code:
:: English Classroom
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

<<if $schoolstate is "third">>
	<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
		<<outfitChecks>>
		/*Check for when the pc is only wearing an overcoat*/
		<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked" and $worn.under_upper.name is "naked" and $worn.under_lower.name is "naked">>
			As you go to hang your <<if _middleOutfit>>$worn.over_upper.name<<else>>$worn.over_upper.name and $worn.over_lower.name<</if>>, you remember that you're naked underneath.
		<<elseif $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked" and ($worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim"))>>
			As you go to hang your <<if _middleOutfit>>$worn.over_upper.name<<else>>$worn.over_upper.name and $worn.over_lower.name<</if>>, you remember that you're only wearing swimwear underneath.
		<<elseif $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked" and $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">>
			As you go to hang your <<if _middleOutfit>>$worn.over_upper.name<<else>>$worn.over_upper.name and $worn.over_lower.name<</if>>, you remember that you're only wearing underwear underneath.
		<</if>>

		<<npc Doren>><<person1>>
		Doren laughs. "Something wrong? You can't attend my lesson without a uniform. Not my rules. Leighton might have something spare."

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

	<<elseif $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound">>
		<<if $englishattended is 1>>
			You rejoin the English lesson,
			<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
				hang your coat at the back of the class
				<<undressOverClothes "englishClassroom">>
			<</if>>
			and take your seat.

			<<englishstart>>
		<<elseif $time lte ($hour * 60 + 5)>>
			You enter the English classroom.
			<<npc Doren>><<person1>>
			Doren is preparing at the front of the room while the seats fill.
			<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
				<<undressOverClothes "englishClassroom">>
				You hang your coat at the back of the class and take your seat.
			<</if>>

			<<englishstart>>
		<<else>>
			You
			<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
				hang your coat at the back of the class and
				<<undressOverClothes "englishClassroom">>
			<</if>>
			enter the English classroom.
			<<npc Doren>><<person1>>
			Doren cuts off mid-sentence and smiles at you. "Better late than never! Sit down, you've got lost time to make up for."
			<<gdelinquency>>

			<<detention 1>>
			You take a seat as Doren continues.

			<<englishstart>>
		<</if>>

	<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
		Doren looks concerned. "La<<if $player.gender_appearance is "m">>d<<else>>ss<</if>>, who tied you up like that? Are you okay? Leighton should have something to cut you free. Go see the head."

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

	<<else>>
		<<npc Doren>><<person1>>
		Doren laughs. "You can't attend my lesson without a uniform. Not my rules. Leighton might have something spare."

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

	<</if>>

<<elseif $schoollesson is 1>>
	<<if $englishinterrupted is 1>>
		<<npc Doren>><<person1>>You enter the English classroom. Doren stops speaking abruptly and looks your way. "Hah! I'm glad you're eager to study in my class, but don't you have another lesson to be at? I have to mark you down for detention or Leighton'll give me another talking to." <<He>> shoos you out the door.
		<<gdelinquency>>

		<<detention 1>>

		<<link [[Next|Hallways]]>><<endevent>><</link>>
	<<else>>
		<<npc Doren>><<person1>>You enter the English classroom. Doren stops speaking abruptly and looks your way. "Something I can do for you, <<lass>>?" It seems you've interrupted the lesson.

		<<set $englishinterrupted to 1>>

		<<link [[Apologise|English Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>>

		<<if $trauma gte 1>>
			<<link [[Mock|English Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>>

		<</if>>
	<</if>>
<<else>>
	You are in the English classroom. Bookshelves line the walls.

	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "emptyClassroom">>
	<</if>>
	<<storeon "englishClassroom" "check">>
	<<if _store_check is 1>>
		<<storeon "englishClassroom">>
		You take your coat at the back of the class.

	<</if>>
	<<exhibitionclassroom>>

	<<link [[Leave the room (0:01)|Hallways]]>><<pass 1>><</link>>

<</if>>

:: English Lesson
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $englishattended to 1>>

<<if $weekday is 6 and $minute gte 37>>
	<<npc Doren>><<person1>>
	"It's that time of week," Doren announces, lifting a booklet-filled tray from beneath <<his>> desk. <<He>> walks around the room, placing one in front of each student. "Don't worry. I'm sure you'll all do great."<<gstress>><<stress 6>>

	<<if $arousal gte $arousalmax>>
		<<set _teacher to "Doren">>
		<<orgasmLocation "classroom">>
	<</if>>

	<<exam english>>

	There's a shuffle of paper as students open the first page. Doren prowls the aisles.

	<<endevent>>
	<<exam_cheat english>>
	<<link [[Focus|English Exam]]>><<stress 6>><<set $phase to 0>><<set $exam_chance += 5>><</link>><<gstress>> | + 5% Pass chance

	<<link [[Try to relax|English Exam]]>><<set $phase to 1>><</link>>

	<<link [[Cheat|English Exam]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>

	<<if $kylarenglishstate is "active">>
		<<link [[Copy Kylar|English Exam]]>><<set $phase to 3>><<npcincr Kylar lust 3>><<set $exam_chance += 5>><</link>><<glust>> | + 5% Pass chance

	<</if>>
<<elseif $kylarenglishstate is "active">>

	<<if $time lte ($hour * 60 + 5)>>
		The English lesson begins, how do you want to conduct yourself?

	<<else>>
		The English lesson continues, how do you want to conduct yourself?

	<</if>>
	<<if $arousal gte $arousalmax>>
		<<set _teacher to "Doren">>
		<<orgasmLocation "classroom">>
	<</if>>

	<<link [[Focus on the lesson|English Lesson Focus]]>><</link>><<gstress>><<genglish>>

	<<link [[Socialise with classmates|English Lesson Socialise]]>><</link>><<ltrauma>><<lstress>><<gharass>>

	<<link [[Daydream|English Lesson Daydream]]>><</link>><<lstress>> <<lharass>>

	<<if $exhibitionism gte 75>>
		<<link [[Masturbate|English Lesson Masturbate]]>><<set $masturbationstart to 1>><<npcincr Kylar lust 5>><</link>><<exhibitionist5>><<glust>>

	<</if>>
<<else>>

	<<if $time lte ($hour * 60 + 5)>>
		The English lesson begins, how do you want to conduct yourself?

	<<else>>
		The English lesson continues, how do you want to conduct yourself?

	<</if>>
	<<if $arousal gte $arousalmax>>
		<<set _teacher to "Doren">>
		<<orgasmLocation "classroom">>
	<</if>>

	<<link [[Focus on the lesson|English Lesson Focus]]>><</link>><<gstress>><<genglish>>

	<<link [[Socialise with classmates|English Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<gharass>>

	<<link [[Daydream|English Lesson Daydream]]>><</link>><<lstress>> <<lharass>>

	<<if $exhibitionism gte 55>>
		<<link [[Masturbate|English Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>

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

:: English Classroom Apology
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

Embarrassed, you apologise and leave.

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

:: English Classroom Mock
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

You mock the teacher. "Sorry for interrupting <<sir>>, please don't eat me!" Laughter erupts among the seated students.

Doren also laughs. "Go to your class, or I just might!" <<He>> holds the door open for you.
<<gdelinquency>>

<<detention 1>>
<<link [[Next|Hallways]]>><<endevent>><</link>>

:: English Lesson Focus
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

<<if $kylarenglishstate is "active">>
	You focus on listening to the teacher and studying the material. You think you're making progress, despite Kylar's distractions.

<<else>>
	You focus on listening to the teacher and studying the material. It's hard going, but you think you're making progress.

<</if>>

<<towelup>>

<<advancelesson>>
<<englishskill _lesson_progress>>
<<stress _lesson_progress>>

<<if $phase is 1>>
	<<set $phase to 0>>
	The bell rings, signifying the end of the lesson. You
	<<storeon "englishClassroom" "check">>
	<<if _store_check is 1>>
		<<storeon "englishClassroom">>
		grab your coat and
	<</if>>
	leave the classroom.

