code:
:: Widgets Bird [widget]
<<widget "bird_init">>
<<set $bird to {}>>
<<set $bird.lock to 1>>
<<set $bird.rope to 0>>
<<set $bird.fabric to 0>>
<<set $bird.loot to {}>>
<<set $bird.loot.lurker to 100>>
<<set $bird.loot.trash to 0>>
<<set $bird.loot.valuables to 0>>
<<set $bird.loot.food to 0>>
<<set $bird.loot.clothes to 0>>
<<set $bird.state to "hunting">>
<<set $bird.timer to 20>>
<<set $bird.syndrome to 0>>
<</widget>>

<<widget "bird_loot">>
<<set $bird.loot[$args[0]] += $args[1]>>
<<set $bird.loot[$args[0]] to Math.clamp($bird.loot[$args[0]], 90, 2)>>
<<set _bird_keys to Object.keys($bird.loot)>>
<<for _s to 0; _s lt _bird_keys.length; _s++>>
	<<if _bird_keys[_s] isnot $args[0]>>
		<<set $bird.loot[_bird_keys[_s]] -= ($args[1] / 4)>>
		<<if $bird.loot[_bird_keys[_s]] lt 0>>
			<<set $bird.loot[_bird_keys[_s]] to Math.clamp($bird.loot[_bird_keys[_s]], 90, 2.5)>>
		<</if>>
	<</if>>
<</for>>
<</widget>>

<<widget "bird_pass">>
<<if $args[0]>>
	<<pass $args[0]>>
	<<if $bird.timer>>
		<<set $bird.timer -= $args[0]>>
		<<if $syndromebird isnot 1>>
			<<hunger $args[0]>>
			<<if $hunger gte 2000>>
				<<trauma `$args[0] / 4`>>
				<<physique_loss `$args[0] / 10`>>
				<<willpower `$args[0] / 10`>>
			<</if>>
		<</if>>
	<</if>>
<</if>>
<</widget>>

<<widget "bird_loot_select">>
<<set $rng to random(1, 100)>>
<<set _bird_loot_selector to 0>>
<<set _bird_keys to Object.keys($bird.loot)>>
<<for _s to 0; _s lt _bird_keys.length; _s++>>
	<<set _bird_loot_selector += $bird.loot[_bird_keys[_s]]>>
	<<if _bird_loot_selector gte $rng>>
		<<switch _s>>
		<<case 0>>
			<<set _bird_loot_select to "lurker">>
		<<case 1>>
			<<set _bird_loot_select to "trash">>
		<<case 2>>
			<<set _bird_loot_select to "valuables">>
		<<case 3>>
			<<set _bird_loot_select to "food">>
		<<case 4>>
			<<set _bird_loot_select to "clothes">>
		<<default>>
			<<bird_loot_random>>
		<</switch>>
		<<break>>
	<</if>>
<</for>>

<</widget>>

<<widget "bird_loot_random">>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 0>>
	<<set _bird_loot_select to "lurker">>
<<case 1>>
	<<set _bird_loot_select to "trash">>
<<case 2>>
	<<set _bird_loot_select to "valuables">>
<<case 3>>
	<<set _bird_loot_select to "food">>
<<default>>
	<<set _bird_loot_select to "clothes">>
<</switch>>
<</widget>>

<<widget "select_random_clothes">>/*Selects random clothes from shops. Sets _random_clothes to the item name, and _random_index to its index. Ignores forest shop, and secondary parts of outfits. _random_clothes outputs "piece of fabric" when clothes are ignored this way.*/
<<set _random_slot to either("upper", "lower", "under_upper", "under_lower", "head", "face", "neck", "hands", "legs", "feet")>>
<<set _random_index to random(0, (setup.clothes[_random_slot].length - 1))>>
<<if !setup.clothes[_random_slot][_random_index].shop.includes("forest") and setup.clothes[_random_slot][_random_index].shop.length gt 0 and !setup.clothes[_random_slot][_random_index].outfitSecondary and setup.clothes[_random_slot][_random_index].cursed isnot 1 and !setup.clothes[_random_slot][_random_index].type.includes("eerie") and !setup.clothes[_random_slot][_random_index].type.includes("naked")>>
	<<set _random_clothes to setup.clothes[_random_slot][_random_index].name>>
<<else>>
	<<set _random_clothes to "piece of fabric">>
<</if>>
<</widget>>

<<widget "bird_hunt_return">>
<<bird_loot_select>>
	<<set $bird.timer to random(30, 90)>>
	<<set $bird.state to "home">>
	<<switch _bird_loot_select>>
	<<case "lurker">>
		<<bHe>> carries a strange, leathery and many-limbed creature in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. <<bHe>> dumps it at your feet, then tears out a chunk of flesh.
		<<if $monster is 1>>
			<<bHe>> hungrily rips into the meat with <<bhis>> teeth.
			"<<print either(
			"Common prey here. Their meat is sweet.",
			"It won't bite. Promise.",
			"You can eat by yourself, yes? I don't need to feed you like baby bird?",
			"Nasty creatures, but nourishing.",
			"Keep your strength up.",
			"They're egg eaters, don't feel bad for them.",
			"Food for you.",
			"Great Hawk hunts well.",
			"Fresh kill. Should go down easy."
			)>>"
		<<else>>
			<<bHe>> holds <<bhis>> head back as <<bhe>> swallows the meat whole.
		<</if>>
		<<bHe>> looks at you, waiting for a response.

		<<if $syndromebird is 1>>
			<<link [[Eat|Bird Tower Lurker]]>><<hunger -2000>><<bird_loot lurker 5>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<ltrauma>><<lllhunger>>

		<<else>>
			<<link [[Eat|Bird Tower Lurker]]>><<set $hunger to 1>><<bird_loot lurker 5>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>>

		<</if>>
		<<link [[Scold|Bird Tower Lurker Scold]]>><<bird_loot lurker -20>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>

		<<link [[Do nothing|Bird Tower Lurker Nothing]]>><<bird_loot lurker -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>

	<<case "trash">>
		<<bHe>> carries
		<<set $rng to random(1, 10)>>
		<<switch $rng>>
		<<case 1>>
			an empty crisp packet
		<<case 2>>
			an empty drink can
		<<case 3>>
			an empty tin can
		<<case 4>>
			an empty chocolate wrapper
		<<case 5>>
			a plastic bag
		<<case 6>>
			half a plastic bottle
		<<case 7>>
			a bottle cap
		<<case 8>>
			a plastic straw
		<<case 9>>
			a plastic lid
		<<default>>
			a ruined shoe
		<</switch>>
		in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>.
		<<if $monster is 1>>
			"<<print either(
			"Things from humans.",
			"Wingless ones, so wasteful.",
			"Do landbound ones value these?",
			"Trinkets? I enjoy collecting things like this.",
			"Not my best hunt."
			)>>"
		<</if>>
			<<bHe>> drops it at your feet, then looks at you, awaiting your response.

		<<link [[Thank|Bird Tower Trash]]>><<bird_loot trash 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>

		<<link [[Scold|Bird Tower Trash Scold]]>><<bird_loot trash -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>

		<<link [[Do nothing|Bird Tower Trash Nothing]]>><<bird_loot trash -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>

	<<case "valuables">>
		<<if $monster is 1>>
			"<<print either(
			"I found shiny things.",
			"Treasures from the landbound.",
			"Couldn't help it, too shiny.",
			"For you?",
			"Snatched from wingless ones.",
			"Looks valuable. Made me think of you.",
			"Treasures for you."
			)>>"
		<</if>>
		<<bHe>> carries
		<<set $rng to random(1, 5)>>
		<<switch $rng>>
		<<case 1>>
			a watch in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response.

			<<link [[Take it|Bird Tower Watch]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>

		<<case 2>>
			a necklace in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response.

			<<link [[Take it|Bird Tower Necklace]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>

		<<case 3>>
			a wedding ring in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response.

			<<link [[Take it|Bird Tower Ring]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>

		<<case 4>>
			a wallet in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen, but there might be money or other valuables inside. <<bHe>> drops it at your feet, then looks at you, awaiting your response.

			<<link [[Take it|Bird Tower Wallet]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>

		<<default>>
			a purse in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen, but there might be money or other valuables inside. <<bHe>> drops it at your feet, then looks at you, awaiting your response.

