Car Hide]]>><</link>>

	<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

<<else>>
	You walk up to the open car and pick up the <<wallet>> like you have every right to. When the <<person>> returns <<he>> drives away without noticing anything wrong.

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Car Run

<<set $outside to 1>><<set $location to "town">><<effects>>
You run, <<wallet>> in hand. It takes the <<person>> a moment to react, time enough for you to disappear in the crowded street.

<<connudatuswallet>>
<<endevent>>

:: Connudatus Car Hide

<<set $outside to 1>><<set $location to "town">><<effects>>
With the <<wallet>> in hand you dive into the car and crawl beneath the back seat.
<<if $rng gte 51>>
	The <<person>> sits down and starts the engine, unaware that <<his>> <<wallet>> is missing or that <<he>> has a passenger.

	You hide beneath the seat as the car bumps along the road. You don't wait long before <<he>> pulls to a stop. You hear a gate open and the car drives a bit more, before stopping once more. The driver leaves the car, this time shutting the door.

	You peek out the window. You're in one of the compounds on Elk Street. A chain link fence towers around the edge, protecting several red brick buildings. You climb out of the car.

	<<pass 5>>
	You open the <<wallet>>. It's empty.

	<<endevent>>
	<<link [[Look around|Elk Compound]]>><</link>>

<<else>>
	The <<person>> sits down, looks around, then climbs back out. <<He>> must think <<he>> left <<his>> <<wallet>> in the building.

	You rise from your hiding place and escape the car before <<he>> returns.

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Street Bench

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $rng gte 61>>
	You walk behind the bench, reach over and take the <<wallet>> from its seat.
	<<stress 6>><<gstress>>
	<<if $worn.upper.type.includes("naked") and $worn.over_upper.type.includes("naked")>>
		The <<person>> tries to grab you, but you shake <<him>> free and run to safety.

	<<elseif !$worn.over_upper.type.includes("naked")>>
		The <<person>> grabs your $worn.over_upper.name.
		<<set $worn.over_upper.integrity -= 10>>
		<<if $worn.over_upper.integrity lte 0>>
			You pull away from <<him>>, but your clothing tears free in <<his>> grip. <<integritycheck>><<exposure>><<if $exposed gte 1>><<covered>><</if>> You run to safety.
		<<else>>
			You shake <<him>> free, but hear your $worn.upper.name tear slightly. You run to safety.
		<</if>>

	<<else>>
		The <<person>> grabs your $worn.upper.name.
		<<set $worn.upper.integrity -= 10>>
		<<if $worn.upper.integrity lte 0>>
			You pull away from <<him>>, but your clothing tears free in <<his>> grip. <<integritycheck>><<exposure>><<covered>> You run to safety.
		<<else>>
			You shake <<him>> free, but hear your $worn.upper.name tear slightly. You run to safety.
		<</if>>

	<</if>>
	<<if $skulduggery lte 300>>
		<<skulduggeryskilluse>>
	<<else>>
		There's nothing more you can learn from such an easy target.
	<</if>>

	<<connudatuswallet>>
	<<endevent>>
<<else>>
	You walk behind the bench, reach over and take the <<wallet>> without the <<person>> even noticing.

	<<if $skulduggery lte 300>>
		<<skulduggeryskilluse>>
	<<else>>
		There's nothing more you can learn from such an easy target.
	<</if>>

	<<connudatuswallet>>
	<<endevent>>
<</if>>


code:
:: Dance Studio Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Dance Studio Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Dance Studio]]>><</link>>

:: Dance Studio Register Sneak

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $dancestudiotheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Dance Studio]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Dance Studio]]>><</link>>

<</if>>

:: Ocean Breeze Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Ocean Breeze Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Ocean Breeze]]>><</link>>

:: Ocean Breeze Register Sneak

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $oceanbreezetheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Ocean Breeze]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Ocean Breeze]]>><</link>>

<</if>>

:: Strip Club Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Strip Club Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Strip Club]]>><</link>>