	<<link [[Next|Hallways]]>><</link>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (8900 - $allure)>>
		<<eventsenglish>>
	<<else>>
		<<eventsenglishsafe>>
	<</if>>
<</if>>

:: English Lesson Socialise
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

<<towelup>>

<<if $kylarenglishstate is "active">>
	You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Kylar's presence makes this difficult.
<<elseif $cool gte ($coolmax / 5 * 2)>>
	You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the centre of attention.
<<elseif $cool gte ($coolmax / 5)>>
	You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates.
<<else>>
	You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you.
<</if>>

<<if $kylarenglishstate is "active">>
<<else>>
	<<status 1>>
<</if>>

<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>

<<if $phase is 1>>
	<<set $phase to 0>>
	The bell rings, signifying the end of the lesson. You
	<<storeon "englishClassroom" "check">>
	<<if _store_check is 1>>
		<<storeon "englishClassroom">>
		grab your coat and
	<</if>>
	leave the classroom.

	<<link [[Next|Hallways]]>><</link>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (8900 - ($allure * 2))>>
		<<eventsenglish>>
	<<else>>
		<<eventsenglishsafe>>
	<</if>>
<</if>>

:: English Lesson Daydream
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

<<towelup>>

<<if $kylarenglishstate is "active">>
	You stare out the window and daydream. Kylar sketches you in <<nnpc_his "Kylar">> sketchbook.
<<elseif $trauma gte (($traumamax / 10) * 7)>>
	You keep to yourself, afraid that one wrong move will result in the whole class molesting you.
<<elseif $trauma gte (($traumamax / 10) * 2)>>
	You focus on your own thoughts, trying to keep the creeping anxiety at bay.
<<else>>
	You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school.
<</if>>

<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>

<<if $phase is 1>>
	<<set $phase to 0>>
	The bell rings, signifying the end of the lesson. You
	<<storeon "englishClassroom" "check">>
	<<if _store_check is 1>>
		<<storeon "englishClassroom">>
		grab your coat and
	<</if>>
	leave the classroom.

	<<link [[Next|Hallways]]>><</link>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (8900 - ($allure / 2))>>
		<<eventsenglish>>
	<<else>>
		<<eventsenglishsafe>>
	<</if>>
<</if>>

:: English Kylar Move

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $NPCName[$NPCNameList.indexOf("Kylar")].love gte 90>>
	You pick up your things to move to another seat. Kylar rests a hand on your thigh. <<His>> hand clutches a knife. "Wh-where are you going, my love?" <<he>> says. "We already have our seats."

	<<link [[Next|English Lesson]]>><<endevent>><</link>>

<<else>>
	<<set $kylarenglishstate to "watching">>
	You pick up your things and move to another seat. Kylar doesn't follow, but starts stabbing <<his>> hand with a pen.

	<<link [[Next|English Lesson]]>><<endevent>><</link>>

<</if>>


code:
:: History Tease

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You stretch languidly, lifting your $worn.upper.name and exposing your midriff. It's a bit much for the <<person>> and they look away, blushing.
<<exhibitionism1>>
<<if $robinhistory is "seat">>
	<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 30>>
		Robin tugs down your $worn.upper.name. "Someone's gonna see you!" <<nnpc_he Robin>> says as <<nnpc_he Robin>> covers your midriff.
	<<else>>
		Robin blushes as well, though <<nnpc_he Robin>> tries <<nnpc_his Robin>> best to ignore you.
	<</if>>

<</if>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Flash

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

You shift in your seat and lift up your skirt, revealing your <<undies>>.
<<if !$worn.under_lower.type.includes("naked")>>
	<<exhibitionism2>>
<<else>>
	<<exhibitionism4>>
<</if>>
<<if $robinhistory is "seat" and $NPCName[$NPCNameList.indexOf("Robin")].dom gte 30>>
	Robin interrupts, and pulls your skirt back down. "Someone will see!" <<nnpc_he Robin>> says. The <<person>> smiles and looks away.

<<elseif $rng gte 51>>
	It's too much for the <<person>>. They look away, blushing.

<<else>>
	<<if $robinhistory is "seat">>
		Robin looks away.
	<</if>>
	The <<person>> is mesmerised by your display, and can't take <<his>> eyes off of you. <<Hes>> so fixated on you, <<he>> doesn't notice Winter call for <<him>> to answer a question.

	Flustered, <<he>> gets the answer wrong. It was an easy one. The class laugh at <<him>>.

	<<if $winterromance is 1>>

		<<npc Winter>> Winter looks at you as if aware of what you were doing. <<He>> shakes <<his>> head. You think you can see a faint smile on <<his>> lips.
		<<set $winterpunish += 1>>

	<</if>>
<</if>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Cleanup
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase lte 1>><<pass 10>>
	You jump from your chair and
	<<if $phase is 1>>rush to the teacher to explain your situation. Winter tenses with anger, but it's not directed at you. You <</if>>
	dash out of the class to the bathroom. Closing yourself in an empty cubicle, you strip off the clothes and brush away the itching powder.
	You also rub it off your reddening skin.

	When you feel confident that you got it all, you put your clothes back on and head back to the classroom.

	The class falls silent as you walk in.
	<<if $phase is 0>>
		Winter glares.

		"Glad you could join us. Perhaps in detention you can tell the Head what was so important."

	<<else>>
		The whole class glowers at you. They must have got in trouble while you were away.

		Winter waves you to your chair.
	<</if>>
<<elseif $phase is 2>>/*strip*/
	Sitting in your seat, you remove or move aside your clothing in order to wipe away the offending powder.
	You feel the eyes of a few other students on you, but Winter has already moved onto the next topic and pretends not to
	<<if $worn.under_lower.type.includes("naked")>>
		notice. Until, while adjusting your $worn.lower.name, the class are distracted by your exposed <<genitals>>.

		One student wolf-whistles, and a laugh breaks out across the room.

		"Cover yourself," Winter demands. "The Head will talk to you about this in detention."
	<<elseif $worn.under_upper.type.includes("naked") and $breastsize gte 1>>
		notice. Until, while adjusting your $worn.upper.name you flash your <<breasts>>.
		One student wolf-whistles and laugh breaks out across the room.

		"Cover those up," Winter demands. "The Head will talk to you about this in detention."
	<<else>>notice, maybe assuming some kind of wardrobe malfunction after the earlier activity.
	<</if>>

	The itching soon subsides.
<<else>>
	The itching takes a long time to subside.
	<<pain 5>><<stress 20>>
<</if>>

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Events Dress

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $uncomfortable.nude is false>>
	You walk out from behind the screen. You are greeted by laughter as the class sees what you're wearing, though they are quickly silenced by a stern look from Winter. You don't mind, and flaunt as much as you can get away with.
<<else>>
	You <<nervously>> walk out from behind the screen. You are greeted by laughter as the class sees what you're wearing, though they are quickly silenced by a stern look from Winter. You're too embarrassed by the way your classmates look at you to learn anything, but the segment is over soon enough.
<</if>>

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Events Refusal

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
This is ridiculous, there's no way you're wearing that. Winter glares at you as you take your seat.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Events Revealing Dress

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $uncomfortable.underwear is false>>
	You proudly walk out from behind the screen, the clothes barely hiding your <<genitals>>. The class falls silent as they see how little you're wearing.
	<<if $fameexhibitionism gte 400>> You doubt this is the first time any of them have seen you so thinly attired.<</if>>

	Winter smiles in satisfaction. You model the outfit as <<he>> describes the ceremonies it was used in, which all seem to have had a risqué element. You welcome your classmates' looks and continue posing in an inviting way. The segment is over sooner than you'd like.
<<else>>
	You <<nervously>> walk out from behind the screen. The class falls silent as they see how little you're wearing. Winter smiles in satisfaction. You model the outfit as <<he>> describes the ceremonies it was used in, which all seem to have had a risqué element. You're too embarrassed by the way your classmates look at you to learn anything, but the segment is over soon enough.
<</if>>

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Events Trick
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

<<if $submissive lte 850>>
	You stare with a blank expression. Without warning, you smack your hand into the pile of books <<he>> is holding, sending them flying everywhere.