			<<link [[Take it|Bird Tower Wallet]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>

		<</switch>>
		<<link [[Scold|Bird Tower Valuables Scold]]>><<bird_loot valuables -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>

		<<link [[Do nothing|Bird Tower Valuables Nothing]]>><<bird_loot valuables -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>

	<<case "food">>
		<<bHe>> carries
		<<set $rng to random(1, 10)>>
		<<switch $rng>>
		<<case 1>>
			a half-eaten pasty<<set $bird_food to "pasty">>
		<<case 2>>
			a donut<<set $bird_food to "donut">>
		<<case 3>>
			a bag of nuts<<set $bird_food to "nuts">>
		<<case 4>>
			a bag of crisps<<set $bird_food to "crisps">>
		<<case 5>>
			a large chocolate bar<<set $bird_food to "chocolate">>
		<<case 6>>
			an apple<<set $bird_food to "apple">>
		<<case 7>>
			a carrot<<set $bird_food to "carrot">>
		<<case 8>>
			a tin of baked beans<<set $bird_food to "beans">>
		<<case 9>>
			a tin of tuna<<set $bird_food to "tuna">>
		<<default>>
			a tin of custard<<set $bird_food to "custard">>
		<</switch>>
		in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>.
		<<if $monster is 1>>
			"<<print either(
			"Saw wingless ones eating these.",
			"Maybe more your taste?",
			"Food for you.",
			"Don't understand landbound tastes, but for you...",
			"Wingless ones left their food unguarded. Poor move.",
			"Smelled from far away. Easy to take.",
			"Scavenged from landbound ones. No prey today."
			)>>"
		<</if>>
		<<bHe>> drops it at your feet, then looks at you, awaiting your response.

		<<link [[Eat|Bird Tower Food]]>><<bird_loot food 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<lhunger>>

		<<link [[Scold|Bird Tower Food Scold]]>><<bird_loot food -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>

		<<link [[Do nothing|Bird Tower Food Nothing]]>><<bird_loot food -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>

	<<default>>
		<<bHe>> carries
		<<select_random_clothes>>
		<<if setup.clothes[_random_slot][_random_index].plural isnot 1>>
			a
		<</if>>
		_random_clothes in <<bhis>> <<if $monster is 1>>talons<<else>>beak<</if>>.
		<<if $monster is 1>>
			"<<print either(
			"You looked cold.",
			"I don't understand how you wear these, but... here.",
			"This is how wingless attract mates, yes?",
			"Colors caught my eye from far.",
			"Your plumage is pleasing, I thought this would help.",
			"Landbound left this out of sight. Yelled at me as I flew off with it.",
			"I like how this feels. Do you?",
			"Hope this helps keep you warm when I'm away. These... do help you stay warm, right?"
			)>>"
		<</if>>
		<<bHe>> drops
		<<if setup.clothes[_random_slot][_random_index].plural isnot 1>>
			it
		<<else>>
			them
		<</if>>
		at your feet, then looks at you, awaiting your response.

		<<if $worn[_random_slot].name isnot "naked" and _random_clothes isnot "piece of fabric">>
			<<link [[Wear|Bird Tower Clothes]]>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<set $bird.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
			Your $worn[_random_slot].name will be replaced. | + Fabric
		<<elseif _random_clothes isnot "piece of fabric">>
			<<link [[Wear|Bird Tower Clothes]]>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
		<</if>>

		<<link [[Thank|Bird Tower Fabric]]>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<set $bird.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> | + Fabric

		<<link [[Scold|Bird Tower Clothes Scold]]>><<bird_loot clothes -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<set $bird.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>> | + Fabric

		<<link [[Do nothing|Bird Tower Clothes Nothing]]>><<bird_loot clothes -10>><<npcincr "Great Hawk" love -1>><<set $bird.fabric += 1>><</link>><<llove>> | + Fabric

	<</switch>>
<</widget>>

<<widget "bird_stockholm">>
<<if $args[0] and $bird.syndrome isnot undefined>>
	<<set $bird.syndrome += $args[0]>>
<</if>>
<</widget>>

<<widget "gbirdstockholm">>
<<if $syndromebird isnot 1>>
	<<gstockholm>>
<</if>>
<</widget>>

<<widget "bird_schedule">>
<<if $hour gte 21 or $hour lte 5>>
	<<set $bird.activity to "sleep">>
<<elseif $hour lte 9>>
	<<set $bird.activity to "sing">>
<<elseif $hour lte 12>>
	<<set $bird.activity to "bathe">>
<<elseif $hour lte 15>>
	<<set $bird.activity to "build">>
<<elseif $hour lte 17>>
	<<set $bird.activity to "groom">>
<<else>>
	<<set $bird.activity to "sing">>
<</if>>
<</widget>>

<<widget "bird_perch_options">>
<<if $bird.state is "hunting" and $bird.timer lte 0>>
	<<endevent>>
	<<npc "Great Hawk">>
	You hear the flap of wings as the <<beasttype>> returns.

	<<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you.
	<<bird_hunt_return>>
<<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.activity isnot "sing" and $bird.activity isnot "groom" and $bird.timer lte 0>>
	<<endevent>>
	<<npc "Great Hawk">>
	<<if $monster is 1>>
		The <<beasttype>><<if $birdBask is 1>> gingerly helps you stand, and<</if>> steps to the edge of the perch.
		"<<print either(
			"I crave a hunt.",
			"The wild beckons me.",
			"My talons itch for prey.",
			"The winds call me.",
			"I must stretch my wings."
		)>> I will return with a gift." <<bHe>> spreads <<bhis>> wings, and launches from the tower.
	<<else>>
		The <<beasttype>> rises from <<bhis>> nest, spreads <<bhis>> wings, and launches from the tower.
	<</if>>

	<<set $bird.timer to random(30, 60)>>
	<<set $bird.state to "hunting">>
	<<unset $birdPerch>><<unset $birdBask>>
	<<if $birdSingIntro is 1>>
		<<link [[Sing (0:30)|Bird Tower Sing]]>><<set $birdSingAbsent to 1>><<bird_pass 30>><<endevent>><</link>>

	<</if>>
	<<link [[Go back inside|Bird Tower]]>><<unset $birdPerch>><<endevent>><</link>>

<<elseif $bird.activity is "sleep" and $birdSleep is undefined and $bird.state is "home">>
	<<set $birdSleep to 1>><<unset $birdPerch>><<unset $birdBask>>
	<<endevent>>
	<<npc "Great Hawk">>
	<<if $monster gte 1>>
		The <<beasttype>> scoops you in <<bhis>> arms. "Night has come," <<bhe>> says. "Let me take you to bed."

	<<else>>
		The <<beasttype>> hops from the perch, towards the nest. <<bHe>> glances at you.

	<</if>>

	<<link [[Nest|Bird Tower Perch Nest]]>><</link>>

	<<link [[Stay up|Bird Tower]]>><<endevent>><</link>>

<<elseif $syndromebird is 1 and ($bird.activity is "sing" or $bird.activity is "groom") and $birdBask is undefined and $bird.state is "home">>
	<<link [[Bask (0:30)|Bird Tower Bask]]>><<bird_pass 30>><<stress -12>><<endevent>><</link>><<llstress>>

	<<link [[Sing (0:30)|Bird Tower Sing]]>><<transform bird 1>><<bird_pass 30>><<trauma -3>><<endevent>><</link>><<ltrauma>>

	<<link [[Go back inside|Bird Tower]]>><<unset $birdPerch>><<endevent>><</link>>

	<<bird_fly_options>>
<<elseif $birdBask is 1 and ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
	<<link [[Continue to bask (0:30)|Bird Tower Bask]]>><<bird_pass 30>><<stress -12>><<endevent>><</link>><<llstress>>

	<<link [[Sing (0:30)|Bird Tower Sing]]>><<transform bird 1>><<bird_pass 30>><<trauma -3>><<endevent>><</link>><<ltrauma>>

	<<link [[Get up|Bird Tower Perch]]>><<set $birdBask to 0>><<endevent>><</link>>

	<<link [[Leave|Bird Tower Bask Leave]]>><<unset $birdBask>><<unset $birdPerch>><<endevent>><</link>>

<<else>>
	<<if $birdSingIntro is 1>>
		<<link [[Sing (0:30)|Bird Tower Sing]]>><<set $birdSingAbsent to 1>><<bird_pass 30>><<trauma -3>><<endevent>><</link>><<ltrauma>>

	<</if>>
	<<link [[Go back inside|Bird Tower]]>><<unset $birdPerch>><<endevent>><</link>>

	<<bird_fly_options>>
<</if>>
<<unset $birdSingAbsent>>
<</widget>>

<<widget "bird_fly_options">>
<<if $harpy gte 6>>
	The wind could carry you a long way<<if $birdFly isnot 1>>, but you don't know how to fly. Your wings should at least carry you down safely<</if>>.
	<<if $syndromebird isnot 1 and ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
		However, you won't be getting far with the Great Hawk watching you.

	<<else>>

		<<link [[Glide to the base of the tower (0:01)|Bird Tower Glide 2]]>><<unset $birdPerch>><<bird_pass 1>><<endevent>><</link>><<flight_text>>

	<</if>>
	<<if $birdFly isnot 1 and ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
		<<link [[Ask the Great Hawk to teach you to fly|Bird Tower Fly Intro]]>><</link>><<flight_text>>

	<<elseif $birdFly is 1>>

		<<flight_time_check 60>>
		<<if $exposed gte 2 and $exhibitionism lt 55>>
			You aren't lewd enough to fly exposed towards the town or farmlands.