:: Strip Club Register Sneak

<<set $outside to 0>><<effects>><<set $lock to 200>>

<<set $stripclubtheft to 1>>

<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Strip Club]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Strip Club]]>><</link>>

<</if>>

:: Clothing Shop Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Clothing Shop Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Clothing Shop]]>><</link>>

:: Clothing Shop Register Sneak

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $clothingshoptheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Clothing Shop]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Clothing Shop]]>><</link>>

<</if>>

:: Hairdressers Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Hairdressers Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Hairdressers]]>><</link>>

:: Hairdressers Register Sneak

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $hairdresserstheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Hairdressers]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Hairdressers]]>><</link>>

<</if>>

:: Tailor Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Tailor Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Tailor Shop]]>><</link>>

:: Tailor Register Sneak

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $tailortheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Tailor Shop]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Tailor Shop]]>><</link>>

<</if>>

:: Pet Shop Register
<<set $outside to 0>><<effects>><<set $lock to 200>>

A standard cash register sits on a counter. It's locked tight.

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Pet Shop Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Pet Shop]]>><</link>>

:: Pet Shop Register Sneak
<<set $outside to 0>><<effects>><<set $lock to 200>>

<<set $petshoptheft to 1>>

<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
<<skulshopevents>>
<<else>>

<<link [[Take it|Pet Shop]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

<<link [[Leave it|Pet Shop]]>><</link>>

<</if>>

:: Toy Shop Register
<<set $outside to 0>><<effects>><<set $lock to 200>>

A standard cash register sits on a counter. It's locked tight.

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Toy Shop Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Toy Shop]]>><</link>>

:: Toy Shop Register Sneak
<<set $outside to 0>><<effects>><<set $lock to 200>>

<<set $toyshoptheft to 1>>

<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Toy Shop]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Toy Shop]]>><</link>>

<</if>>

:: Tattoo Parlour Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Tattoo Parlour Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Tattoo Parlour]]>><</link>>

:: Tattoo Parlour Register Sneak

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $tattooparlourtheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Tattoo Parlour]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Tattoo Parlour]]>><</link>>

<</if>>

:: Skulduggery Shop Comply

<<set $outside to 0>><<effects>>
You nod meekly and step away from the register. <<He>> takes the money and pockets it before escorting you outside. "I don't
want to see you around this place at night again, got that?" <<He>> leaves you in front of the building.

<<endevent>>
<<destinationeventend>>

:: Skulduggery Shop Run

<<set $outside to 0>><<effects>>
<<if $athleticsSuccess>>
	You snatch the money from the register and run. <<He>> lunges for you, but you dodge <<his>> hand, leaving <<him>> sprawled on the floor.

	You run from the building, down the street and into an alley. You got away.
	<<set $money += $tip>><<set $crime += ($tip / 100)>>

	<<endevent>>
	<<destinationeventend>>
<<else>>
	You snatch the money from the register and run. <<He>> lunges for you, and clutches your ankle, leaving you sprawled on the floor.

	"Now I've really got you," <<he>> says as <<he>> climbs on top of you.

	<<link [[Next|Skulduggery Shop Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Skulduggery Shop Seduce

<<set $outside to 0>><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>

<<if $seductionskill lt 1000>>You feel more confident in your powers of seduction.<</if>>
<<seductionskilluse>>

"Perhaps we can make a trade," you croon. "I know what you were doing back there, in the back of the building. I can smell it on you."
<<promiscuity4>>
<<if $seductionrating gte $seductionrequired>>
	The <<person>> blushes and steps away from you. You walk closer, flash <<him>> a mischievous grin and wrap your arms around <<his>> waist.

	<<link [[Next|Skulduggery Shop Sex]]>><<set $sexstart to 1>><</link>>

<<else>>
	"Nice try, harlot," the <<person>> growls. "You're lucky I'm in a good mood. Get out, and don't let me catch you around here again." <<He>> watches you leave the building.