	<<skulduggerycheck>>
	<<if $skulduggerysuccess is 1>>

		The <<person>> is standing, stunned and surrounded by books, as Winter walks in.

		"What are you doing?" Winter glares at <<him>> from the door. "Pick those books up, right now."

		"But-"

		"Explain it to the head in detention later. Right now I want those books handed out."

		Other students smile at you as the <<person>> scrambles around picking books off the floor.
		<<gcool>><<status 1>>
		You smile sweetly as <<he>> hands you your book.
		<<lstress>><<stress -1>>

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
			<<skulduggeryskilluse>>
		<<else>>
			That was too easy. You didn't learn anything.

		<</if>>

		<<link [[Next|History Lesson]]>><<endevent>><</link>>

	<<else>>

		"What are you doing?" Winter glares at you from the door. "Pick those up, right now."

		"But-"

		"You can explain it to the head in detention later."
		<<detention 2>><<stress 2>><<gstress>><<gdelinquency>>

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
			<<skulduggeryskilluse>>
		<<else>>
			That was too easy. You didn't learn anything.

		<</if>>

		<<link [[Next|History Lesson]]>><<endevent>><</link>>

	<</if>>
<<else>>
	You point behind <<him>>. "I think Leighton saw that."

	<<skulduggerycheck>>
	<<if $skulduggerysuccess is 1>>

		The <<persons>> face pales.

		As <<he>> looks over <<his>> shoulder toward the door, you grab another book from the top of <<his>> pile. "Thanks."

		<<Hes>> still gaping in shock as Winter walks back in.

		"You dropped a book," Winter tuts at <<him>>. "Do be more careful."

		The class smirk and whisper as the <<person>> has to crouch down and pick the book back up.
		<<stress -2>><<lstress>>

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
			<<skulduggeryskilluse>>
		<<else>>
			That was too easy. You didn't learn anything.

		<</if>>

		<<link [[Next|History Lesson]]>><<endevent>><</link>>

	<<else>>

		The <<person>> scoffs. "You think I was born yesterday? You better pick up your book."

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
			<<skulduggeryskilluse>>
		<<else>>
			That was too easy. You didn't learn anything.

		<</if>>

		<<link [[Pick it up|History Events Pick]]>><<trauma 2>><<stress 2>><<status -10>><</link>><<gtrauma>><<gstress>><<lcool>>

		<<link [[Leave it|History Events Leave]]>><<stress 2>><<detention 2>><</link>><<gdelinquency>><<gstress>>

	<</if>>

<</if>>

:: History Events Pick

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

You lean down to pick up the book. As you do, the <<person>> grabs the back of your head and pushes your face against <<his>> crotch.
<<if $robinhistory is "seat" and $NPCName[$NPCNameList.indexOf("Robin")].dom gte 50>>
	You try to push <<him>> away, but <<he>> holds you firm. Until a book collides with <<his>> head. <<He>> staggers back as all heads turn to the culprit. Robin.

	"Fucker," the <<person>> says. <<He>> clutches <<his>> temple. "You'll pay for that." Robin glares, defiant.

	Winter returns before the situation escalates. <<nnpc_His Winter>> gaze flicks to the battered book on the floor. "Pick that up," <<nnpc_he Winter>> commands the <<person>>. "Maybe you can learn to respect school property in detention."

	The <<person>> doesn't argue, but throws another evil look at Robin.

	<<link [[Next|History Lesson]]>><<endevent>><</link>>

<<elseif $cool lt 39>>
	<<if $robinhistory is "seat">>

		"Leave <<phim>> alone!" Robin shouts before another student gags <<nnpc_him Robin>>.

	<<elseif $robinhistory is "active">>

		You glance in Robin's direction, but you can't see <<nnpc_him Robin>> through the gathering crowd.

	<</if>>
	You try to push the assailant away, but <<he>> holds you firm, <<if $pronoun is "m">> and undoes <<his>> fly.<<else>> and lifts up <<his>> skirt. <<Hes>> not wearing underwear. <</if>> "Someone go distract the teacher," <<he>> says.

	Much of the class closes around to watch.

	<<link [[Next|History Lesson Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>

<<elseif $cool lt 119>>
	<<if $robinhistory is "seat">>

		"Leave <<phim>> alone!" Robin shouts before another student gags <<nnpc_him Robin>>.

	<<elseif $robinhistory is "active">>

		You glance in Robin's direction, but you can't see <<nnpc_him Robin>> through the gathering crowd.

	<</if>>
	 You try to push the assailant away, but <<he>> holds you firm, <<if $pronoun is "m">> and undoes <<his>> fly.<<else>> and lifts up <<his>> skirt. <<Hes>> not wearing underwear.<</if>>

	<<link [[Next|History Lesson Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

<<else>>
	<<if $robinhistory is "seat">>

		"Leave <<phim>> alone!" Robin shouts before another student gags <<nnpc_him Robin>>.

	<<elseif $robinhistory is "active">>

		You glance in Robin's direction, but you can't see <<nnpc_him Robin>> through the gathering crowd.

	<</if>>
	 You push the assailant away as laughter emerges from the rest of the class. "I really am clumsy!" The <<person>> says, now grinning. "No need to be so aggressive though." <<He>> continues <<his>> task, and Winter soon returns.

	<<link [[Next|History Lesson]]>><<endevent>><</link>>

<</if>>

:: History Events Leave

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Not trusting the <<persons>> intentions, you refrain from leaning over to pick up the book. <<He>> tilts <<his>> head and displays a mock frown. "What's wrong? Worried I might do something naughty?" <<His>> friends laugh.

The classroom door starts to open, and the <<person>> continues <<his>> task as Winter enters. The teacher sees the textbook on the floor and glares at you. "Pick that up immediately. You should treat school property with more respect." The <<person>> throws an infuriating smile your way as you pick up the book.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Lesson Molestation

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>><<npcoral>>
	<<if $phase is 1>>
		<<set $timer to 6>><<enable_rescue>>
		<<elseif $phase is 2>>
		<<set $timer to 24>><<set $rescue to 0>>
	<</if>>
<</if>>
<<effects>>
<<if $rescue is 0 and $alarm is 1>>
	<<set $alarm to 0>>
	No one comes to your aid. Winter must be distracted.

<</if>>
<<effectsman>><<man>>
<<audience>>
<<stateman>>

<<actionsman>>
<<if $alarm is 1 and $rescue is 1>>
	<<link [[Next|History Lesson Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|History Lesson Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|History Lesson Molestation Finish]]>><</link>><<nexttext>>
<<elseif $timer gte 1>>
	<<link [[Next|History Lesson Molestation]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|History Lesson Molestation Finish]]>><</link>><<nexttext>>
<</if>>

:: History Lesson Molestation Finish

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<famerape 10>>
	<<if $robinhistory is "seat">>
		<<He>> shoves you to the ground. Robin is released as well, and rushes to your side as the rest of the class returns to their seats. Footsteps can be heard outside.

		"It's okay," <<nnpc_he Robin>> says. <<nnpc_He Robin>> searches <<nnpc_his Robin>> pocket for a tissue. Winter enters, and Robin turns to <<nnpc_him Winter>>.

		"<<He>> assaulted my friend," Robin says, pointing at the <<person>>.

		Winter points at the door, and the <<person>> marches out, giving you a wink before disappearing.

	<<else>>
		Satisfied, the <<person>> shoves you to the ground. The rest of the class rushes back to their seats, as footsteps can be heard approaching. You know you'll be in trouble if you're caught lying on the floor. <<tearful>> you struggle into your seat just before Winter returns.

	<</if>>
	<<clothesontowel>>
	<<endcombat>>
	<<link [[Next|History Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
	<<if $robinhistory is "seat">>
		The <<person>> recoils in pain. <<He>> glares at you, and <<he>> and <<his>> friends look like they've a mind to punish you, but footsteps can be heard approaching the class. They think better of it.

		They release Robin, and <<nnpc_he Robin>> rushes to your side. "It's okay," <<nnpc_he Robin>> says. Winter returns, and fixes Robin with <<nnpc_his Winter>> gaze. "<<He>> assaulted my friend." Robin points at the <<person>>.