		<<else>>
			<<print '<<link [[Fly to the farmlands ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|Bird Tower Farmlands]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<endevent>><</link>>'>><<flight_text>><<print _fatigueText>><<if $exposed gte 2>><<exhibitionist4>><</if>>

			<<print '<<link [[Fly to town ('+_hoursPassedLong+':'+ (_minutesPassedLong lt 10 ? "0" : "") + _minutesPassedLong + ')|Bird Tower Town]]>><<set $fatigueMod to (_fatigueMod + 1)>><<set $flightTime to _flightTimeLong>><<unset $birdPerch>><<bird_pass _flightTimeLong>><<endevent>><</link>>'>><<flight_text>><<print _fatigueText>><<if $exposed gte 2>><<exhibitionist4>><</if>>

		<</if>>
		<<print '<<link [[Fly to the forest ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|Bird Tower Forest]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass 30>><<endevent>><</link>>'>><<flight_text>><<print _fatigueText>>

	<</if>>
<<elseif $angel gte 6 or $demon gte 6 or $fallenangel gte 2>>
	<<if $pain gte 20>>
		Your wings should carry you down, but you're too injured for such a risky jump right now.

	<<else>>
		Your wings should carry you down.
		<<if $syndromebird isnot 1 and ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
			However, you won't be getting far with the Great Hawk watching you.

		<<elseif $birdFly is 1 or $birdGlide is 1>>

			<<link [[Glide down (0:02)|Bird Tower Glide]]>><<unset $birdPerch>><<bird_pass 2>><<endevent>><</link>><<flight_text>>
		<<elseif $willpower lt 250>>
			But you don't have the will or courage to attempt it.
		<<elseif $glideScared>>
			You're too scared to try again right now.
		<<else>>

			<<link [[Attempt to glide down (0:02)|Bird Tower Glide Attempt]]>><<unset $birdPerch>><<bird_pass 2>><<endevent>><</link>><<flight_text>><<willpowerdifficulty 250 1100>>
		<</if>>
	<</if>>
<</if>>
<</widget>>

<<widget "bird_greeting">>
<<if $birdDailyGreeting isnot 1>>
	<<set $birdDailyGreeting to 1>>
	<<if $monster is 1>>
		<<if $hour lte 3 or $hour gte 18>>
			"Good evening,
		<<elseif $hour lte 12>>
			"Good morning,
		<<else>>
			"Good afternoon,
		<</if>>
		<<wife>>."
	<<else>>
		<<bHe>> greets you with a few low chirps.
	<</if>>
<</if>>
<</widget>>

<<widget "flight_time_check">>
<<if $args[0]>>
	<<set _flightTimeBase to $args[0]>>
<<else>>
	<<set _flightTimeBase to 60>>
<</if>>
<<set _flightTime to _flightTimeBase>>
<<switch $weather>>
	<<case "overcast">>
		<<set _flightTime -= Math.floor(_flightTimeBase / 3)>>
		<<set _fatigueText to "<<gtiredness>>">>
		<<set _fatigueMod to 0.5>>
		The strong winds will make flight easy and fast.
	<<case "rain">>
		<<set _flightTime += 1>>
		<<for _active_clothes range Object.keys($worn)>>
			<<if !$worn[_active_clothes].type.includes("naked") and !$worn[_active_clothes].type.includes("swim")>>
				<<switch _active_clothes>>
					<<case "over_upper" "over_lower">>
						<<set _flightTime += Math.floor(_flightTimeBase / 6)>>
					<<case "upper" "lower">>
						<<set _flightTime += Math.floor(_flightTimeBase / 9)>>
					<<case "under_upper" "under_lower" "feet">>
						<<set _flightTime += Math.floor(_flightTimeBase / 18)>>
					<<default>>
				<</switch>>
			<</if>>
		<</for>>
		<<if _flightTime gte Math.floor(_flightTimeBase + (_flightTimeBase * 0.5))>>
			<<set _fatigueText to "<<gggtiredness>>">>
			<<set _fatigueMod to 3>>
			Flying in the rain will soak your clothes, heavily slowing you down and exposing you.
		<<elseif _flightTime gte Math.floor(_flightTimeBase + (_flightTimeBase * 0.25))>>
			<<set _fatigueText to "<<gggtiredness>>">>
			<<set _fatigueMod to 3>>
			Flying in the rain will soak your clothes, slowing you down and exposing you.
		<<elseif _flightTime gt _flightTimeBase>>
			<<set _fatigueText to "<<ggtiredness>>">>
			<<set _fatigueMod to 2>>
			Flying in the rain will soak your clothes, slightly slowing you down and exposing you.
		<<else>>
			<<set _fatigueText to "<<ggtiredness>>">>
			<<set _fatigueMod to 2>>
			Flying in the rain won't slow you down at all in your current state of dress.
		<</if>>
	<<default>>
		<<set _fatigueText to "<<gtiredness>>">>
		<<set _fatigueMod to 1>>
		The weather shouldn't affect your flight.
<</switch>>

<<if $athletics gt 0>>
	<<set _flightTime -= Math.floor((_flightTime / 20) * ($athletics / 100))>>
<</if>>
<<if _flightTime lte 0>>
	<<set _flightTime to 1>>
<</if>>
<<set _hoursPassed to Math.floor(_flightTime / 60)>>
<<set _minutesPassed to _flightTime % 60>>

<<set _flightTimeLong to Math.floor(_flightTime + 15)>>
<<set _hoursPassedLong to Math.floor(_flightTimeLong / 60)>>
<<set _minutesPassedLong to _flightTimeLong % 60>>

<<set _flightTimeSearch to Math.floor(_flightTime + 3)>>
<<set _hoursPassedSearch to Math.floor(_flightTimeSearch / 60)>>
<<set _minutesPassedSearch to _flightTimeSearch % 60>>
<</widget>>

<<widget "flight_effects">>
<<if $weather is "rain">>
	<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
		<<set $upperwet to Math.floor($flightTime * 4)>>
	<</if>>
	<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
		<<set $lowerwet to Math.floor($flightTime * 4)>>
	<</if>>
	<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked")>>
		<<set $underlowerwet to Math.floor($flightTime * 4)>>
	<</if>>
	<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked")>>
		<<set $underupperwet to Math.floor($flightTime * 4)>>
	<</if>>
<</if>>
<<set _tempTired to (Math.floor($flightTime / 4) + 1)>>
<<tiredness _tempTired>>
<<unset $flightTime>>
<<unset $fatigueMod>>
<</widget>>

repo_name: Area/degrees

license: mit


code:
:: Coast Path Mer
<<set $outside to 1>><<effects>>

You walk down a thin road near the docks, leading away from Mer Street. It feeds into a warehouse, but to one side is a sandy trail, hidden among tufts of spiky grass. It takes you into the hills that flank the town, snaking the tops of the cliffs facing the sea.

Few know the path is here.

<<link [[Next|Coast Path]]>><</link>>

:: Coast Path
<<location "coastpath">><<effects>>

You're on the thin coastal path east of town, above a cliff facing the sea.

<<cliff_top_desc>>

White rose bushes flower here, unbothered by the wind.

<<if !$plants_known.includes("white_rose")>>
	<<link [[Search for seeds (0:30)|Coast Path White Rose]]>><<pass 30>><<pain 6>><<tending 6>><<set $plants_known.push("white_rose")>><</link>><<gpain>><<gtending>>

<</if>>
<<if $historytrait gte 3>>
	<<link [[Walk east along the coast (2:00)|Coast Path East]]>><<pass 120>><</link>>

	<<if $athletics gte 300 and ($weather is "clear" or $weather is "overcast") and !$worn.feet.type.includes("heels")>>
		<<link [[Jog east along the coast (1:30)|Coast Path East]]>><<pass 90>><<tiredness 2>><<set $speed to "jog">><</link>><<athleticsdifficulty 250 700>><<gtiredness>>

		<<if $athletics gte 700>>
			<<link [[Run east along the coast (1:00)|Coast Path East]]>><<pass 60>><<tiredness 5>><<set $speed to "run">><</link>><<athleticsdifficulty 650 1000>><<gtiredness>>

		<</if>>
	<</if>>
	<<if $harpy gte 6 and $birdFly gte 1>>
		<<flight_time_check 20>>
		<<print '<<link [[Soar east ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|Coast Path East]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<pass _flightTime>><<set $speed to "fly">><</link>>'>><<flight_text>><<gtiredness>>

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

<<link [[Enter town (0:30)|Mer Street]]>><<pass 30>><</link>>

:: Coast Path White Rose
<<effects>>

You search the bushes for seeding flowers. You're careful to avoid the thorns, but prick yourself a little.

You can now grow white roses.

<<link [[Next|Coast Path]]>><</link>>

:: Coast Path Cabbage
<<effects>>

You look more closely at the leafy bushes dotting the clifftop. They're wild cabbages. You take some seeds.

You can now grow cabbages.

<<link [[Next|Coast Path Farmland]]>><</link>>

:: Coast Path Meadow
<<set $outside to 1>><<effects>>

Tucked away in a hidden corner of the meadow is a thin path leading into a thicket, nestled between two hills. It takes you north, and emerges at the top of the cliffs facing the sea.

Few know the path is here.

