code:
:: Widgets Street Exposed [widget]
<<widget "destinationexposed">>
	<<switch $bus>>
	<<case "nightingale">>
		<<link [[Next|Nightingale Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "domus">>
		<<link [[Next|Domus Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "elk">>
		<<link [[Next|Elk Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "high">>
		<<link [[Next|High Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "starfish">>
		<<link [[Next|Starfish Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "barb">>
		<<link [[Next|Barb Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "connudatus">>
		<<link [[Next|Connudatus Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "wolf">>
		<<link [[Next|Wolf Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "harvest">>
		<<link [[Next|Harvest Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "oxford">>
		<<link [[Next|Oxford Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "danube">>
		<<link [[Next|Danube Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "mer">>
		<<link [[Next|Mer Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "cliff">>
		<<link [[Next|Cliff Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "industrial">>
		<<link [[Next|Industrial Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "residential">>
		<<link [[Next|Residential Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "commercial">>
		<<link [[Next|Commercial Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "park">>
		<<link [[Next|Park Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "industrialdrain">>
		<<link [[Next|Industrial Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "residentialdrain">>
		<<link [[Next|Residential Exposed]]>><<set $eventskip to 1>><</link>>

	<<case "commercialdrain">>
		<<link [[Next|Commercial Exposed]]>><<set $eventskip to 1>><</link>>

	<</switch>>

<</widget>>

<<widget "domusexposed">>
<<link [[Domus Street (0:05)|Domus Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "barbexposed">>
<<link [[Barb Street (0:05)|Barb Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "danubeexposed">>
<<link [[Danube Street (0:05)|Danube Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "connudatusexposed">>
<<link [[Connudatus Street (0:05)|Connudatus Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "cliffexposed">>
<<link [[Cliff Street (0:05)|Cliff Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "wolfexposed">>
<<link [[Wolf Street (0:05)|Wolf Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "highexposed">>
<<link [[High Street (0:05)|high Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "starfishexposed">>
<<link [[Starfish Street (0:05)|Starfish Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "nightingaleexposed">>
<<link [[Nightingale Street (0:05)|Nightingale Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "oxfordexposed">>
<<link [[Oxford Street (0:05)|Oxford Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "elkexposed">>
<<link [[Elk Street (0:05)|Elk Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "merexposed">>
<<link [[Mer Street (0:05)|Mer Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "harvestexposed">>
<<link [[Harvest Street (0:05)|Harvest Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "residentialexposed">>
<<link [[Residential alleyways (0:05)|Residential Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "commercialexposed">>
<<link [[Commercial Street (0:05)|Commercial Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "parkexposed">>
<<link [[Park Street (0:05)|Park Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "industrialexposed">>
<<link [[Industrial Street (0:05)|Industrial Exposed]]>><<pass 5>><</link>>

<</widget>>

<<widget "ex_init">>
<<set $ex to 1>>
<<set $shame to 0>>
<<if $ex_intro isnot 1>>
	<<set $ex_intro to 1>>
	You're undressed in public! It's exciting, but scary. Becoming too ashamed will force you to hide and run for safety.

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

<<widget "ex_end">>
<<set $ex to 0>>
<</widget>>

<<widget "ex_effects">>
<<if $ex is 1>>
	Shame:

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

'>>

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

repo_name: Area/degrees

license: mit


code:
:: Domus Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>

:: Barb Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "barb">>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
	<<passoutstreet>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>

<<else>>
	<<if $map.top is true>>
		<<map "barb">>

	<</if>>

	<<add_link "Travel
">><<hideDisplay>>
	<<domusexposed>>
	<<cliff>>
	<<connudatus>>
	<<if $exposed lte 0>>
		<<buswait>>
	<</if>>
	<<loiter>>

	<<add_link "
Alternate Routes
">><<hideDisplay>>
	<<residential>>
	<<stormdrain>>

	<<displayLinks>>
	<<if $map.top isnot true>>

		<<map "barb" "exposed">>
	<</if>>

<</if>>

<<set $eventskip to 0>>

:: Danube Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>

:: Connudatus Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>

:: Wolf Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "wolf">>

:: Cliff Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>

:: High Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>

:: Nightingale Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "nightingale">>

:: Starfish Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">>

:: Oxford Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "oxford">>

:: Elk Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">>

:: Mer Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">>

:: Harvest Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">>

:: Residential Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "residential">>

