code:
:: Sea Dolphins
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<beastCombatInit>>
	<<beastTrainGenerate>>
	<<set $water to 1>><<set $claws to 0>>
	<<if $daystate isnot "night" and $location is "beach">>
		<<enable_rescue>>
	<</if>>
	<<if $bus isnot "sea">>
		The <<beastsplural>> push you out to sea.
	<</if>>
	<<location "sea">>
<</if>>
<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

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

:: Sea Dolphins Finish

<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $combatTrain.length gt 0>>
		The <<beasttype>> recoils in pain and fear, but another is eager for a go.
		<<combatTrainAdvance>>

		<<link [[Next|Sea Dolphins]]>><</link>>

	<<else>>
		The <<beasttype>> recoils in pain and fear.
		<<combatTrainAdvance>>

		<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $combatTrain.length gt 0>>
		Satisfied, the <<beasttype>> moves and another takes its turn.
		<<combatTrainAdvance>>

		<<link [[Next|Sea Dolphins]]>><</link>>

	<<else>>
		Satisfied, the <<beasttype>> moves away from you.
		<<combatTrainAdvance>>

		<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $finish is 1>>
	<<if $enemywounded is 1 and $enemyejaculated is 0>>
		The <<beasttype>> whimpers and flees into the darkness of the sea.
	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
		The <<beasttype>> leaves you floating in the water.
	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
		Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the sea.
	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
		The <<beastsplural>> leave you spent and shivering in the water.
	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
		The <<beastsplural>> leave you spent and shivering in the water.
	<</if>>

	<<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	A whistle blows, startling the <<beastsplural>>. A lifeguard in a small boat races toward you. The <<beastsplural>> make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.

	<<tearful>> you gather yourself.
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<</if>>

:: Sea Eels

<<if $location isnot "sea">><<location "sea">><</if>><<effects>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<molested>>
	<<controlloss>>
	<<set $combat to 1>>
	<<set $enemytype to "swarm">>
	<<swarminit "eels" "swarm" "moving towards you" "encircle you" "fend off" 1 9>>

	<<set $swimdistance to 15>>
	<<set $water to 1>>
<</if>>
<<if $swimdistance gte 20>>
	You need to start swimming toward the buoy!
<<elseif $swimdistance gte 10>>
	The buoy is still a long way off.
<<elseif $swimdistance gte 5>>
	You've passed halfway to the buoy.
<<elseif $swimdistance gte 1>>
	You're almost at the buoy.
<<else>>
	The buoy is within arm's reach!
<</if>>

<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
	<<link [[Next|Sea Eels Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
	<<link [[Next|Sea Eels Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Sea Eels Finish

<<effects>>
<<if $stress gte $stressmax>>
	It's all just too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>
<<else>>
	<<tearful>> you haul yourself out of the water. The eels wriggle off of you to escape the open air. You cling to the buoy and hang above the writhing mass. The swarms soon dissipate and return to the depths.

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

:: Sea Beach Molestation

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>>
	<<if $daystate isnot "night" and $location is "beach">>
		<<enable_rescue>>
	<</if>>
	<<if $phase isnot 1>>
		You try to pull away, but <<he>> won't let you!

	<<else>>
		<<set $NPCList[0].lefthand to "arms">>
		<<set $leftarm to "grappled">>
		<<set $rightarm to "grappled">>
		<<hand_gag 0 right>>
	<</if>>
<<elseif $sexstart is 1>>
	<<set $sexstart to 0>>
	<<promiscuity1>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<set $enemytrust += 100>>
	<<if $daystate isnot "night" and $location is "beach">>
		<<enable_rescue>>
	<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Sea Beach Molestation Finish

<<effects>>
<<if $finish is 1>>
	The <<person>> looks around for someone else to hassle.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
	<<effects>>
	<<He>> falls backwards into the water. By the time <<he>> recovers, you've disappeared into the crowds. <<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $enemyanger gte ($enemyangermax / 5) * 3>>
		Satisfied, <<he>> kicks you and swims away.
		<<violence 3>>

	<<elseif $enemyanger gte 1>>
		Without a word, <<he>> leaves you floating in the water.

	<<else>>
		Smiling, <<he>> kisses you on the cheek. <<He>> leaves you floating in the water.

	<</if>>
	<<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	A whistle blows, startling the <<person>>. A lifeguard in a small boat races toward you. The <<person>> gives you an angry look, but leaves without further fuss. Seeing <<him>> leave, the lifeguard heads back to the beach. <<tearful>> you gather yourself.

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

:: Boat Molestation

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>><<set $enemytrust -= 20>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Boat Molestation Finish

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	Finished with you, they dump you unceremoniously into the sea.