<<link [[Next|Coast Path Farmland]]>><</link>>

:: Coast Path Farmland
<<location "coastpath">><<effects>>

You're on a thin coastal path north of the farmlands, above a cliff facing the sea.

<<cliff_top_desc>>

<<link [[Walk west along the coast (2:00)|Coast Path West]]>><<pass 120>><</link>>

<<if !$plants_known.includes("cabbage")>>
	<<link [[Search for seeds (0:30)|Coast Path Cabbage]]>><<pass 30>><<tending 6>><<set $plants_known.push("cabbage")>><</link>><<gtending>>

<</if>>
<<if $athletics gte 300 and ($weather is "clear" or $weather is "overcast") and !$worn.feet.type.includes("heels")>>
	<<link [[Jog west along the coast (1:30)|Coast Path West]]>><<pass 90>><<tiredness 2>><<set $speed to "jog">><</link>><<athleticsdifficulty 250 700>><<gtiredness>>

	<<if $athletics gte 700>>
		<<link [[Run west along the coast (1:00)|Coast Path West]]>><<pass 60>><<tiredness 5>><<set $speed to "run">><</link>><<athleticsdifficulty 650 1000>><<gtiredness>>

	<</if>>
<</if>>
<<if $harpy gte 6 and $birdFly gte 1>>
	<<flight_time_check 20>>
	<<print '<<link [[Soar west ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|Coast Path West]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<pass _flightTime>><<set $speed to "fly">><</link>>'>><<flight_text>><<gtiredness>>

<</if>>

<<link [[Walk toward the farms (0:30)|Meadow]]>><<pass 30>><</link>>

:: Coast Path East
<<effects>>

<<if $speed is "fly">>
	<<flight_effects>>
	You run and jump. The wind catches you, and carries you along the trail. <<physique 2>><<athletics 2>>
<</if>>

You follow the path east. It sometimes runs along the very top of the cliffs. At other times it dips part way down, so that the route squeezes between a rock face on one side, and a sheer drop on the other.
<<if $speed is "jog">>

	<<athleticsdifficulty 250 700 true>>
	<<if $athleticsSuccess>>
		You jog against the wind. The sea air <<if $weather is "clear" and $daystate is "day">>and sunshine<</if>> is refreshing.
	<<else>>
		You jog against the wind. You feel a little worn out.<<gtiredness>><<tiredness 2>>
	<</if>>
<<elseif $speed is "run">>

	<<athleticsdifficulty 650 1000 true>>
	<<if $athleticsSuccess>>
		You run against the wind. The sea air <<if $weather is "clear" and $daystate is "day">>and sunshine<</if>> is refreshing.
	<<else>>
		You jog against the wind. You feel a little worn out.<<gtiredness>><<tiredness 5>>
	<</if>>
<</if>>
<<unset $speed>>

You see fields in the distance.

<<link [[Next|Coast Path Farmland]]>><</link>>

:: Coast Path West
<<effects>>

<<if $speed is "fly">>
	<<flight_effects>>
	You run and jump. The wind catches you, and carries you along the trail. <<physique 2>><<athletics 2>>
<</if>>

You follow the path west. Wild grasses and other plants intrude on it, sometimes swallowing it all, but it's not hard to find again. It always hugs the cliff.

<<if $speed is "jog">>

	<<athleticsdifficulty 250 700 true>>
	<<if $athleticsSuccess>>
		You jog against the wind. The sea air <<if $weather is "clear" and $daystate is "day">>and sunshine<</if>> is refreshing.
	<<else>>
		You jog against the wind. You feel a little worn out.<<gtiredness>><<tiredness 2>>
	<</if>>
<<elseif $speed is "run">>

	<<athleticsdifficulty 650 1000 true>>
	<<if $athleticsSuccess>>
		You run against the wind. The sea air <<if $weather is "clear" and $daystate is "day">>and sunshine<</if>> is refreshing.
	<<else>>
		You jog against the wind. You feel a little worn out.<<gtiredness>><<tiredness 5>>
	<</if>>
<</if>>
<<unset $speed>>
You see the town in the distance.

<<link [[Next|Coast Path]]>><</link>>


code:
:: Widgets Coast [widget]
<<widget "cliff_top_desc">>
<<if $daystate is "night">>
	<<if $weather is "rain">>
		You hear waves crash below as rain lashes you.
	<<elseif $weather is "overcast">>
		You hear waves crash below.
	<<elseif $weather is "snow">>
		You hear waves crash below.
	<<else>>
		Stars glimmer over the endless deep.
	<</if>>
<<elseif $daystate is "dawn">>
	<<if $weather is "rain">>
		Waves crash below as rain lashes you.
	<<elseif $weather is "overcast">>
		Waves crash below.
	<<elseif $weather is "snow">>
		Waves crash below.
	<<else>>
		The sun creeps above the water.
	<</if>>
<<elseif $daystate is "dusk">>
	<<if $weather is "rain">>
		Waves crash below as rain lashes you.
	<<elseif $weather is "overcast">>
		The darkling water stretches to the horizon.
	<<elseif $weather is "snow">>
		The darkling water stretches to the horizon.
	<<else>>
		The fading sun still illuminates the water with an orange glow.
	<</if>>
<<else>>
	<<if $weather is "rain">>
		Waves crash below as rain lashes you.
	<<elseif $weather is "overcast">>
		Grey water stretches to the horizon.
	<<elseif $weather is "snow">>
		Grey water stretches to the horizon.
	<<else>>
		Grey-blue water stretches to the horizon.
	<</if>>
<</if>>
<</widget>>


code:
:: Cult Atelier
<<if $daystate is "day">>
	You are in the sanctuary atelier. The apostle here can make a unique form of tattoo that can strengthen you in ways unseen. They are, however, quite expensive, and they will only apply one of any given seal at a time.

	<<if $money lt 500000>>
		You cannot afford a seal.

	<<else>>
		<<link [[Get a seal (£5000)|Atelier Seal Choice]]>><</link>>

	<</if>>
	<<link [[Leave|Cult Pit Room]]>><</link>>
<<else>>
	The Atelier is now closing. The apostle shoos you out.

	<<link [[Next|Cult Pit Room]]>><</link>>
<</if>>

:: Cult Atelier Lock
<<set $lock to 200>>
<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Cult Atelier Closed]]>><<pass 10>><<set $cultrep -=1>><</link>>

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

<</if>>
<<link [[Leave|Cult Entrance Hall]]>><</link>>

:: Cult Atelier Closed
You are alone in the sanctuary atelier. Strange ink canisters glow on the counters.

<<if $cultateliertheft isnot 1>>
	<<link [[Examine the cash register|Atelier Register]]>><</link>>

<</if>>
<<link [[Leave|Cult Pit Room]]>><</link>>

:: Atelier Register
<<set $lock to 400>>
A misshapen 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)|Atelier Register Sneak]]>><<pass 10>><<set $cultrep -=1>><<set $skulduggerydifficulty to 600>><</link>>

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

<</if>>
<<link [[Leave|Cult Atelier Closed]]>><</link>>

:: Atelier Register Sneak
<<if $skulduggerysuccess is 1>>
	<<set $lock to 200>>
	<<set $ateliertheft to 1>>
	<<set $tip to random(4500, 12000)>>
	<<set $tip to Math.round($tip)>>
	You deftly open the cash register, disengaging some kind of trap within, and count out the money inside.
	There's <<printmoney $tip>>.

	<<if $skulduggery lt 400>>
		<<skulduggeryskilluse>>
	<<else>>
		There's nothing more you can learn from locks this simple.
	<</if>>

	<<if $rng gte 86>>
		<<skulshopevents>>
	<<else>>
		<<link [[Take it|Cult Atelier Closed]]>><<set $money += $tip>><<set $cultrep -= ($tip / 100)>><</link>>

		<<link [[Leave it|Cult Atelier Closed]]>><</link>>

	<</if>>
<<else>>
	You hear something click as you tinker away at the register. You hear an odd hissing and smell something sweet in the air.
	<<if $willpower gte random(100,1000)>>
		You feel your eyelids grow heavy. <<gggtiredness>><<tiredness 320>>

		<<link [[Escape|Cult Pit Room]]>><</link>>
	<<else>>
		Your consciousness fades as everything fades to black...

		<<link [[Next|Passout Atelier]]>><</link>>
	<</if>>
<</if>>

:: Atelier Seal Choice

They have a board advertising all sorts of things to manifest.

Location:

<<for _active_bodypart range setup.bodyparts>>
	<<if $skin[_active_bodypart].writing>>

	<<else>><<set _bodypart_detected to 1>>
		Your <<bodypart _active_bodypart>> <<capture _active_bodypart>><<radiobutton "$tattoo_bodypart" _active_bodypart>><</capture>>

	<</if>>
<</for>>
<<if _bodypart_detected isnot 1>>
	There's no room on your skin.