:: Commercial Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "commercial">>

:: Park Exposed
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

:: Industrial Exposed
<<set $outside to 1>><<set $location to "industrial">><<effects>><<set $bus to "industrial">>


code:
:: Harvest Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">><<getTarget true>>
You are on Harvest Street. There's a road leading out of town, and many of the buildings here deal with produce from the nearby farms. This part of town has a reputation for criminal activity.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		There's always at least one large vehicle moving down the road.
	<<else>>
		There's always at least one large vehicle moving down the road.
	<</if>>
<<elseif $daystate is "dawn">>
	Vehicles are already arriving from outside town.
<<elseif $daystate is "dusk">>
	The sun sets, but it will be a while before the workers here are done for the day.
<<elseif $daystate is "night">>
	Even at night the street is busy.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutstreet>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "harvest">>

		<</if>>
		<<if $averyPub is 1 and ($daystate is "day" or $daystate is "dusk")>>
			You see Avery's car parked across the street from the pub.

		<</if>>
		Places of interest

		<<if $brothelintro is 1>>
			<<if $exposed gte 1>>
				<<brothelicon>><<link [[Brothel (0:01)|Brothel Exposed]]>><<pass 1>><</link>>

			<<else>>
				<<brothelicon>><<link [[Brothel (0:01)|Brothel]]>><<pass 1>><</link>>

			<</if>>
		<<elseif $brothelknown is 1 and $exposed lte 0>>
			<<brothelicon>><<link [[Enter suspicious building (0:05)|Brothel Intro]]>><<set $brothelintro to 1>><<pass 5>><</link>>

		<</if>>
		<<if $pubintro is 1 and $exposed lte 0>>
			<<pubicon>><<link [[Pub (0:02)|Pub]]>><<pass 2>><</link>>

		<<elseif $exposed lte 0>>
			<<pubicon>><<link [[Pub (0:02)|Pub Intro]]>><<pass 2>><</link>>

		<</if>>
		<<if $daystate is "night">>
			<<ind>><<link [[Bus station (0:02)|Bus Station Entrance]]>><<pass 2>><</link>>
		<<else>>
			<<ind>><<link [[Bus station (0:02)|Bus Station]]>><<pass 2>><</link>>
		<</if>>

		<<if $daystate isnot "night" and $exposed lt 1>>
			<<ind>><<link [[Factory (0:05)|Farmers Centre]]>><<pass 5>><</link>>

		<</if>>

		<<roadicon>><<link [[Leave town (0:05)|Farm Road 1]]>><<set $phase to 0>><<pass 5>><</link>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<mer>>
			<<elk>>
			<<if $exposed lte 0>>
				<<buswait>>
			<</if>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<industrial>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "harvest">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>


code:
:: High Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">><<getTarget true>>
You are on the High Street, centre of the town's commercial activity. The shopping centre is located here, where you can buy new clothes.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		The street is busy despite the rain.
	<<elseif $weather is "snow">>
		The street is busy despite the cold.
	<<else>>
		The street is packed with people, walking in all directions.
	<</if>>
	<<if $police_high is 1>>
		There's a heavy police presence, due to the recent street brawl.
	<</if>>
<<elseif $daystate is "dawn">>
	Some shops are open already.
	<<if $police_high is 1>>
		There's a heavy police presence, due to the recent street brawl.
	<</if>>
<<elseif $daystate is "dusk">>
	Some shops are closed, but others remain open.
	<<if $police_high is 1>>
		There's a heavy police presence, due to the recent street brawl.
	<</if>>
<<elseif $daystate is "night">>
	A few people still walk down the street, despite almost everything being closed.
	<<if $exposed gte 2 and $exhibitionism gte 75 or $exposed gte 1 and $exhibitionism gte 35 and $ex_high isnot 1>>
		A service station remains open. A lewd idea strikes you. The thought makes you shiver.
	<</if>>
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutstreet>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "high">>

		<</if>>
		Places of interest

		<<if $daystate is "night" and $hour isnot 21>>
			<<shoppingcentreicon>><<link [[Shopping centre|Shopping Centre Sneak]]>><</link>>

		<<elseif $hour is 21>>
			People are leaving the shopping centre. It must be closing time.