		Winter points at the door, and the <<person>> marches out, still nursing an injury.

	<<else>>
		The <<person>> recoils in pain. <<He>> glares at you, and <<he>> and <<his>> friends look like they've a mind to punish you, but footsteps can be heard approaching the class. They think better of it. <<tearful>> you take your seat.	Winter returns, with no knowledge of what just took place.

	<</if>>
	<<clothesontowel>>
	<<endcombat>>
	<<link [[Next|History Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	<<if $robinhistory is "seat">>
		You hear footsteps approach the classroom. The <<person>> shoves you away and returns to <<his>> desk. Robin is released as well. <<nnpc_He Robin>> rushes to your side.

		"It's okay," <<nnpc_he Robin>> says.

		Winter enters. <<nnpc_His Winter>> eyes rest on Robin. "I can't leave you alone for five minutes, can I?"

		"<<He>> assaulted my friend," Robin says, pointing at the <<person>>.

		Winter points at the door, and the <<person>> marches out, giving you a wink before disappearing.

	<<else>>
		Footsteps can be heard rapidly approaching the classroom. The <<person>> pushes you away and returns to <<his>> desk, along with the rest of the class. <<tearful>> you take your seat. Winter arrives, looking angry. "I can't leave you alone for five minutes, can I?" Glad that the assault is over and not wanting Winter to know it was you who screamed, you keep your head down as the lesson continues.

	<</if>>
	<<clothesontowel>>
	<<endcombat>>
	<<link [[Next|History Lesson]]>><</link>>
<<else>>
	<<if $robinhistory is "seat">>
		You hear footsteps approach the classroom. The <<person>> shoves you away and returns to <<his>> desk. Robin is released as well. <<nnpc_He Robin>> rushes to your side.

		"It's okay," <<nnpc_he Robin>> says. Winter enters with one of the <<persons>> friends in tow, looking diminished.

		"Don't waste my time again," Winter says. "Or you'll never see the end of detention." <<nnpc_He Winter>> turns to you, then to Robin.

		"<<He>> assaulted my friend," Robin says, pointing at the <<person>>.

		Winter points at the door, and the <<person>> marches out, giving you a wink before disappearing.

	<<else>>
		You hear footsteps approach the classroom. The <<person>> pushes you away and returns to <<his>> desk, along with the rest of the class. <<tearful>> you take your seat. Winter arrives, one of the <<persons>> friends in tow, looking diminished. "Don't waste my time again, or you'll never see the end of detention." Glad that the assault is over, you keep your head down as the lesson continues.

	<</if>>

	<<clothesontowel>>
	<<endcombat>>
	<<link [[Next|History Lesson]]>><</link>>
<</if>>

:: History Lesson Pillory

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You walk to the front of the classroom, and Winter gestures you to bend over the bottom part of the pillory. You do so, and <<he>> lifts over the rest of the device, locking you firmly in place. Your hands and head poke through small holes facing the class. The antique is bolted onto the floor, rendering you quite immobile.

<<bind>>
<<if $rng gte 51>>
	<<endevent>>
	Before Winter can speak further, the door opens to reveal Leighton, who doesn't look twice at the <<girl>> in the pillory. <<npc Leighton>><<person1>><<He>> looks at Winter. "We need to talk." Winter nods, and leaves the room without a word.
	<<endevent>>

	<<if $robinhistory is "active" or $robinhistory is "seat">>
		<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20>>
			<<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<he>> asks the rest of the class, smiling slyly. Encouraged by the rest of the class, <<he>> walks behind you.

			Robin shakes and looks away.

			<<link [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</link>>

		<<elseif $NPCName[$NPCNameList.indexOf("Robin")].dom gte 60>>
			<<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<he>> asks the rest of the class, smiling slyly.

			<<if random(1, 2) is 2>>
				Robin tries to speak up, but the other students cheer over <<nnpc_his Robin>> voice. Encouraged, the <<person>> saunters behind you.

				Before the situation can escalate, a book collides with the <<persons>> head. <<He>> staggers away from you. The class turns to the culprit. Robin glares across the room.

				"Fucking <<bitch>>," the <<person>> shouts, marching across the room. Robin trembles a little, but remains defiant.

				<<link [[Next|History Lesson Pillory Robin Save]]>><<unbind>><</link>>

			<<else>>
				Robin tries to speak up, but another student restrains <<nnpc_him Robin>> from behind, and clamps a hand over <<nnpc_his Robin>> mouth. <<nnpc_He Robin>> squirms, but is unable to shake free.

				<<link [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</link>>

			<</if>>
		<<else>>
			<<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<he>> asks the rest of the class, smiling slyly.

			Robin tries to speak up, but the other students cheer over <<nnpc_his Robin>> voice. Another student restrains <<nnpc_him Robin>> from behind, and clamps a hand over <<nnpc_his Robin>> mouth. Encouraged, the <<person>> saunters behind you.

			<<link [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</link>>

		<</if>>
	<<else>>
		<<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<he>> asks the rest of the class, smiling slyly. Encouraged by the rest of the class, <<he>> walks behind you.

		<<link [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</link>>

	<</if>>
<<else>>
	Winter lectures about the historical use of the pillory, as well as other archaic punishments. You wonder why <<he>> likes them so much. Before long, <<he>> releases you. "You've been a fine assistant," <<he>> says cheerfully, as you head back to your seat.<<unbind>>

	<<link [[Next|History Lesson]]>><<endevent>><</link>>

<</if>>

:: History Lesson Pillory Robin Save
<<effects>>

You hear rapid footsteps outside. Winter barges in. <<nnpc_His Winter>> gaze flicks to the dented book on the floor, then rests on the <<person>>.

"Out," <<nnpc_he Winter>> says. "I won't tolerate the destruction of school property."

The <<person>> tries to argue, but Winter won't hear it. <<He>> rubs <<his>> head as <<he>> leaves the room.

"I'm sorry," Winter sighs as <<nnpc_he Winter>> releases you from the pillory. "We won't have time for this now." <<nnpc_He Winter>> sounds disappointed. <<tearful>> you walk back to your desk.

<<if $robinhistory is "active">>
	<<if $pain gte 20>>
		Robin hands you a tissue, and tries to calm you down.<<lpain>><<pain -4>>

	<</if>>
<</if>>
<<unbind>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Lesson Pillory Molestation

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>><<npcspank>>
	<<set $timer to 18>>
	<<set $position to "wall">><<set $walltype to "cleanpillory">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">><<set $NPCList[0].lefthand to 0>>
	<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<if $alarm is 1 and $rescue is 0>>
	<<set $alarm to 0>>
	No one comes to your aid, likely due to your reputation as a delinquent.

<</if>>
<<effectsman>><<man>>
<<audience>>
<<stateman>>

<<actionsman>>
<<if $enemyhealth lte 0>>
	<<link [[Next|History Lesson Pillory Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|History Lesson Pillory Molestation Finish]]>><</link>><<nexttext>>
<<elseif $timer lte 0>>
	<<link [[Next|History Lesson Pillory Molestation Finish]]>><</link>><<nexttext>>
<<elseif $rescue is 1 and $alarm is 1>>
	<<link [[Next|History Lesson Pillory Molestation Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|History Lesson Pillory Molestation]]>><</link>><<nexttext>>
<</if>>

:: History Lesson Pillory Molestation Finish

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<famerape 10>>
	"I got a bit carried away there," you hear the <<person>> mutter as <<he>> heads back to <<his>> seat.

	<<exposure>>
	<<if $exposed gte 1>>
		Winter returns to the class, and sees you in your undressed state. The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?"

		<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20 or $robinhistory is "missing">>
			Everyone looks at the <<person>>, who shrinks lower into <<his>> seat.
		<<else>>
			Robin stands and points. "It was <<him>>," <<nnpc_he Robin>> says. The other students murmur agreement as the <<person>> shrinks in <<his>> seat.
		<</if>>

		Winter glares at <<him>>. "Stay behind after class." <<tearful>> you walk back to your desk and ease yourself down.