<</if>>

Core seals:

Impurity <<radiobutton "$tattoo_choice" "impurityseal">> |
Beauty <<radiobutton "$tattoo_choice" "beautyseal">> |
Physique <<radiobutton "$tattoo_choice" "physiqueseal">> |
Willpower <<radiobutton "$tattoo_choice" "willpowerseal">> |
Ignorance <<radiobutton "$tattoo_choice" "ignoranceseal">> |
Awareness <<radiobutton "$tattoo_choice" "awarenessseal">> |

Skill seals:

Skulduggery <<radiobutton "$tattoo_choice" "skulduggeryseal">> |
Dancing <<radiobutton "$tattoo_choice" "dancingseal">> |
Swimming <<radiobutton "$tattoo_choice" "swimmingseal">> |
Tending <<radiobutton "$tattoo_choice" "tendingseal">> |
Athletics <<radiobutton "$tattoo_choice" "athleticsseal">>|
Science <<radiobutton "$tattoo_choice" "scienceseal">> |
Maths <<radiobutton "$tattoo_choice" "mathsseal">> |
English <<radiobutton "$tattoo_choice" "englishseal">> |
History <<radiobutton "$tattoo_choice" "historyseal">> |

Sexual seals:

Seduction <<radiobutton "$tattoo_choice" "seductionseal">> |
Masochism <<radiobutton "$tattoo_choice" "masochismseal">> |
Sadism <<radiobutton "$tattoo_choice" "masochismseal">> |
<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">>
	Corruption <<radiobutton "$tattoo_choice" "corruptionseal">> |
<</if>>
<<if $wolfgirl gte 6>>
	Wolf <<radiobutton "$tattoo_choice" "wolfseal">> |
<</if>>
<<if $cat gte 6>>
	Cat <<radiobutton "$tattoo_choice" "catseal">> |
<</if>>
<<if $cow gte 6>>
	Cow <<radiobutton "$tattoo_choice" "cowseal">> |
<</if>>
<<if $harpy gte 6>>
	Bird <<radiobutton "$tattoo_choice" "harpyseal">> |
<</if>>
<<if $bunny gte 6>>
	Bunny <<radiobutton "$tattoo_choice" "bunnyseal">> |
<</if>>

Warning: it is not currently possible to remove seals. This will be added in the future.

<<link [[Get seal (£5000 3:00)|Seal Get]]>><</link>><<garousal>>

<<link [[Back|Cult Atelier]]>><<unset $tattoo_bodypart>><<unset $writebodyaction>><</link>>

:: Seal Get
<<effects>>
<<if $tattoo_bodypart and $tattoo_choice>>
	<<set $tattoo_parlour to clone(setup.bodywriting[$tattoo_choice])>>
	<<add_bodywriting $tattoo_bodypart $tattoo_choice magic>><<pass 180>><<set $money -= 500000>>
	<<arousal 16>>

	<<atelier>>

	<<link [[Next|Cult Atelier]]>><</link>>

<<elseif $tattoo_choice>>
	You must choose a body part to seal.

	<<unset $tattoo_choice>>

	<<link [[Next|Atelier Seal Choice]]>><</link>>

<<elseif $tattoo_bodypart>>
	You must choose what you want sealed.

	<<unset $tattoo_bodypart>>

	<<link [[Next|Atelier Seal Choice]]>><</link>>

<<else>>
	You must choose a bodypart and seal.

	<<link [[Next|Atelier Seal Choice]]>><</link>>

<</if>>

:: Atelier [widget]

<<widget "atelier">>
<<generateZealot1>><<person1>>
<<if $tattoo_choice>>

	<<if $tattoo_parlour.lewd is 1>>
		Blushing, you tell the <<personsimple>> you want <<if $tattoo_parlour.type is "text">>"<<print $tattoo_parlour.writing>>"<<else>>a <<print $tattoo_parlour.writing>><</if>> tattooed on your <<bodypart $tattoo_bodypart>>. <<Hes>> unfazed by your lewd request.
		<<control 25>><<ggcontrol>>
	<<elseif $tattoo_bodypart is "left_bottom" or $tattoo_bodypart is "right_bottom" or $tattoo_bodypart is "pubic" or $tattoo_bodypart is "breasts">>
		Blushing, you tell the <<personsimple>> you want <<if $tattoo_parlour.type is "text">>"<<print $tattoo_parlour.writing>>"<<else>>a <<print $tattoo_parlour.writing>><</if>> tattooed on your <<bodypart $tattoo_bodypart>>. <<Hes>> unfazed by the location.
		<<control 25>><<ggcontrol>>
	<<else>>
		You tell the <<personsimple>> you want <<if $tattoo_parlour.type is "text">>"<<print $tattoo_parlour.writing>>"<<else>>a <<print $tattoo_parlour.writing>><</if>> tattooed on your <<bodypart $tattoo_bodypart>>.
		<<control 10>><<gcontrol>>
	<</if>>
<</if>>

<<if $tattoo_bodypart is "left_bottom" or $tattoo_bodypart is "right_bottom">>
	"Of course," <<he>> smiles, though you note <<he>> makes no move to allow you privacy. "Show me your bottom."
	<<if $worn.lower.name isnot "naked">>
		<<if setup.clothes.lower[$worn.lower.index].skirt is 1>>
			<<if $worn.under_lower.name isnot "naked">>
				You <<nervously>> flip up your skirt, baring your $worn.under_lower.name. "Take those off too," <<he>> says. "They'll get in the way."
				<<if $worn.under_lower.set is $worn.under_upper.set>>
					You follow <<his>> instruction, and shuffle out of your $worn.under_upper.name while <<his>> prepares some instruments.
				<<else>>
					You follow <<his>> instruction, and pull down your $worn.under_lower.name while <<his>> prepares some instruments.
				<</if>>
			<<else>>
				You <<nervously>> flip up your skirt, baring your <<bottom>>.
			<</if>>
		<<else>>
			<<if $worn.lower.set is $worn.upper.set>>
				<<if !$worn.under_lower.type.includes("naked")>>
				You <<nervously>> remove your $worn.upper.name, baring your <<undertop>> and $worn.under_lower.name. "Take those off too," <<he>> says. "They'll get in the way."
					<<if $worn.under_lower.est is $worn.under_upper.set>>
						You follow <<his>> instruction, and shuffle out of your $worn.under_upper.name while <<his>> prepares some instruments.
					<<else>>
						You follow <<his>> instruction, and pull down your $worn.under_lower.name while <<his>> prepares some instruments.
					<</if>>
				<<else>>
					You <<nervously>> pull down your $worn.lower.name, baring your <<bottom>>.
				<</if>>
			<<else>>
				<<if !$worn.under_lower.type.includes("naked")>>
					You <<nervously>> pull down your $worn.lower.name, baring your $worn.under_lower.name. "Take those off too," <<he>> says. "They'll get in the way."
					<<if $worn.under_lower.est is $worn.under_upper.set>>
						You follow <<his>> instruction, and shuffle out of your $worn.under_upper.name while <<his>> prepares some instruments.
					<<else>>
						You follow <<his>> instruction, and pull down your $worn.under_lower.name while <<his>> prepares some instruments.
					<</if>>
				<<else>>
					You <<nervously>> pull down your $worn.lower.name, baring your <<bottom>>.
				<</if>>
			<</if>>
		<</if>>
	<<else>>
		<<if $worn.under_lower.name isnot "naked">>
			You <<nervously>> pull down your $worn.under_lower.name, baring your <<bottom>>.
		<<else>>
			You <<nervously>> turn, showing <<him>> your <<bottom>>.
		<</if>>
	<</if>>

<<He>> leads you to a cushioned altar. <<He>> motions for you to lie down.
	<<if $worn.genitals.name isnot "naked">>
		<<He>> doesn't mention your $worn.genitals.name. You assume that means it won't get in the way.
	<</if>>
	<<if $worn.under_lower.name is "naked">>
		Bare from the waist down, you lie as instructed. "This might feel strange."
	<<else>>
		You lie as instructed. "This might feel strange."
	<</if>>

<<elseif $tattoo_bodypart is "pubic" or $tattoo_bodypart is "left_thigh" or $tattoo_bodypart is "right_thigh">>
	"Of course," <<he>> smiles, but makes no move to hide you.
	<<if $worn.lower.name is "naked">>

	<<elseif $worn.upper.set is $worn.lower.set and setup.clothes.lower[$worn.lower.index].skirt isnot 1>>
		"You'll have to strip down. The ink must be applied to your skin."

		You <<nervously>> remove your $worn.upper.name, baring your <<undertop>> and <<undies>>.
	<<elseif setup.clothes.lower[$worn.lower.index].skirt isnot 1>>
		"You'll have to strip down. The ink must be applied to your skin."

		You <<nervously>> pull down your $worn.lower.name, baring your <<undies>>.
	<<else>>
		"You'll have to strip down. The ink must be applied to your skin."