	<<stealclothes>>
	<<tearful>> you swim to the surface.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>

<<elseif $enemyhealth lte 0>>
	They recoil in pain. "Fuck, it's a violent one," says the <<person1>><<person>>. They push you off the boat.

	<<stealclothes>>
	<<tearful>> you swim to the surface.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Sea Vore

<<if $location isnot "sea">><<location "sea">><</if>><<effects>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<molested>>
	<<controlloss>>
	<<if $tentacledisable is "f" and $hallucinations gte 1>>
		<<set $enemytype to "tentacles">>
		<<tentaclestart 2 15>>
		<<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $lefttarget to "tentacles">>
		<<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $righttarget to "tentacles">>
		A $tentacles[0].fullDesc and $tentacles[1].fullDesc emerge from the creature and restrain your arms.

	<<else>>
		<<set $enemytype to "vore">>
	<</if>>
	<<set $vorestage to 1>>
	<<set $vorecreature to "whale">>
	<<set $vorestrength to 1>><<set $position to "doggy">>
	<<if $hallucinations gte 1>>
		<<set $voretentacles to 1>>
	<<else>>
		<<set $voretentacles to 0>>
	<</if>>
	<<resetLastOptions>>
	<<getCombatDefaultsType>>
<</if>>
<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
	<<voreeffects>><<effectstentacles>>
	<<vore>><<tentacles>>
	<<statetentacles>>
	<<actionsvorentacles>>
<<else>>
	<<voreeffects>>
	<<vore>>
	<<voreactions>>
<</if>>
<<if $stress gte $stressmax>>
	<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestage lte 0>>
	<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestomach gte 5>>
	<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Sea Vore Finish

<<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
	It's all just too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>
<<else>>
	<<tearful>> you haul yourself out of the $vorecreature's maw. It decides against pursuing you further, and disappears back into the depths.

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

:: Sea Tangle Undress

<<water>><<effects>>
You <<nervously>> remove your <<bottoms>>, exposing yourself beneath the water. Once removed, it's easy to untangle it from the seaweed.
<<exhibitionism1>>

<<destinationeventend>>

:: Sea Tangle

<<water>><<effects>>
You start to untangle yourself without undressing. It takes a minute to free yourself.

<<destinationeventend>>

:: Sea Rape

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>>
	<<set $NPCList[0].mouth to "underwater">>
<</if>>
<<underwater>><<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Sea Rape Finish

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
	<<He>> leaves you alone, and you struggle to the surface for air.

	<<stealclothes>>
	<<tearful>> you cough and splutter.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
	The <<person>> suddenly recoils from you. It looks like something is wrong with <<his>> diving mask. <<He>> swims away, and you struggle to the surface for air.

	<<tearful>> you cough and splutter.

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

:: Sea Tentacles

<<if $location isnot "sea">><<location "sea">><</if>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 8 15>>
	<<set $tentacles[0].shaft to "waist">>
<</if>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>

<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Sea Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Sea Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Sea Tentacles Finish

<<water>><<effects>>
The creature loses interest in you, and returns to the depths. <<tearful>> you struggle to stay afloat.
<<clotheson>>
<<endcombat>>
<<destinationeventend>>

:: Sea Dolphins Sex

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<beastCombatInit>>

	<<beastTrainGenerate>>

	<<set $water to 1>><<set $claws to 0>>
	<<if $daystate isnot "night" and $location is "beach">>
		<<enable_rescue>>
	<</if>>
	You pet further and further down the $NPCList[0].type's belly. They take the hint, and swim closer to you in excitement.

	<<deviancy3>>
<</if>>
<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

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

:: Sea Dolphins Sex Finish

<<effects>>

<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $combatTrain.length gt 0>>
		The $NPCList[_na].type recoils in pain and fear, but the next takes its turn.
		<<combatTrainAdvance>>

		<<link [[Next|Sea Dolphins Sex]]>><</link>>
	<<else>>
		The $NPCList[_na].type recoils in pain and fear.
		<<combatTrainAdvance>>

		<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $combatTrain.length gt 0>>
		Satisfied, the $NPCList[_na].type moves and the next takes its turn.
		<<combatTrainAdvance>>

		<<link [[Next|Sea Dolphins Sex]]>><</link>>
	<<else>>
		Satisfied, the $NPCList[_na].type moves away from you.
		<<combatTrainAdvance>>

		<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $finish is 1>>
	<<if $consensual is 1>>
		The <<beastsplural>> swim away from you.