	<<else>>
		<<endevent>><<npc Winter>><<person1>>Winter returns to the class. "Sorry, but we won't have time for this now," <<he>> says as <<he>> releases you from the pillory. <<He>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down.

	<</if>>
	<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20 and $robinhistory is "seat">>
		Robin shakes in <<nnpc_his Robin>> seat, and sobs.

	<<elseif $robinhistory is "seat" and $pain gte 20>>
		Robin tries to calm you down. <<nnpc_He Robin>> pulls out a tissue and dries your eyes.<<lpain>><<pain -4>>

	<</if>>
	<<clothesontowel>>
	<<endcombat>>
	<<link [[Next|History Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
	The <<person>> recoils in pain, and the class turns against <<him>>, laughing at <<his>> inability to properly molest a bound <<girl>>. <<He>> returns to <<his>> seat, looking diminished.

	<<exposure>>
	<<if $exposed gte 1>>
		Winter returns to the class, and sees you in your undressed state. The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?"

		<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20 or $robinhistory is "missing">>
			Everyone looks at the <<person>>, who shrinks lower into their seat.
		<<else>>
			Robin stands and points. "It was <<him>>," <<nnpc_he Robin>> says. The other students murmur agreement as the <<person>> shrinks in <<his>> seat.
		<</if>>

		Winter glares at <<him>>. "Stay behind after class." <<tearful>> you walk back to your desk and ease yourself down.

	<<else>>
		Winter returns to the class. "Sorry, but we won't have time for this now," <<nnpc_he Winter>> says as <<nnpc_he Winter>> releases you from the pillory. <<nnpc_He Winter>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down.

	<</if>>
	<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20 and $robinhistory is "seat">>
		Robin shakes in <<nnpc_his Robin>> seat, and sobs.

	<<elseif $robinhistory is "seat" and $pain gte 20>>
		Robin tries to calm you down. <<nnpc_He Robin>> pulls out a tissue and dries your eyes.<<lpain>><<pain -4>>

	<</if>>
	<<clothesontowel>>
	<<endcombat>>
	<<link [[Next|History Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	Footsteps can be heard rapidly approaching the classroom. The <<person>> rushes back to <<his>> desk. Winter arrives, looking angry. "I can't leave you alone for five minutes, can I?"

	<<exposure>>
	<<if $exposed gte 1>>
		Winter conceals your body with a towel while freeing you from the pillory.

		<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20 or $robinhistory is "missing">>
			Everyone looks at the <<person>>, who shrinks lower into <<his>> seat.
		<<else>>
			Robin stands and points. "It was <<him>>," <<nnpc_he Robin>> says. The other students murmur agreement as the <<person>> shrinks in <<his>> seat.
		<</if>>

		Winter glares at <<him>>. "Stay behind after class." <<tearful>> you walk back to your desk and ease yourself down.

	<<else>>
		<<endevent>><<npc Winter>><<person1>>"Sorry, but we won't have time for this now." Winter says as <<he>> releases you from the pillory. <<He>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down.
	<</if>>
	<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20 and $robinhistory is "seat">>
		Robin shakes in <<nnpc_his Robin>> seat, and sobs.

	<<elseif $robinhistory is "seat" and $pain gte 20>>
		Robin tries to calm you down. <<nnpc_He Robin>> pulls out a tissue and dries your eyes.<<lpain>><<pain -4>>

	<</if>>
	<<clothesontowel>>
	<<endcombat>>
	<<link [[Next|History Lesson]]>><</link>>
<<else>>
	Footsteps can be heard approaching the classroom. The <<person>> rushes back to <<his>> desk. The door opens to reveal Winter.

	<<exposure>>
	<<if $exposed gte 1>>
		The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?"

		Everyone looks at the <<person>>, who shrinks lower into their seat. "Stay behind after class." <<tearful>> you walk back to your desk, and ease yourself down.
	<<else>>
		<<endevent>><<npc Winter>><<person1>>"Sorry, but we won't have time for this now," <<he>> says as <<he>> releases you from the pillory. <<He>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down.
	<</if>>
	<<clothesontowel>>
	<<endcombat>>
	<<link [[Next|History Lesson]]>><</link>>
<</if>>
<<unbind>>

:: History Lesson Answer

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Winter>><<person1>>You raise your hand, and Winter looks at you. You answer the question, and <<he>> gives you a curt nod before moving on. That's about as close as you'll get to praise in this class.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Lesson Conceal

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $submissive gte 1150>>
	"I-I can't... I can't tell you." you say, hunching to conceal the collar around your neck.

<<elseif $submissive lte 850>>
	"Mind your own business," you say.

<<else>>
	"I can't tell you," you say.

<</if>>
"Fine," says Winter. "Whatever it is, you can show Leighton in detention."

<<endevent>>
<<link [[Next|History Lesson]]>><</link>>

:: History Lesson Collar

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $submissive gte 1150>>
	"I-It's my collar," you say.

<<elseif $submissive lte 850>>
	"It's a collar. What's it to you?" you say.

<<else>>
	"It's just a collar," you say.

<</if>>
<<He>> reaches down and picks up the leash. "And this? What would possess you to wear such a thing?" Pretty much the entire class is watching now. "Do you like to roleplay as a dog?" Someone giggles, which distracts Winter. "Quiet! Now, where was I..." <<He>> commences <<his>> droning.

<<endevent>>
<<link [[Next|History Lesson]]>><</link>>

:: History Lesson Horns

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $submissive gte 1150>>
	"Th-they're a growth on my head, <<sir>>. Like horns,"
<<elseif $submissive lte 850>>
	"I'm a sinner, <<sir>>. So I grow horns,"
<<else>>
	"I have horns, <<sir>>. They grow out of my head,"
<</if>>
you say, giving your horns a tug. "See?"

Winter raises <<his>> eyebrows. "How unusual," <<he>> says. You can't tell if <<he>> believes you. "Carry on with your work, please."

<<endevent>>
<<link [[Next|History Lesson]]>><</link>>

:: History Lesson Ears

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $submissive gte 1150>>
	"S-sorry. These are my ears, <<sir>>. They grow like this,"
<<elseif $submissive lte 850>>
	"You like my ears, <<sir>>? When you're wild, they can grow like this,"
<<else>>
	"They're my ears, <<sir>>. They grow like this,"
<</if>>
you say, giving your ears a tug. "See?"

Winter raises <<his>> eyebrows. "How unusual," <<he>> says. You can't tell if <<he>> believes you. "Carry on with your work, please."

<<endevent>>
<<link [[Next|History Lesson]]>><</link>>

:: History Lesson Excuse

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $submissive gte 1150>>
	"I-it's nothing." you say. "It was just a s-silly prank."

<<elseif $submissive lte 850>>
	"It's a costume," you say. "It's quirky. It's fun. Don't you have a sense of humour?"

<<else>>
	"It's a costume," you say. "I forgot to take it off."

<</if>>
Winter sighs. "Explain it to Leighton in detention."
<<detention 2>><<gdelinquency>>

<<endevent>>
<<link [[Next|History Lesson]]>><</link>>

:: History Robin Defend
<<effects>><<person1>>

<<if $submissive gte 1150>>
	"R-Robin is innocent," you protest.
<<elseif $submissive lte 850>>
	You rest your hand on Robin's arm, stopping <<him>> from rising as you fix Winter with your gaze. "You're gonna believe that?" you ask. "I didn't think you were stupid."
<<else>>
	"Robin didn't do it," you say. "You can't punish <<him>>."
<</if>>

"Don't talk back," Winter says. <<nnpc_He Winter>> still sends Robin out, but Robin seems calmed by your support anyway.

Another airplane lands in Winter's hair soon after, suggesting Robin really wasn't the culprit, and Winter lets <<him>> back in. <<He>> smiles as <<he>> takes the seat beside you.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Robin Quiet
<<effects>>

You stay quiet as Robin leaves the room. Another airplane lands in Winter's hair soon after, suggesting Robin wasn't the culprit, and Winter lets <<him>> back in. <<Hes>> shaking a little when <<he>> takes the seat beside you.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Robin Silent
<<effects>>

You stay silent.
<<if $robinromance is 1>>
	<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 40>>
		Robin takes your hand in <<person1>><<his>> own. "Our personal lives are none of your business," <<he>> says, squeezing.