		You <<nervously>> lift your $worn.lower.name, baring your <<undies>>.
	<</if>>
	<<He>> leads you to a cushioned altar. <<He>> motions for you to lie down.
	<<if $worn.genitals.name isnot "naked">>
		<<He>> doesn't mention your $worn.genitals.name. You assume that means it won't get in the way.
	<</if>>

	<<if $worn.under_lower.name is "naked">>
		Bare from the waist down, you lie as instructed. "This might feel strange."
	<<else>>
		You lie as instructed. "This might feel strange."
	<</if>>

<<elseif $tattoo_bodypart is "breasts" or $tattoo_bodypart is "back">>
	"Of course," <<he>> smiles, but makes no move to hide you.
	<<if $worn.upper.type.includes("naked")>>

	<<elseif $worn.upper.open is 1 or $worn.upper.name is "naked">>
		"Take your top down, would you?"
		<<if $worn.under_upper.type.includes("naked")>>
			You <<nervously>> tug down your $worn.upper.name, exposing your <<breasts>>.
		<<else>>
			You <<nervously>> tug down your $worn.upper.name, exposing your $worn.under_upper.name.
		<</if>>

	<<else>>
		"Would you take off your top, please?"
		<<if $worn.under_upper.type.includes("naked")>>
			You <<nervously>> remove your $worn.upper.name, exposing your <<breasts>>.
		<<else>>
			You <<nervously>> remove your $worn.upper.name, exposing your $worn.under_upper.name.
		<</if>>

	<</if>>
	<<He>> leads you to a cushioned altar. <<He>> motions for you to lie down.

<<else>>
	<<He>> leads you to a cushioned altar. <<He>> motions for you to lie down.
<</if>>

<<Hes>> not wrong. Your <<bodypart $tattoo_bodypart>> feels warm as the <<personsimple>> traces your body with the ink, and goes about the ritual, a strange smoke filling your lungs. <<garousal>><<arousal 10>>
<<if $tattoo_bodypart is "pubic" or $tattoo_bodypart is "breasts" or $tattoo_bodypart is "left_bottom" or $tattoo_bodypart is "right_bottom">>
	<<He>> remains professional despite the lewd location.
<</if>>

"The rite is complete," <<he>> says after hours of work, uncovering a small mirror. You examine your new seal,
<<if $tattoo_parlour.lewd is 1>>
	<<if $tattoo_parlour.type is "text">>"<<print $tattoo_parlour.writing>>"<<else>>a <<print $tattoo_parlour.writing>><</if>>
<<else>>
	<<if $tattoo_parlour.type is "text">>"<<print $tattoo_parlour.writing>>"<<else>>a <<print $tattoo_parlour.writing>><</if>>
<</if>>
now permanently shimmering on your <<bodypart $tattoo_bodypart>>.

The <<personsimple>> explains how to care for your skin while the seal takes root within you. You get the gist. "I hope you find what you're looking for," <<he>> says as you stand.

<<unset $tattoo_parlour>>
<<unset $tattoo_bodypart>>
<<unset $tattoo_choice>>
<<endevent>>
<</widget>>


code:
:: Cult Bedroom

You sit in your room in the barracks. It's bigger than your room at the orphanage.

<<if $unbind is 1>>
	<<unset $unbind>>
	You rub your bindings against your wardrobe. It takes some effort, but eventually the material yields, freeing your limbs.

<</if>>

<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
	<<link [[Undo your bindings (0:10)|Cult Bedroom]]>><<set $unbind to 1>><<pass 10>><<unbind>><</link>>

<</if>>

A bed rests on the back wall.

<<bedicon>><<link [[Strip and get in bed|Cult Bed]]>><<undressSleep "Cult Wardrobe">><</link>>

<<listsleepoutfits "cult bed">>

<<if $cultlock is 1>>
	Your clothes and mirror are inside a sealed wardrobe.

	<<link [[Unlock|Cult Bedroom]]>><<set $cultlock to 0>><</link>>

<<else>>
	Your wardrobe is open, revealing your mirror and clothes.

	<<link [[Lock|Cult Bedroom]]>><<set $cultlock to 1>><</link>>

	<<link [[Wardrobe|Cult Wardrobe]]>><</link>>

	<<link [[Mirror|Cult Mirror]]>><</link>>

<</if>>

There's a small but serviceable shower in the corner.

<<link [[Shower (0:30)|Cult Shower]]>><<pass 30>><<strip>><<stress -1>><<set $hygiene to 0>><</link>><<lstress>>

<<link [[Exit to barracks|Cult Barracks]]>><</link>>

:: Cult Bed

<<effects>>
<<wearoutfit>>
You snuggle under the covers.

<<if _skip isnot true>>
	<<if $sleeptrouble is 1 and $controlled is 0>>
		<<link [[Sleep for 10 hours|Cult Sleep]]>><<set $sleephour to 10>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 10>>)<<ltiredness>>

		<<link [[Sleep for 9 hours|Cult Sleep]]>><<set $sleephour to 9>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 9>>)<<ltiredness>>

	<</if>>

	<<link [[Sleep for 8 hours|Cult Sleep]]>><<set $sleephour to 8>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 8>>)<<ltiredness>>

	<<link [[Sleep for 7 hours|Cult Sleep]]>><<set $sleephour to 7>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 7>>)<<ltiredness>>

	<<link [[Sleep for 6 hours|Cult Sleep]]>><<set $sleephour to 6>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 6>>)<<ltiredness>>

	<<link [[Sleep for 5 hours|Cult Sleep]]>><<set $sleephour to 5>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 5>>)<<ltiredness>>

	<<link [[Sleep for 4 hours|Cult Sleep]]>><<set $sleephour to 4>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 4>>)<<ltiredness>>

	<<link [[Sleep for 3 hours|Cult Sleep]]>><<set $sleephour to 3>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 3>>)<<ltiredness>>

	<<link [[Sleep for 2 hours|Cult Sleep]]>><<set $sleephour to 2>><<set $saveDetails.auto.count++>><</link>> (<<timeAfterXHours 2>>)<<ltiredness>>

	<<link [[Sleep for 1 hour|Cult Sleep]]>><<set $sleephour to 1>><<set $saveDetails.auto.count++>><</link>>  (<<timeAfterXHours 1>>)<<ltiredness>>

	<<link [[Just sleep|Cult Sleep]]>><<set $sleephour to -1>><<set $saveDetails.auto.count++>><</link>> (??:??)<<ltiredness>>

	<<link [[Climb out of bed|Cult Bedroom]]>><<storeon "cult bed">><<set $wardrobe_location to "Cult Wardrobe">><<endevent>><</link>>

<<else>>
	<<unset _skip>>
<</if>>

:: Cult Sleep
<<if !_preventUpdate and !$autosavedisabled>>
	<<run Save.autosave.save(null, {"saveId":$saveId, "saveName":$saveName})>>
	<<run setSaveDetail("autosave",{"saveId":$saveId,"saveName":$saveName},Story.get($passage).description())>>
<</if>>
<<sleep>><<effects>>
<<sleepeffects>>

<<if $nightmares is 1 and $controlled is 0>>
<<wakingEffects $sleepHoursTotal>>
	<<if _wakingEffect isnot undefined>>
		You dreamt of
	<<else>>
		You dream you are
	<</if>>
	being hunted by something <<if $wraith and $wraith.state is "haunt" and $rng lte 25>>pale<<else>>dark<</if>> and terrible. You quickly forget the specifics, but the sense of dread lingers.

<<else>>
<<wakingEffects $sleepHoursTotal>>
	<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
		You slept soundly, but now feel a little rough. <<stress 5>><<gstress>>

	<<elseif $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
		Your sleep is plagued by dirty dreams.
		<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
		<<arousal `100 * $sleepHoursTotal`>>
		<<if $arousal gte $arousalmax>>
			They push you over the edge.
			<<orgasm>><<set _orgasm to true>>
		<<else>>

		<</if>>
	<<elseif _mildNausea>>
		You sleep soundly.

	<<else>>
		You sleep soundly, and wake up refreshed.

	<</if>>
<</if>>
<<set $wardrobe_location to "Cult Wardrobe">>
<<wardrobeSelection true>>
<<radiooutfits>>

<<link [[Get out of bed|Cult Bedroom]]>><<bedclotheson "cult bed">><</link>>

:: Cult Shower
<<effects>>
You step into the shower and close the door behind you before turning on the water. The shower head blasts you with lukewarm water. You've had worse.

You wash until you're squeaky clean.<<wash>>

<<link [[Get out|Cult Bedroom]]>><<clotheson>><</link>>

:: Cult Wardrobe
<<effects>>
<<set $wardrobe_location to "Cult Wardrobe">>
<<wardrobeSelection>>
You look in your wardrobe.

<<wardrobewear>>

<<wardrobeExits>>

<<wardrobe>>

:: Cult Mirror
<<effects>>

<<link [[Step away|Cult Bedroom]]>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>>

<<mirror>>


code:
:: Cult Boutique

	<<cultShop-main>>

:: Cult Boutique Sneak
<<set $outside to 0>><<effects>><<set $lock to 0>>

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

	<<link [[Pick it (0:10)|Cult Boutique]]>>
		<<pass 10>><<crimeup 1>>
		<<if $cultBoutique.ban gt 0 or $crime gte 50000 or $cultBoutique.rng gte $skulduggery>>
			<<set $cultBoutique.spotted to true>>
		<</if>>
		<<set $cultBoutique.rng to random(0,1000)>>
	<</link>><<crime>>

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

	<</if>>

<<link [[Leave|Cult Entrance Hall]]>><</link>>

:: Rebuy Cult Shop
<<set $outside to 0>><<effects>>

<<if $clothingrebuy is 1>>

Disabling clothing rebuy will deactivate the chips in all your clothing. They will no longer attempt to buy replacements when destroyed, and will not charge you anything.