		<<else>>
			<<shoppingcentreicon>><<link [[Shopping centre (0:02)|Shopping Centre]]>><<pass 2>><</link>>

		<</if>>
		<<if $daystate is "day" and $exposed is 0 and $photo and $photo.street is "ready">>
			<<link [[Modelling job (3:00)|Model Silly]]>><</link>><<gtiredness>>

		<</if>>
		<<if $daystate is "night" and $exposed gte 2 and $exhibitionism gte 75 and $ex_high isnot 1>>
			<<link [[Buy sweets from a service station (0:05)|Service Naked]]>><<pass 5>><<set $ex_high to 1>><</link>><<exhibitionist5>>

		<<elseif $daystate is "night" and $exposed gte 1 and $exhibitionism gte 35 and $ex_high isnot 1>>
			<<link [[Buy sweets from a service station (0:05)|Service Undies]]>><<pass 5>><<set $ex_high to 1>><</link>><<exhibitionist3>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<cliff>>
			<<wolf>>
			<<starfish>>
			<<nightingale>>
			<<if $exposed lte 0>>
				<<buswait>>
			<</if>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<commercial>>
		<<park>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "high">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>


code:
:: Passout street

You've pushed yourself too much.

<<if $worn.face.type.includes("blindfold") or $worn.face.type.includes("gag")>>
	<<set $worn.face.type.push("broken")>>
	<<faceruined>>
<</if>>
<<passout>>
<<set $safestreet to 0>>
<<set $dangerstreet to 0>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>><<set $dangerstreet to random(1, 100)>><</if>>
<<if $danger lt (9900 - $allure)>><<set $safestreet to random(1, 100)>><</if>>
<<if $NPCName[$NPCNameList.indexOf("Whitney")].state is "active" and $NPCName[$NPCNameList.indexOf("Whitney")].dom lte 1 and $whitneyromance isnot 1 and $dangerstreet gte 1 and $NPCName[$NPCNameList.indexOf("Whitney")].init is 1>>
	<<link [[Wake up|Whitney Abduction]]>><</link>>
<<elseif ($loveInterest.primary is "Eden" or $loveInterest.secondary is "Eden" or $loveInterest.tertiary is "Eden") and $edenfreedom gte 2 and random(1,3) is 1>>
	<<set $dangerstreet to 0>>
	<<set $safestreet to 0>>
	<<link [[Wake up|Eden Passout Rescue]]>><</link>>
<<elseif $dangerstreet gte 91>>
	<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangerstreet gte 65>>
	<<link [[Wake up|Street Wake]]>><</link>>
<<elseif $dangerstreet gte 45>>
	<<link [[Wake up|Molestation alley]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangerstreet gte 25>>
	<<link [[Wake up|Street Wake Shackle]]>><</link>>
<<elseif $dangerstreet gte 1>>
	<<link [[Wake up|Street Wake Blindfold]]>><</link>>
<</if>>
<<if $safestreet gte 86>>
	<<ambulance>>
<<elseif $safestreet gte 1>>
	<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>


code:
:: Mer Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">><<getTarget true>>
You are on Mer Street. The street is dominated by the docks and shipping industry.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		Part of the road is covered in wet sand.
	<<else>>
		There's a lot of noise coming from the dock.
	<</if>>
<<elseif $daystate is "dawn">>
	You can already hear activity from the dock.
<<elseif $daystate is "dusk">>
	The dock remains noisy, even at this hour.
<<elseif $daystate is "night">>
	You hear nothing but the sea.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
	<<if $exposed is 1 and $topless is 0>>
		This outfit might be fine on the nearby beach, but here it's too lewd!

	<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutstreet>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "mer">>

		<</if>>
		Places of interest

		<<docksicon>><<link [[Docks|Docks]]>><</link>>

		<<if $historytrait gte 2>>
			<<link [[Coastal path (0:30)|Coast Path Mer]]>><<pass 30>><</link>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<starfish>>
			<<oxford>>
			<<harvest>>
			<<if $exposed lte 0>>
				<<buswait>>
			<</if>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<industrial>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "mer">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>


code:
:: Nightingale Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "nightingale">><<getTarget true>>
You are on Nightingale Street. It is dominated by the civic hospital but there are also several office buildings.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		There's a lot of activity around the hospital.
	<<else>>
		There's a lot of activity around the hospital.
	<</if>>
<<elseif $daystate is "dawn">>
	People are arriving at their workplaces.
<<elseif $daystate is "dusk">>
	People are heading home for the day.
<<elseif $daystate is "night">>
	There's an oasis of light around the hospital.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutstreet>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "nightingale">>

		<</if>>
		Places of interest

		<<hospitalicon>><<link [[Hospital (0:01)->Hospital front]]>><<pass 1>><</link>>

		<<if $exposed lte 0>>
			<<if $chef_state is 4>>
				<<photographystudioicon>><<link [[Photography studio (3:00)|Photography Chef]]>><</link>>