	<<else>>
		<<if $enemywounded is 1 and $enemyejaculated is 0>>
			The $NPCList[_na].type whimpers and flees into the darkness of the sea.
		<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
			The $NPCList[_na].type leaves you floating in the water.
		<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
			Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the sea.
		<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
			The <<beastsplural>> leave you spent and shivering in the water.
		<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
			The <<beastsplural>> leave you spent and shivering in the water.
		<</if>>

	<</if>>
	<<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	A whistle blows, startling the <<beastsplural>>. A lifeguard in a small boat races toward you. The <<beastsplural>> make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.

	<<tearful>> you gather yourself.
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<</if>>

:: Sea Squid

<<water>><<effects>>
<<set $squidcount += 1>>
You feel a thrill as you let the squid continue its devilish work.<<deviancy1>>

<<destinationeventend>>

:: Sea Pull

<<water>><<effects>>
You pull the squid and its probing tentacles away from you.

<<destinationeventend>>

:: Sea Boat Call
<<effects>>
<<generate1>><<generate2>><<generate3>><<person1>>
You call out. After a moment, the boat steers in your direction. Someone throws a lifebuoy, which splashes down nearby. You grab hold of it, and are soon pulled on deck.

A <<person1>><<person>> helps pull you aboard. <<covered>> A <<person2>><<person>> and <<person3>><<person>> work elsewhere on the ship. <<if $exposed gte 1>>They pretend not to leer at you.<</if>>

<<if $rng gte 51>>

	<<person1>>"You look like you need help," the <<person>> says, looking you up and down. "No one rides for free, but it looks like you've got plenty to pay with." <<His>> ogling leaves no question as to the sort of payment <<he>> means.

	<<link [[Accept|Sea Boat Accept]]>><</link>>

	<<link [[Offer to dance for them instead|Sea Boat Dance]]>><</link>>

	<<link [[Refuse|Sea Boat Refuse]]>><</link>>

<<else>>
	<<dry>><<exposure>><<towelup>>
	<<person1>>"Not what we were expecting to catch," the <<person>> laughs. "Get yourself indoors, I'll get you something warm. We'll be back in port in a jiffy."

	<<pass 30>>
	Your spend the journey sat in the ship's interior, a towel around your shoulders and a mug of tea warming your hands as the <<person>> regales you with tales of the high seas. The other crewmembers join in now and then, and scoff at some of <<his>> taller tales.
	<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>

	You're soon back at the dock. They wave you goodbye as you climb ashore.

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

<</if>>

:: Sea Boat Accept
<<effects>>

You nod. The <<person1>><<person>> doesn't wait before shoving you to the deck.

<<link [[Next|Sea Boat Rape]]>><<set $molestationstart to 1>><</link>>

:: Sea Boat Rape

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Sea Boat Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Sea Boat Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Sea Boat Rape]]>><</link>><<nexttext>>
<</if>>

:: Sea Boat Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<dry>>

They let you stay indoors and give you some towels to dry with, at least. You soon pull into the dock.

<<tearful>> you climb from the ship.

<<clothesontowel>>
<<endcombat>>
<<pass 30>>
<<link [[Next|Docks]]>><</link>>

<<else>>
You shove the <<person3>><<person>>, and <<he>> tumbles overboard. The <<person2>><<person>> rushes for another life buoy, while the <<person1>><<person>> reaches for a harpoon gun.

<<link [[Plead with them|Sea Boat Rape Plead]]>><</link>>

<<link [[Intimidate them|Sea Boat Rape Intimidate]]>><</link>>

<</if>>

:: Sea Boat Rape Plead
<<effects>>

<<if $submissive gte 1150>>
	"P-please stop," you plead. "I never wanted to fight."
<<elseif $submissive lte 850>>
	"Calm down," you say. "No one has to know you got your asses kicked by a <<girl>> you met at sea."
<<else>>
	"I don't want to fight," you say. "I just want to get back to shore."
<</if>>

<<dry>>The <<person1>><<person>> sneers at you, but winces and clutches <<his>> hips. "Fine. But don't you dare breathe a word of this to anyone."

You spend the rest of the voyage indoors. You find towels to dry yourself with. You soon pull into the dock.

<<tearful>> you climb ashore.

<<clothesontowel>>
<<endcombat>>
<<pass 30>>
<<link [[Next|Docks]]>><</link>>

:: Sea Boat Rape Intimidate
<<effects>>

<<if $submissive gte 1150>>
	"I-I'm not afraid of you," you say, surprised by your confidence.
<<elseif $submissive lte 850>>
	"Your toys won't help," you say. "Either get me back to shore, or I'm taking your ship and sailing there myself."
<<else>>
	"Give up while you still can," you say. "I only want to get back to shore."
<</if>>

<<dry>>

<<dry>>The <<person1>><<person>> sneers at you, but winces and clutches <<his>> hips. "Fine. But don't you dare breathe a word of this to anyone."

You spend the rest of the voyage indoors. You find towels to dry yourself with, and soon pull into the dock.