Would you like to disable automatic clothing rebuy?

<<link [[Yes|Cult Boutique]]>><<set $clothingrebuy to 0>><</link>>

<<else>>

Enabling clothing rebuy will activate chips in all your clothing. When damaged beyond repair, the clothes automatically order a replacement. The cost is the price of the garment, plus an additional 50% service fee. This will not work if you don't have enough money, which will be deducted immediately.

Would you like to enable this?

<<link [[Yes|Cult Boutique]]>><<set $clothingrebuy to 1>><</link>>

<</if>>
<<link [[No|Cult Boutique]]>><</link>>

:: Over Outfit Shop
<<goto "Cult Boutique">>

:: Outfit Shop
<<goto "Cult Boutique">>

:: Top Shop
<<goto "Cult Boutique">>

:: Bottom Shop
<<goto "Cult Boutique">>

:: Under Outfit Shop
<<goto "Cult Boutique">>

:: Under Top Shop
<<goto "Cult Boutique">>

:: Under Bottom Shop
<<goto "Cult Boutique">>

:: Head Shop
<<goto "Cult Boutique">>

:: Face Shop
<<goto "Cult Boutique">>

:: Neck Shop
<<goto "Cult Boutique">>

:: Hands Shop
<<goto "Cult Boutique">>

:: Legs Shop
<<goto "Cult Boutique">>

:: Shoe Shop
<<goto "Cult Boutique">>

:: Cult Boutique Register

<<set $outside to 0>><<effects>><<set $lock to 200>>
A brass and ivory 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)|Cult Boutique Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

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

<</if>>
<<link [[Leave|Cult Boutique]]>><</link>>

:: Cult Boutique 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|Cult Boutique]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Cult Boutique]]>><</link>>

<</if>>

:: Stolen Cult Boutique Result
<<effects>>
<<ShowUnderEquip "over">>
<<ShowUnderEquip "normal">>
<<if $skulduggery lt 100>>
	A<<if $awareness gte 600>>n acolyte<<else>> cultist<</if>> watches the entrance. There's no other way out, so you put everything back before leaving.
	<<clothingReset>>
<<else>>
	<<set $rng to random(0,100)>>
	<<if $crime gte 50000 or ($crime gte 40000 and $rng * 20 gte $skulduggery) or ($crime gte 25000 and $rng * 10 gte $skulduggery)
	or ($crime gte 10000 and $rng * 5 gte $skulduggery)>>
		<<generateCultist1>><<person1>>
		A<<if $awareness gte 600>>n acolyte<<else>> cultist<</if>> watches the entrance, and as you try to stroll by, <<he>> stops you.

		"So. I've been keeping an eye on you," <<he>> continues, "I'm letting you go this time, but you're going to be
		banned from the premises for a while. Hopefully this will help you learn why you shouldn't steal clothes."
		<<if $cultBoutique.banCount lt 4>>
			<<set $cultBoutique.ban to 7>>
		<<elseif $cultBoutique.banCount lt 8>>
			<<set $cultBoutique.ban to 10>>
		<<else>>
			<<set $cultBoutique.ban to 14>>
		<</if>>
		<<crime>>
		<<set $cultBoutique.banCount++>>
	<<else>>
		A<<if $awareness gte 600>>n acolyte<<else>> cultist<</if>>  guard watches the entrance, but you stroll by without arousing suspicion.
	<</if>>
	<<set $cultrep -=($tryOn.value / 10000)>>
<</if>>

<<link [[Next|Cult Entrance Hall]]>><<set $tryOn.autoReset to true>><<endevent>><</link>>

:: Cult Botique Guard
<<effects>>
<<generateCultist1>><<person1>>
A<<if $awareness gte 600>>n acolyte<<else>> cultist<</if>> guard watches the entrance and spots you. <<He>> says a few words to someone you can't see, then approaches you.

"Sorry, can't let you pass," <<he>> says. "You still have <<if $cultBoutique.ban gt 1>><<number $cultBoutique.ban>> days<<else>>another day<</if>>
till your ban is lifted."

<<link [[Next|Cult Entrance Hall]]>><<endevent>><</link>>


code:
:: Cult Sermon
<<effects>><<npc Raylan 1>><<person1>>

You sit in one of the rows of pews in the chapel with many other acolytes, preparing to receive Raylan's sermon. Apostles stand on either side of <<him>> as the lights dim and the candle is lit, causing eerie shadows to rise around the chapel.

<<set $rng to random(1, 6)>>
<<switch $rng>>
	<<case 1>>

		"We are all unworthy of the Elder One's grace, yet it still sees fit to bestow us with that light..." Raylan begins, <<his>> voice reverberating through the chapel.

		<<He>> goes on to detail how each and every acolyte has a bit of the 'Elder One's' light within them, guiding their steps to do the 'right thing.' There's something resounding in <<his>> words, that makes them feel more real than they should be.

		<<if $angel gte 6>>It's unnatural. <<His>> words feel like the antithesis to everything you are. <<gstress>><<stress 6>>

<<elseif $fallenangel gte 2>>It's reassuring, in a way. Like you still have a chance at a type of redemption. <<lstress>><<stress -6>>

<<elseif $demon gte 6>>You can't help but smile at the feeling of truth behind them. <<lstress>><<ltrauma>><<stress -6>><<trauma -6>>

<</if>>
	<<case 2>>

		"Let us begin with the topic at the forefront of our minds. Yes, I know we all want to see the Sacrifice done..." Raylan begins, <<his>> voice reverberating through the chapel.

		<<He>> goes on to explain that the sacrifice is destined, and that <<he>> is determined to make it happen, no matter how long it takes. <<His>> tone almost makes it sound personal. Somehow, you still feel reassured.

	<<case 3>>

		"Let the light of the Elder One guide this sermon..." Raylan begins, <<his>> voice reverberating through the chapel.

		The sermon continues, uneventful.

	<<case 4>>

		"Within us all, we can find the light. And with it, the guidance of the Elder One can be found..." Raylan begins, <<his>> voice reverberating through the chapel.

		<<He>> continues to explain how everyone can find 'light' within them, and all it takes is keeping your intentions for any given action at the forefront of their minds. Apparently, this ability was given to every individual by the 'Elder One,' which was then punished by the gods for doing so.

		<<if $angel gte 6>>This supposed history is a... disturbing revelation, to say the least. <<His>> words feel like the antithesis to everything you are.<<gstress>><<stress 6>>

<<elseif $fallenangel gte 2>>While unsettling, this supposed history is... reassuring, in a way. Maybe you can still stay pure... even if it isn't in the traditional sense. <<lstress>><<stress -6>>

<<elseif $demon gte 6>>You can't help but smile at the feeling of truth behind these words. This supposed history is... interesting. <<lstress>><<ltrauma>><<stress -6>><<trauma -6>>

<</if>>
	<<case 5>>

		"My disciples. My Acolytes. The day will soon come for the fallen heaven to breach our world..." Raylan begins, <<his>> voice reverberating through the chapel.

		<<He>> goes on to describe a world where every individual person understands the needs of another. <<His>> descriptions involve an external influence broadcasting the thoughts and feelings to all others, and <<he>> describes the greater part of humanity becoming 'as one' via that strange influence.

		<<if $angel gte 6>>This proposed future is disturbing, to say the least. <<His>> words feel like the antithesis to everything you are. <<gstress>><<stress 6>>

<<elseif $fallenangel gte 2>> Perhaps allowing something else to tell you how to better the lives of others and yourself would be better than the alternative. <<lstress>><<stress -6>>

<<elseif $demon gte 6>>You can't help but smile at the feeling of truth behind these words. This proposed heaven is... delightfully devilish. <<lstress>><<ltrauma>><<stress -6>><<trauma -6>>

<</if>>
	<<default>>
		<<set $phase to 1>>
		<<npc Piper 2>>
		Piper looks nervous.

		"My dearest acolytes. On most days you all would be gathered here for the wisdom of the Elder One through my own voice. However, today you will be hearing that wisdom through the Elder One's promised." Raylan gestures to Piper, who stands, and takes Raylan's place behind the pedestal.

		<<person2>>
		<<set $rng to random(1, 8)>>
		<<switch $rng>>
			<<case 1>>
				Piper, nervous, begins to speak.

				"Throughout my life... R-Raylan has always been there to guide me." <<He>> begins to extoll Raylan's supposed virtues, explaining how <<he>> looks up to the masked figure. It's an awkward exchange, but it seems genuine.
			<<case 2>>
				Piper, nervous, begins to speak.