		"Come on," the <<person2>><<person>> persists. "You can tell me."

		A textbook thuds onto the desk. The <<person>> looks up, and meets Winter's gaze. <<He>> slumps back into <<his>> seat.

	<<else>>
		Robin glances at you, and hesitates, before speaking. "Yes," <<person1>><<he>> says. "We're going out."

		The <<person2>><<person>> leans closer. "How about a kiss to prove it?"

		Robin blushes, but is rescued when a textbook thuds onto the desk. The <<person>> looks up, and meets Winter's gaze. <<He>> slumps back into <<his>> seat.

	<</if>>
<<else>>
	<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 50>>
		Robin shakes <<person1>><<his>> head. "<<pShes>> my best friend," <<he>> says. "But that's none of your business."

		The <<person2>><<person>> looks at you. "Just a friend?" <<he>> persists. "Is that true?"

		A textbook thuds onto the desk. The <<person>> looks up, and meets Winter's gaze. <<He>> slumps back into <<his>> seat.

	<<else>>
		Robin shakes <<person1>><<his>> head. "No, we're not."

		The <<person2>><<person>> looks at you. "What about you? Is <<person1>><<he>> lying?"

		A textbook thuds onto the desk. The <<person2>><<person>> looks up, and meets Winter's gaze. <<He>> slumps back into <<his>> seat.

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

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Robin Yes
<<effects>><<person1>>

<<if $submissive gte 1150>>
	"Y-yes," you say. "I'm <<his>> <<girlfriend>>."
<<elseif $submissive lte 850>>
	"Of course we're going out," you say. "You jealous?"
<<else>>
	"Yeah," you say. "We're a thing."
<</if>>

<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 20>>
	Robin smiles and nods. "I couldn't be happier," <<he>> says. <<person2>>The <<person>> frowns and returns to <<his>> desk.

<<else>>
	Robin smiles and blushes at your words. <<He>> nods, and looks at <<his>> lap. The <<person2>><<person>> frowns and returns to <<his>> desk.

<</if>>

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Robin No
<<effects>>

<<if $submissive gte 1150>>
	"N-no," you say. "We're not a couple."
<<elseif $submissive lte 850>>
	"What gave you that idea?" you ask. "Of course we're not going out."
<<else>>
	"Nope," you say. "We aren't going out."
<</if>>

<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 20>>
	Robin nods. "<<pShes>> my friend," <<person1>><<he>> says. "That's all."
<<else>>
	Robin looks uncomfortable, but nods.
<</if>>

"Aww," the <<person2>><<person>> says, amused. "But you two are so cute." <<He>> looks at you. "Come on. Just a peck on the cheek."
<<if random(1, 2) is 2>>
	A textbook thuds onto the desk. The <<person>> looks up, and meets Winter's piercing gaze. <<He>> slumps back into <<his>> seat.

	<<link [[Next|History Lesson]]>><<endevent>><</link>>

<<else>>

	<<link [[Peck|History Robin Peck]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<glove>><<glust>>

	<<link [[Refuse|History Robin Peck Refuse]]>><</link>>

<</if>>

:: History Robin Yes Lie
<<effects>><<person1>>

<<if $submissive gte 1150>>
	"Y-yes," you say. "I'm <<his>> <<girlfriend>>."
<<elseif $submissive lte 850>>
	"Of course we're going out," you say. "You jealous?"
<<else>>
	"Yeah," you say. "We're a thing."
<</if>>

<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 20>>
	"Wait," Robin says. "That's not true. I'm not ready yet." The <<person2>><<person>> laughs at Robin's uncertainty, but attracts Winter's ireful gaze, and slinks back to <<his>> desk.

	Robin is quiet for a while.

<<else>>
	Robin gasps. "W-wait," <<he>> says. "That's not-". <<He>> attracts Winter's ireful gaze, and falls silent. The <<person2>><<person>> laughs and slinks back to <<his>> desk.

<</if>>

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Robin No Lie
<<effects>>

<<if $submissive gte 1150>>
	"N-no," you say. "We're not a couple."
<<elseif $submissive lte 850>>
	"What gave you that idea?" you ask. "Of course we're not going out."
<<else>>
	"Nope," you say. "We aren't going out."
<</if>>

<<person1>>
<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 20>>
	Robin turns to you, confused. "What do you mean?" <<he>> asks. "Of course we're going out. Why would you say we're not?"

	Before you can respond, Robin opens <<his>> mouth again.
	<<if $cool gte 160>>
		"Am I that embarrassing?" <<he>> asks. <<He>> looks like <<hes>> holding back tears.

		The <<person2>><<person>> leans closer, and whispers too quiet for Robin to hear. "How about you ditch this loser, and meet me in the-"

		A textbook thuds against the desk. The <<person>> looks up to find Winter's gaze piercing <<him>>. <<He>> slumps back into <<his>> chair.

	<<else>>
		"I-I'm trying to be better," <<he>> says. <<He>> looks like <<hes>> holding back tears.

		"Looks like you two have some relationship issues," the <<person2>><<person>> interrupts. "I'll leave you to it. <<He>> slinks back to <<his>> desk.

	<</if>>
<<else>>
	"W-What?" Robin says, <<his>> voice quivering. "Th-that's not true!" <<He>> stumbles over <<his>> words, and instead looks away.

	"Looks like you two have some relationship issues," the <<person2>><<person>> says. "I'll leave you to it. <<He>> slinks back to <<his>> desk.

<</if>>

<<link [[Apologise to Robin|History Robin Apologise]]>><<npcincr Robin love 1>><</link>><<glove>>

<<link [[Say nothing|History Lesson]]>><<endevent>><</link>>

:: History Robin Apologise
<<effects>>

<<if $submissive gte 1150>>
	"I-I'm sorry," you tell Robin. "I just d-don't want the attention."
<<elseif $submissive lte 850>>
	"I didn't mean that," you tell Robin. "Just don't want the attention."
<<else>>
	"I'm sorry," you say. "I just don't want the attention."
<</if>>

Robin nods, but can't meet your eyes.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Robin Peck
<<effects>>

You turn your gaze towards Robin. <<person1>><<His>> cheeks are red, but <<he>> doesn't protest as you lean in and plant a kiss on <<his>> cheek.

<<if random(1, 2) is 2>>
	Satisfied, the <<person2>><<person>> slinks back to <<his>> seat.

	<<person1>>
	Robin's face remains red for a while, and <<he>> struggles to remain focused on the lesson. You catch <<him>> smiling more than once.

	<<link [[Next|History Lesson]]>><<endevent>><</link>>

<<else>>
	"Not good enough," the <<person2>><<person>> says. "On the lips."

	<<link [[Kiss|History Robin Peck 2]]>><</link>><<promiscuous1>><<kissvirginitywarning>>

	<<link [[Refuse|History Robin Peck Refuse]]>><</link>>

<</if>>

:: History Robin Peck 2
<<effects>>

You hold Robin's chin, and turn <<person1>><<him>> to face you. You give <<him>> a peck on the lips. <<His>> eyes are shut when you pull away, lost in the moment.
<<takeKissVirginity "Robin" "romantic">><<promiscuity1>>

"Nice," the <<person2>><<person>> says. <<He>> looks at Robin. "You enjoyed that a lot." Robin's eyes flutter open, and <<person1>><<he>> looks away, <<his>> blush deepening.

Satisfied, the <<person2>><<person>> returns to <<his>> desk.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Robin Peck Refuse
<<effects>>

<<if $submissive gte 1150>>
	"N-no," you say. "I'm not doing that."
<<elseif $submissive lte 850>>
	"Fuck off," you say. "Leave us alone."
<<else>>
	"Leave us alone," you say.
<</if>>

The <<person2>><<person>> opens <<his>> mouth to respond, but a textbook slams into the desk. <<He>> looks up, and meets Winter's piercing gaze.