			<<elseif $daystate is "day">>
				<<if $photo_known is 1>>
					<<photographystudioicon>><<link [[Photography studio|Photo Entrance]]>><<pass 1>><</link>>

				<<elseif $photo_known gte 2>>
					<<photographystudioicon>><<link [[Photography Studio|Photo]]>><<pass 1>><</link>>

				<</if>>
			<</if>>
		<</if>>
		<<if $nextPassageCheck is "Forest">>
			<<foresticon>><<link [[Forest.|Forest]]>><</link>>
		<<else>>
			<<foresticon>><<link [[Forest (0:10)|Forest]]>><<set $eventskip to 1>><<pass 10>><<set $forest to 0>><</link>>
		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<wolf>>
			<<elk>>
			<<high>>
			<<oxford>>
			<<if $exposed lte 0>>
				<<buswait>>
			<</if>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<park>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "nightingale">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>


code:
:: Oxford Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "oxford">><<getTarget true>>
You are on Oxford Street. There's an eclectic mix of buildings, but most notable is the school.
<<if $schoolday is 1>>
	<<if $daystate is "day">>
		<<if $weather is "rain">>
			The street is busy despite the rain.
		<<elseif $weather is "snow">>
			The street is busy despite the cold.
		<<else>>
			<<if $hour gte 7 and $hour lte 16>>
				Chatter and laughter emerges from the school grounds.
			<<else>>
				Students are hanging out nearby.
			<</if>>
		<</if>>
	<<elseif $daystate is "dawn">>
		Students are hanging out nearby.
	<<elseif $daystate is "dusk">>
		Some students linger in groups, still wearing their uniforms.
	<<elseif $daystate is "night">>
		Due to its central location, people are passing through despite the hour.
	<</if>>
<<else>>
	<<if $daystate is "day">>
		<<if $weather is "rain">>
			The street is busy despite the rain.
		<<elseif $weather is "snow">>
			The street is busy despite the cold.
		<<else>>
			Many cars and pedestrians are passing by.
		<</if>>
	<<elseif $daystate is "dawn">>
		People are arriving at their workplaces.
	<<elseif $daystate is "dusk">>
		People are heading home for the day.
	<<elseif $daystate is "night">>
		Due to its central location, people pass through even at this hour.
	<</if>>
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutstreet>>
<<elseif $mathsproject is "ongoing" and $stimdealerknown isnot 1 and !$possessed>>
	<<set $stimdealerknown to 1>>
	<<generatey1>><<person1>>You recognise a <<person>> from your maths class up ahead. <<Hes>> stood among several other students crowded together at the end of an alley across from the school. They're talking to a figure in a heavy coat stood deeper in the shadows.

	As you watch, a few packages change hands between them. The <<person>> fumbles <<his>> own, spilling a small plastic bag filled with bright coloured pills onto the pavement. A police siren sounds in the distance, and the figure retreats into the shadows. The students walk down the street while the <<person>> picks up <<his>> pills and rushes to catch up.

	You overhear the other students making fun of <<him>> as they walk past you. "I can't believe you'd never heard of this stuff before."

	"Only losers waste time studying the normal way..."

	This isn't the first time you've seen students doing business with dealers around here. However, it is the first time you've heard of students buying drugs to help with their studies. That might be why the dealers frequent the area.

	You can now find stimulant dealers on Oxford Street.

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

<<elseif $NPCName[$NPCNameList.indexOf("Avery")].state is "active" and $averyschoolpickup is 0 and $schoolday is 1 and $hour is 15 and $exposed lte 0 and (($NPCName[$NPCNameList.indexOf("Avery")].love gte random(20, 100) and ($rng gte 50 or $weather is "rain" or $weather is "snow")) or ($NPCName[$NPCNameList.indexOf("Avery")].love gte 20 and $weekday is 2)) >>
<<npc Avery>><<person1>>
<<set $averyschoolpickup to 1>>

	<<if $averyschoolpickupintro is 1>>
		A car pulls up beside you. The door opens, revealing a <<if $pronoun is "m">>man in a suit<<else>>woman in a smart dress<</if>>. It's Avery. "I'll give you a lift," <<he>> says. "Get in."
	<<else>>
		<<set $averyschoolpickupintro to 1>>
		An expensive-looking car parks in front of you. Most of the students around you stop to gaze at it in awe. The windows lower and you recognise its driver, it's Avery. "There you are," <<he>> says with a smile. "I was on my way back home from work, so I thought I'd come pick you up."