				"The Elder One's light radiates through me... A-and into all of you." Piper begins to describe that the 'Elder One' expects great things from its 'chosen people.' Seems like the people here expect more from <<him>>, though. You're not sure what.
			<<case 3>>
				Piper, nervous, begins to speak.

				"Our sanctuary... has been blessed," <<he>> begins. "By the one we call... er, b-by the Elder One." <<He>> explains about some of the miracles <<hes>> seen other acolytes perform. Though <<his>> detail is lacking, <<he>> really makes the creation of monsters appear beautiful.
			<<case 4>>
				Piper, nervous, begins to speak.

				"Wh-when I was young, I... I felt the call of it. Of the Elder One." Piper goes on to explain a strange yearning <<hes>> felt the majority of <<his>> life. <<He>> explains that <<he>>'s always felt drawn to the monsters in the ruins, and the eldritch unknowns written in the tomes of this place. The things <<he>> describes make you feel queasy.
			<<case 5>>
				Piper, nervous, begins to speak.

				"When I... When I was young," <<he>> begins. "I learned my purpose. Thanks to all of you. And thanks to the Elder One... You can too." <<He>> goes on to gush about the 'nice people' <<hes>> met in the sanctuary, and how they've 'helped' <<him>>. Though the methods seem far-fetched, <<he>> seems genuine.
			<<default>>
				Piper begins to sing an enchanting melody. The acolytes on the pews seem immediately absorbed into the tune, and you hear the apostles trill a low, backing tune. It almost seems as if Piper <<himself>> is taken by other forces as <<he>> sings.

				Eventually, though, it has to end.
		<</switch>>
<</switch>>
<<if $phase is 1>>
	Piper clears <<his>> throat, softly, as <<his>> contribution to the sermon comes to an end.

	"Th-thank you for listening. I hope you all have a wonderful day."
<<else>>
	"And finally my dear acolytes, this brings us to the end of our sermon. I trust the light of the Elder One to find you well. As for myself, I must be returning to my quarters!" Raylan closes.
<</if>>
<<He>> steps down from the pedestal as the candle goes out and the lights flare up again.

The acolytes return to their daily activities as the sermon closes.

<<link [[Continue|Cult Chapel]]>><<endevent>><</link>>

:: Chapel Pray
<<set $outside to 0>><<set $location to "chapel">><<temple_effects>><<effects>>
<<if $phase is 1>>
	<<set $phase to 0>>
	You sit on a pew and bow your head. Prayer effectiveness depends on awareness.

<<elseif $phase is 2>>
	<<set $phase to 0>>
	You pray for absolution. Your thoughts drift to your hopes for the future, and how things could be better.

	<<if $awareness gte 600>>
		You can't shake the feeling that something's watching you, but you still feel less burdened after an hour.
		<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<else>>
		An hour passes, and you feel less burdened.

	<</if>>
<<elseif $phase is 3>>
	<<set $phase to 0>>
	Like many others in the pews, you turn your gaze up to the stained glass ceiling of the chapel. Your thoughts turn to the 'Elder One.'

	<<if $awareness gte 400 and $daystate is "day">>
		The sunbeams bend to greet you as you stare. You feel like you're being watched.
		<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<elseif $awareness gte 400 and $daystate is "night">>
		The moon peeks out from behind the stained glass. It blinks.
		<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<elseif $awareness gte 400>>
		The twilight brings shadows that stretch towards you in greeting. You feel watched.
		<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<elseif $awareness gte 900>>
		The stained glass falls away to an infinite void full of countless eyes. You hear whispers, but can't make out the words.
		<<ggtrauma>><<ggstress>><<trauma 12>><<stress 12>>

	<</if>>
<<elseif $phase is 4>>
	<<set $phase to 0>>
	Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You beseech the elder one for a bigger penis.

	An hour passes, and your penis is no bigger.

	<<if $acceptance_penis_tiny gte 1000>>
		No divine intervention strikes, but realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the Acceptance: Tiny Penis trait.

	<</if>>
<<elseif $phase is 5>>
	<<set $phase to 0>>
	Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You beseech the elder one for a bigger penis.

	An hour passes, and your penis is no bigger.

	<<if $acceptance_penis_small gte 1000>>
		No divine intervention strikes, but realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the Acceptance: Small Penis trait.

	<</if>>
<<elseif $phase is 6>>
	<<set $phase to 0>>
	Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You beseech the elder one for a smaller penis.

	An hour passes, and your penis is no smaller.

	<<if $acceptance_penis_big gte 1000>>
		No divine intervention strikes, but realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the Acceptance: Big Penis trait.

	<</if>>
<<elseif $phase is 7>>
	<<set $phase to 0>>
	Your thoughts turn to your flat chest, and the mocking way people regard it. The torment returns. You beseech the elder one for bigger breasts.

	An hour passes, and your breasts are no bigger.

	<<if $acceptance_breasts_tiny gte 1000>>
		No divine intervention strikes, but realisation dawns as you lean back. Your chest is beautiful. Why should you care what other people say about it? You've gained the Acceptance: Tiny Breasts trait.

	<</if>>
<<elseif $phase is 8>>
	<<set $phase to 0>>
	Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You beseech the elder one for bigger breasts.

	An hour passes, and for a few moments the weight of scrutiny lifts.

	<<if $acceptance_breasts_small gte 1000>>
		No divine intervention strikes, but realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the Acceptance: Small Breasts trait.

	<</if>>
<<elseif $phase is 9>>
	<<set $phase to 0>>
	Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You beseech the elder one for smaller breasts.

	An hour passes, and your breasts are no smaller.

	<<if $acceptance_breasts_big gte 1000>>
		No divine intervention strikes, but realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the Acceptance: Big Breasts trait.

	<</if>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
	<<passouttemple>>
<<elseif $danger gte (9900 - $allure) and $eventskip isnot 1>>
	<<if $rng gte 81>>
		A young acolyte greets you as he approaches. "Fellow acolyte. Would you be able to donate some, ah... Fluids? For the cause."

		<<if $player.gender is "m" and $promiscuity gte 75 and $exhibitionism gte 75>>
			<<link [[Offer cum|Fluids Male]]>><</link>>

		<<elseif $player.gender is "f" and $promiscuity gte 75 and $exhibitionism gte 75>>
			<<link [[Offer cum|Fluids Female]]>><</link>>

		<<elseif $player.gender is "h" and $promiscuity gte 75 and $exhibitionism gte 75>>
			<<link [[Offer cum|Fluids Herm]]>><</link>>

		<<elseif $lactating is 1 and $promiscuity gte 55 and $exhibitionism gte 55>>
			<<link [[Offer milk|Fluids Milk]]>><</link>>

		<</if>>
		<<link [[Offer spit?|Fluids Spit]]>><</link>>

		<<link [[Refuse|Fluids Refuse]]>><</link>>

	<<elseif $rng gte 71>>
		A door at the side of the chapel creaks ajar. You don't see much at first, until you hear a bang as something purple and fleshy darts from one side of the gap to the other. A scream is cut off by the sound of the door slamming shut again.

		Nobody else seems to notice. <<stress 3>><<gstress>>

		<<endevent>>
		<<chapeloptions>>

	<<elseif $rng gte 61>>
		<<generateCultist1>><<generateCultist2>>
		You hear a <<person1>><<person>> speak behind you. "What?" <<he>> says, addressing another acolyte. "We're meant to release them into the world so they may spread its light, not get attached to them like pets." You can see the acolyte holding a small cage, and spot something wriggling within. <<person2>><<He>> looks up to the apostle with pleading eyes.

		"Fine," The apostle relents. "But don't think this gets you out of your duties. We'll expect more from you, since you're keeping that one." The acolyte cheers and you hear <<his>> footsteps fade away. The apostle sighs.

		"I'm getting too soft for this."

		<<endevent>>
		<<chapeloptions>>

	<<elseif $rng gte 41>>
		<<generateCultist1>> A young <<person>> walks by, carrying a bundle of odd herbs.

		<<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
			<<He>> looks over your bare <<breasts>> and nods at you, approvingly.
		<<else>>
			<<He>> looks over you briefly.
		<</if>>

		<<if $player.gender_appearance is "f" or $player.perceived_breastsize gte 3 and (!$worn.upper.type.includes("naked") or !$worn.under_upper.type.includes("naked"))>>
			<<if $exhibitionism gte 55>>
			<<link [[Flash chest|Temple Thurible Flash]]>><</link>><<exhibitionist4>>

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

		<<link [[Chat|Temple Thurible Chat]]>><</link>>

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

	<<elseif $rng gte 21>>

	<<chapeloptions>>

	<<else>>
		<<generateCultist1>> A <<person>> sits next to you on the pew, and leans close. Very close. <<He>> peers at you through <<his>> hood before laying a hand on your shoulder.

		"Let us show our devotion to the Elder One's light."

		<<if $demon gte 6>>
		<<link [[Prove|Chapel Proof]]>><</link>><<demon>>

		<</if>>
		<<link [[Endure|Chapel Rape]]>><<set $molestationstart to 1>><</link>>

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