<<He>> slumps back into <<his>> seat.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

repo_name: Area/degrees

license: mit


code:
:: History Classroom
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<run getRobinLocation()>>
<<if _robin_location is "school">>
	<<set $robinhistory to "active">>
<<else>>
	<<set $robinhistory to "missing">>
<</if>>
<<if $schoolstate is "fourth">>
	<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
		<<outfitChecks>>
		/*Check for when the pc is only wearing an overcoat*/
		<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked" and $worn.under_upper.name is "naked" and $worn.under_lower.name is "naked">>
			As you go to hang your <<if _middleOutfit>>$worn.over_upper.name<<else>>$worn.over_upper.name and $worn.over_lower.name<</if>>, you remember that you're naked underneath.
		<<elseif $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked" and ($worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim"))>>
			As you go to hang your <<if _middleOutfit>>$worn.over_upper.name<<else>>$worn.over_upper.name and $worn.over_lower.name<</if>>, you remember that you're only wearing swimwear underneath.
		<<elseif $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked" and $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">>
			As you go to hang your <<if _middleOutfit>>$worn.over_upper.name<<else>>$worn.over_upper.name and $worn.over_lower.name<</if>>, you remember that you're only wearing underwear underneath.
		<</if>>

		<<npc Winter>><<person1>>
		Winter speaks during your brief hesitation. "You can't have believed I wouldn't notice. Go see the head."

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

	<<elseif $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound">>
		<<if $historyattended is 1>>
			You rejoin the history lesson,
			<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
				hang your coat at the back of the class
				<<undressOverClothes "historyClassroom">>
			<</if>>
			and take your seat.

			<<link [[Next|History Lesson]]>><<endevent>><</link>>

		<<elseif $time lte ($hour * 60 + 5)>>
			You enter the history classroom.
			<<npc Winter>><<person1>>
			Winter is preparing at the front of the room while the seats fill.
			<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
				<<undressOverClothes "historyClassroom">>
				You hang your coat at the back of the class.
			<</if>>
			<<if _robin_location is "school">>
				Robin waves you over, and points at an empty seat beside <<nnpc_him Robin>>.

				<<if random(1, 2) is 2>>
					<<endevent>>
					<<npc Robin>><<generatey2>><<person2>>
					You approach, but a <<person>> sits there before you arrive.

					<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 20>>
						"Excuse me," Robin says. "My <<if $robinromance is 1>><<girlfriend>><<else>>friend<</if>> was going to sit there."

						<<if random(1, 2) is 2>>
							"I got here first," the <<person2>><<person>> replies, refusing to budge.

							<<link [[Ask the student to move|History Robin Move]]>><</link>>

							<<link [[Find a new seat|History Robin New]]>><</link>>

						<<else>>
							"Fine," the <<person2>><<person>> replies. <<He>> grabs <<his>> bag and stands. You sit beside Robin.

							<<link [[Next|History Lesson]]>><<endevent>><<set $robinhistory to "seat">><</link>>

						<</if>>
					<<else>>
						<<person1>>
						Robin lowers <<his>> head.

						<<link [[Ask the student to move|History Robin Move]]>><</link>>

						<<link [[Find a new seat|History Robin New]]>><</link>>

					<</if>>
				<<else>>
					<<link [[Next|History Lesson]]>><<endevent>><<set $robinhistory to "seat">><</link>>

				<</if>>
			<<else>>

				<<link [[Next|History Lesson]]>><<endevent>><</link>>

			<</if>>
		<<else>>
			You enter the history classroom.
			<<npc Winter>><<person1>>
			Winter cuts off mid-sentence and looks at you. <<He>> taps <<his>> watch and points to your seat.
			<<gdelinquency>>

			<<detention 1>>
			You
			<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
				hang your coat at the back of the class and
				<<undressOverClothes "historyClassroom">>
			<</if>>
			take your seat as Winter continues.

			<<link [[Next|History Lesson]]>><<endevent>><</link>>

		<</if>>

	<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
		Winter looks at your bindings. "Whatever that's about you need to sort it out before you enter my class. Go see the head."

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

	<<else>>
		<<npc Winter>><<person1>>
		Winter looks at your clothing. "You can't have believed I wouldn't notice. Go see the head."

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

	<</if>>
<<elseif $schoolstate is "lunch">>
	You enter the history classroom.
	<<if _robin_location is "school" and $luncheaten is 1>>
		Robin is already here.
			<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20>>
				<<nnpc_He Robin>> stares out the window.
			<<elseif $robinromance is 1>>
				<<nnpc_He Robin>> smiles and waves you over.
			<<else>>
				<<nnpc_He Robin>> smiles and waves.
			<</if>>
			<<set $robinhistory to "seat">>
	<<else>>
		No one else has arrived yet.
	<</if>>
	You could use the extra time to study.

	<<schoolperiodtext>>
	<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>

		You don't think you should study while not being properly dressed.

	<<else>>
		<<link [[Study history|History Classroom Study]]>><</link>><<gstress>><<ghistory>>
	<</if>>

	<<link [[Leave|Hallways]]>><</link>>

<<elseif $schoollesson is 1>>
	<<if $historyinterrupted is 1>>
		<<npc Winter>><<person1>>You enter the history classroom. Winter stops speaking abruptly and looks your way. "Every time you interrupt me you damage your fellow student's chances. I'll mark you down for detention." <<He>> guides you to the door.
		<<gdelinquency>>

		<<detention 1>>

		<<link [[Next|Hallways]]>><<endevent>><</link>>
	<<else>>
		<<npc Winter>><<person1>>You enter the history classroom. Winter stops speaking abruptly and looks your way. "And what can I do for you?" It seems you've interrupted the lesson.

		<<set $historyinterrupted to 1>>

		<<link [[Apologise|History Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>>

		<<if $trauma gte 1>>
			<<link [[Mock|History Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>>

		<</if>>
	<</if>>
<<else>>
	You are in the History classroom. It has a stuffy atmosphere.

	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "emptyClassroom">>
	<</if>>
	<<storeon "historyClassroom" "check">>
	<<if _store_check is 1>>
		<<storeon "historyClassroom">>
		You take your coat at the back of the class.

	<</if>>
	<<exhibitionclassroom>>
	<<link [[Leave the room (0:01)|Hallways]]>><<pass 1>><</link>>

<</if>>

:: History Lesson
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $historyattended to 1>>

<<if $weekday is 6 and $minute gte 37>>
	<<npc Winter>><<person1>>
	"Time to prove you've been paying attention," Winter says, placing a stack of booklets on <<his>> desk. "Form an orderly queue. Anyone who begins before I give the go ahead will be disciplined."<<gstress>><<stress 6>>

	<<if $arousal gte $arousalmax>>
		<<set _teacher to "Winter">>
		<<orgasmLocation "classroom">>
	<</if>>

	<<exam history>>

	You return to your desk, and await Winter's signal. "Begin."

	<<endevent>>
	<<exam_cheat history>>
	<<link [[Focus|History Exam]]>><<stress 6>><<set $phase to 0>><<set $exam_chance += 5>><</link>><<gstress>> | + 5% Pass chance

	<<link [[Try to relax|History Exam]]>><<set $phase to 1>><</link>>

	<<link [[Cheat|History Exam]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>

<<else>>
	<<if $time lte ($hour * 60 + 5)>>
		The history lesson begins, how do you want to conduct yourself?

	<<else>>
		The history lesson continues, how do you want to conduct yourself?

	<</if>>
	<<if $arousal gte $arousalmax>>
		<<set _teacher to "Winter">>
		<<orgasmLocation "classroom">>
	<</if>>

	<<link [[Focus on the lesson|History Lesson Focus]]>><</link>><<gstress>><<ghistory>>

	<<link [[Socialise with classmates|History Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<gharass>>

	<<link [[Daydream|History Lesson Daydream]]>><</link>><<lstress>> <<lharass>>

	<<if $exhibitionism gte 75>>
		<<if $robinhistory is "seat">>
			<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 60>>
				<<link [[Masturbate|History Lesson Masturbate Robin]]>><</link>>

			<<else>>
				<<link [[Masturbate|History Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist5>>

			<</if>>
		<<else>>
			<<link [[Masturbate|History Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>

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

:: History Classroom Apology
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

Embarrassed, you apologise and leave.