	<<endevent>>
	<<destinationeventend>>
<</if>>

:: Skulduggery Shop Rape

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>>
	<<set $enemyanger += 50>><<set $enemytrust -= 50>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Skulduggery Shop Rape Finish

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> snatches the money away from you. "I won't report your little break-in if you don't report what happened here. Got it?" <<He>> pulls you to your feet and shoves you outside.

	<<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<else>>
	You kick <<him>> away from you. <<tearful>> you scramble to your feet and dash from the building.
	<<set $money += $tip>><<set $crime += ($tip / 100)>>

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<</if>>

:: Skulduggery Shop Sex

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Skulduggery Shop Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Skulduggery Shop Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Skulduggery Shop Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Skulduggery Shop Sex]]>><</link>><<nexttext>>
<</if>>

:: Skulduggery Shop Sex Finish

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> avoids eye contact as <<he>> fixes <<his>> clothes. <<tearful>> you walk from the building, taking the money from the register as you do. You slap <<his>> ass on the way out, making <<him>> flinch.

	<<set $money += $tip>><<set $crime += ($tip / 100)>>
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
	You kick <<him>> away from you. <<tearful>> you scramble to your feet and dash from the building, snatching the money on the way out.

	<<set $money += $tip>><<set $crime += ($tip / 100)>>
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<else>>
	<<He>> avoids eye contact as <<he>> fixes <<his>> clothes, but stands in front of the register.

	<<tearful>> you leave the building.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<</if>>

:: Riding School Register
<<set $outside to 0>><<effects>><<set $lock to 200>>

There's a small office building beside the stables. The door is locked. Must be where the money is kept.

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick the door (0:10)|Riding School Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Riding School]]>><</link>>

:: Riding School Register Sneak
<<set $outside to 0>><<effects>><<set $lock to 200>>

<<set $ridingschooltheft to 1>>

<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the door and creep into the dark interior. You search the cupboards, until you find what you're looking for.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from locks this simple.
<</if>>

<<link [[Take it|Riding School]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

<<link [[Leave it|Riding School]]>><</link>>

:: Spa Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Spa Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Spa]]>><</link>>

:: Spa Register Sneak

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $spatheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Spa]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Spa]]>><</link>>

<</if>>

:: School Library Register
<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits there. It's locked tight.

<<if $schoolday is 1 and $schoolstate isnot "early" and $schoolstate isnot "late">>
	<<if $skulduggery gte $lock>>
		The lock looks easy to pick, but the library is too busy to risk it.
	<<else>>
		The lock looks beyond your ability to pick.
		<<skulduggeryrequired>>

		The library is too busy to risk it anyways.
	<</if>>

<<else>>
	<<if $skulduggery gte $lock>>
		The lock looks easy to pick.

		<<link [[Pick it (0:10)|School Library Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
		The lock looks beyond your ability to pick.
		<<skulduggeryrequired>>

	<</if>>
<</if>>
<<link [[Next|Library Rental Counter]]>><<endevent>><<set $eventskip to 1>><</link>>

:: School Library Register Sneak
<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $schoollibrarymoneytheft to 1>>
<<if $libraryMoneyStolen is undefined>>
	<<set $libraryMoneyStolen to 0>>
<</if>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<link [[Take it|School Library]]>><<set $money += $tip>><<set $libraryMoneyStolen += ($tip / 100)>><<set $crime += ($tip / 100)>><</link>><<crime>>

<<link [[Leave it|School Library]]>><</link>>


code:
:: Widgets Skulduggery Shops [widget]

<<widget "skulshopevents">>
	<<generate1>><<person1>>
	You hear footsteps, and a figure looms out of the dark. <<Hes>> wearing a police officer's uniform. "Gotcha," <<he>> says. "Step away from the cash register."

	<<link [[Comply|Skulduggery Shop Comply]]>><</link>>

	<<link [[Run|Skulduggery Shop Run]]>><</link>><<athleticsdifficulty 1 1000>><<crime>>

	<<if $promiscuity gte 55>>
		<<link [[Seduce|Skulduggery Shop Seduce]]>><</link>><<promiscuous4>><<crime>>

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