		A few students murmur amongst themselves. They're wondering how you could possibly afford such treatment.<<gcool>><<status 1>>
	<</if>>

	<<link [[Get in|Avery School Pickup Accept]]>><</link>>

	<<link [[Refuse|Avery School Pickup Refuse]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>

<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "oxford">>

		<</if>>
		<<run getRobinLocation()>>
		<<if $robindebtevent gte 1>>
		<<elseif $hour is 15 and _robin_location is "school" and $exposed lte 0>>
			You see Robin looking through shop windows.

			<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 80>>
				<<link [[Walk home with Robin (0:40)|Robin Walk Home]]>><<run setRobinLocationOverride("orphanage", 15)>><<endevent>><<pass 40>><</link>><<glove>>

			<<else>>
				<<if ($player.gender is "f" or $player.gender is "h") and $worn.upper.exposed gte 2 and $genderknown.includes("Robin")>>
					<<link [[Walk home with Robin (0:15)|Robin Walk Home Topless]]>><<run setRobinLocationOverride("orphanage", 15)>><<endevent>><<pass 15>><</link>><<glove>><<glust>>
				<<else>>
					<<link [[Walk home with Robin (0:20)|Robin Walk Home]]>><<run setRobinLocationOverride("orphanage", 15)>><<endevent>><<pass 20>><</link>><<glove>>
				<</if>>

			<</if>>
		<</if>>
		<<if $schoolday is 1 and $hour is 15 and $exposed lte 0 and $weather isnot "rain" and $weather isnot "snow">>
			A group of students chat nearby. They say they're going to the lake.

			<<link [[Join them (0:30)|Lake Journey]]>><<pass 30>><</link>>

		<</if>>
		Places of interest

		<<if $schoolday is 1 and $hour gte 7 and $hour lte 16>>
			<<schoolicon>><<link [[School (0:02)|School Front Playground]]>><<pass 2>><</link>>

		<<else>>
			<<schoolicon>><<link [[School|School Locked]]>><</link>>

		<</if>>
		<<if $daystate is "day" and $weekday is 7 or $daystate is "day" and $weekday is 1>>
			<<if $exposed lte 0>>
				<<museumicon>><<link [[Museum (0:01)|Museum]]>><<pass 1>><</link>>

			<</if>>
		<<else>>
			<<if $exposed lte 0>>
				<<museumicon>><<link [[Museum|Museum Lock]]>><<pass 1>><</link>>

			<</if>>
		<</if>>
		<<if $stimdealerknown is 1 and $mathsproject is "ongoing" and $exposed lte 0>>
			<<link [[Stimulant dealer|Stim Dealer]]>><</link>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
		<<add_link "Travel
">><<hideDisplay>>
			<<starfish>>
			<<nightingale>>
			<<mer>>
			<<elk>>
			<<if $exposed lte 0>>
				<<buswait>>
			<</if>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<park>>
		<<industrial>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "oxford">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>


code:
:: Starfish Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">><<getTarget true>>
You are on Starfish Street. Wind blows in from the ocean.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		Part of the road is covered in wet sand.
	<<else>>
		There's a lot of noise coming from the dock.
	<</if>>
<<elseif $daystate is "dawn">>
	You can already hear activity from the dock.
<<elseif $daystate is "dusk">>
	The dock remains noisy, even at this hour.
<<elseif $daystate is "night">>
	You hear nothing but the sea.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
	<<if $exposed is 1 and $topless is 0>>
		This outfit might be fine on the nearby beach, but here it's too lewd!

	<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>

<<if $stress gte $stressmax and !$possessed>>
	<<passoutstreet>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "starfish">>

		<</if>>
		Places of Interest

		<<beachicon>><<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>>

		<<if $daystate is "day" or $daystate is "dusk">>
		<<arcadeicon>><<link [[Arcade (0:01)|Arcade]]>><<pass 1>><</link>>

		<<else>>
		<<arcadeicon>><<link [[Arcade (0:01)|Arcade Lock]]>><<pass 1>><</link>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<cliff>>
			<<mer>>
			<<high>>
			<<oxford>>
			<<if $exposed lte 0>>
				<<buswait>>
			<</if>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate Routes
">><<hideDisplay>>
		<<park>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "starfish">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>