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

:: History Classroom Mock
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

You mock the teacher. "Sorry for interrupting <<sir>>, I got you muddled with the skeleton in the science room." Laughter erupts among the seated students.

Winter sighs. "Is this really what passes for humour today?" <<He>> guides you to the exit and shuts the door behind you.
<<gdelinquency>>

<<detention 1>><<npcincr Winter love -1>>
<<link [[Next|Hallways]]>><<endevent>><</link>>

:: History Lesson Focus
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

You focus on listening to the teacher and studying the material.
<<if $robinhistory is "seat">>
	Robin is eager to help.
<</if>>
It's hard going, but you think you're making progress.

<<towelup>>

<<advancelesson>>
<<historyskill _lesson_progress>>
<<stress _lesson_progress>>

<<if $phase is 1>>
	<<set $phase to 0>>
	The bell rings, signifying the end of the lesson. You
	<<storeon "historyClassroom" "check">>
	<<if _store_check is 1>>
		<<storeon "historyClassroom">>
		grab your coat and
	<</if>>
	leave the classroom.

	<<if $robinhistory isnot "missing" and $robinReunionScene isnot undefined>>
		<<link [[Next|Robin After Class]]>><</link>>
	<<else>>
		<<link [[Next|Hallways]]>><</link>>
	<</if>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (8900 - $allure)>>
		<<eventshistory>>
	<<else>>
		<<eventshistorysafe>>
	<</if>>
<</if>>

:: History Lesson Socialise
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

<<towelup>>

<<if $robinhistory is "seat" and $robin_history_chat isnot 1>>
	<<set $robin_history_chat to 1>>
	<<npc Robin>><<person1>>
	<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20>>
		You try to strike up a conversation, but <<hes>> busy struggling to focus on the lesson instead.
	<<elseif $robinromance is 1>>
		You try to strike up a conversation with Robin. <<He>> stays focused on the lesson, but nudges your hand beneath the desk. You wrap your fingers around <<his>>, and <<he>> squeezes.
	<<elseif $NPCName[$NPCNameList.indexOf("Robin")].love gte 50>>
		You try to strike up a conversation with Robin. <<He>> nods and occasionally smiles at you, but <<hes>> more focused on the lesson.
	<<else>>
		You try to strike up a conversation with Robin. <<He>> nods as you speak, but <<hes>> more focused on the lesson.
	<</if>>
	<<endevent>>
<<else>>
	<<if $cool gte ($coolmax / 5 * 2)>>
		You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the centre of attention.
	<<elseif $cool gte ($coolmax / 5)>>
		You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates.
	<<else>>
		You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you.
	<</if>>
<</if>>

<<status 1>>

<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>

<<if $phase is 1>>
	<<set $phase to 0>>
	The bell rings, signifying the end of the lesson. You
	<<storeon "historyClassroom" "check">>
	<<if _store_check is 1>>
		<<storeon "historyClassroom">>
		grab your coat and
	<</if>>
	leave the classroom.

	<<if $robinhistory isnot "missing" and $robinReunionScene isnot undefined>>
		<<link [[Next|Robin After Class]]>><</link>>
	<<else>>
		<<link [[Next|Hallways]]>><</link>>
	<</if>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (8900 - ($allure * 2))>>
		<<eventshistory>>
	<<else>>
		<<eventshistorysafe>>
	<</if>>
<</if>>

:: History Lesson Daydream
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

<<towelup>>

<<if $trauma gte (($traumamax / 10) * 7)>>
	You keep to yourself, afraid that one wrong move will result in the whole class molesting you.
<<elseif $trauma gte (($traumamax / 10) * 2)>>
	You focus on your own thoughts, trying to keep the creeping anxiety at bay.
<<else>>
	You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school.
<</if>>

<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>

<<if $phase is 1>>
	<<set $phase to 0>>
	The bell rings, signifying the end of the lesson. You
	<<storeon "historyClassroom" "check">>
	<<if _store_check is 1>>
		<<storeon "historyClassroom">>
		grab your coat and
	<</if>>
	leave the classroom.

	<<if $robinhistory isnot "missing" and $robinReunionScene isnot undefined>>
		<<link [[Next|Robin After Class]]>><</link>>
	<<else>>
		<<link [[Next|Hallways]]>><</link>>
	<</if>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (8900 - ($allure / 2))>>
		<<eventshistory>>
	<<else>>
		<<eventshistorysafe>>
	<</if>>
<</if>>

:: History Classroom Study
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<run getRobinLocation()>>
<<if $robinhistory is "seat">>
	You sit beside Robin and read a history textbook.
<<else>>
	You take a seat and read a history textbook.
	<<if _robin_location is "school" and $luncheaten isnot 1>>
		Robin is the next to arrive, and takes the seat beside you.
		<<set $robinhistory to "seat">>
	<</if>>
<</if>>

<<npc Winter>><<person1>>The classroom soon fills and Winter arrives to begin the lesson.

<<if $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound" and $leftarm isnot "bound" and $feetuse isnot "bound">>
	<<link [[Next|History Lesson]]>><<endevent>><</link>>

<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
	Winter looks at your bound limbs. "You need to sort that out before attending my class. Go see the head."

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

<<else>>
	Winter looks at your clothing. "You can't have believed I wouldn't notice. Go see the head."

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

<</if>>

<<set _time_to_pass to 60 - $minute>>
<<pass _time_to_pass>>
<<schooleffects>>

<<set _stress to Math.trunc(_time_to_pass / 5)>>
<<stress _stress>>

<<set _history to _time_to_pass / 20>>
<<historyskill _history>>

:: History Robin Move
<<effects>>

<<if $submissive gte 1150>>
	"E-excuse me," you say. "I was going to sit there. C-can you move?"
<<elseif $submissive lte 850>>
	"I'm sitting there," you say.
<<else>>
	"I was going to sit there," you say. "Do you mind moving?"
<</if>>

<<if random(1, $coolmax) gt $cool>>
	"Nope," the <<person2>><<person>> sneers. "What you gonna do about it?"
	<<if $submissive lte 500>>
		Your fists clench.
	<</if>>
	Other students turn to watch.

	<<link [[Find another seat|History Robin New]]>><</link>>

	<<if $submissive gte 1500>>
		<<link [[Beg|History Robin Beg]]>><><</link>><<submissivetext>>

	<</if>>
	<<if $submissive lte 500>>
		<<link [[Get physical|History Robin Fight]]>><<def 1>><</link>><<defianttext>>

	<</if>>
<<else>>
	The <<person2>><<person>> nods. "Sure." <<He>> grabs <<his>> bag and looks for another seat.

	<<link [[Next|History Lesson]]>><<set $robinhistory to "seat">><<endevent>><</link>>

<</if>>

:: History Robin New
<<effects>>

You find another seat. Robin gives you a sad wave from the other side of the room once you're settled.

<<link [[Next|History Lesson]]>><<endevent>><</link>>

:: History Robin Beg
<<effects>>

You grasp the <<person2>><<persons>> shirt and nearly drop to your knees. "P-please," you say, pouring everything into your words and stance. "I have to sit by Robin."

The <<person>> shifts in discomfort. "Fine," <<he>> says. "Get off me." <<He>> grabs <<his>> bag and finds another seat.

Robin looks concerned as you sit.

<<link [[Next|History Lesson]]>><<set $robinhistory to "seat">><<endevent>><</link>>

:: History Robin Fight
<<effects>>

You grasp the <<persons>> collar, and pull <<him>> closer. <<He>> tries to steady <<himself>> against <<his>> desk, but loses <<his>> grip.

"Get off my seat," you say. You release <<him>>, and <<he>> almost falls to the carpet.

"F-fine," <<he>> says while grabbing <<his>> bag. "You're crazy."

<<person1>>Robin gives you a concerned look as you sit beside <<him>>.

<<link [[Next|History Lesson]]>><<set $robinhistory to "seat">><<endevent>><</link>>