<<tearful>> you climb ashore.
<<pass 30>>

<<clothesontowel>>
<<endcombat>>
<<pass 30>>
<<link [[Next|Docks]]>><</link>>

:: Sea Boat Dance
<<effects>>

<<if $submissive gte 1150>>
	"W-wait," you say. "I can dance for you. I can entertain you that way."
<<elseif $submissive lte 850>>
	"Not letting scum like you touch me," you say. "Sorry. You can look though. How about I give you a dance?"
<<else>>
	"I can dance for you instead," you say.
<</if>>

The <<person1>><<person>> doesn't look impressed, but the <<person2>><<person>> chimes in. "Come on captain. We'll be port soon, with whores a-plenty. How many of them can dance for shit though?"

The <<person1>><<person>> grumbles, but is convinced. They clear a space for you in the ship interior, open some drinks, and sit on a bench opposite. The <<person3>><<person>> turns on an old radio, and fiddles with the signal until <<he>> finds music.<<person1>>

<<if $exposed gte 2>>
	You're conscious of your <<nudity>>. It'll be difficult to dance without exposing yourself further. There's no way they'll give you towels before they're entertained.

	<<link [[Stay covered|Sea Boat Dance 2]]>><<set $phase to 2>><</link>><<dancedifficulty 1 1000>>

	<<link [[Expose yourself to make dancing easier|Sea Boat Dance 2]]>><<set $phase to 1>><<fameexhibitionism 3>><<trauma 6>><<stress 6>><</link>><<dancedifficulty 1 600>><<gtrauma>><<gstress>>
<<elseif $exposed gte 1>>
	You're conscious of your <<nudity>>. It'll be difficult to dance without exposing yourself further. There's no way they'll give you towels before they're entertained.

	<<link [[Stay covered|Sea Boat Dance 2]]>><<set $phase to 2>><</link>><<dancedifficulty 1 1000>>

	<<link [[Expose yourself to make dancing easier|Sea Boat Dance 2]]>><<set $phase to 1>><<fameexhibitionism 3>><<trauma 6>><<stress 6>><</link>><<dancedifficulty 1 600>><<gtrauma>><<gstress>>

<<else>>
	<<link [[Dance|Sea Boat Dance 2]]>><<set $phase to 0>><</link>><<dancedifficulty 1 600>>
<</if>>

:: Sea Boat Dance 2
<<effects>>

You dance for the three <<if $NPCList[0].pronoun is "f" and $NPCList[1].pronoun is "f" and $NPCList[2].pronoun is "f">>fisherwomen<<else>>fishermen<</if>>.
<<if $danceskill gte 800>>
	You're confident in your abilities, and you think you know what they want to see.
<<elseif $danceskill gte 400>>
	You think you're okay at this, but you hope their standards aren't too high.
<<elseif $danceskill gte 100>>
	This isn't your first dance by any means, but it's a strange situation and you worry they won't like it.
<<else>>
	You don't really know what you're doing, but do your best to be graceful. You hope it's enough.
<</if>>

<<if $phase is 0>>
	<<dancedifficulty 1 600 true>>
<<elseif $phase is 1>>
	<<dancedifficulty 1 600 true>>
	They hoot as you expose your body for them, but you're not sure you could manage this and maintain dignity at the same time.
<<else>>
	<<dancedifficulty 1 1000 true>>
	Concealing your body at the same time proves difficult. You hope the coyness is worth something.
<</if>>
<<danceskilluse>>

<<if $danceSuccess>>
	<<pass 5>>
	You hold their attention. They reach to grope more than once, but you gracefully weave out of the way. They're cheering by the time the music stops, and demand an encore.

	<<covered>>
	<<if $submissive gte 1150>>
		"I-I danced for you," you say. "Please bring me to shore."
	<<elseif $submissive lte 850>>
		"That's my end of the agreement," you say. "You better uphold yours."
	<<else>>
		"I danced for you," you say. "As we agreed."
	<</if>>

	"Fine," the captain responds, finishing <<his>> drink.

	They let you stay indoors and give you some towels to dry with. You soon pull into the dock.

	<<tearful>> you climb from the ship.

	<<dry>><<exposure>><<towelup>><<pass 30>>

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

<<else>>
	Unfortunately you slip on the wet floor. "Don't worry <<girl>>," the <<person1>><<person>> says as <<his>> crew keel over laughing. "We'll help you up."

	<<link [[Next|Sea Boat Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Sea Boat Refuse
<<effects>>

<<if $rng gte 51>>

	"You've got some nerve," the <<person1>><<person>> says. "You're lucky I've a soft heart. Worse things could have found you, and I'm not talking about the fauna."

	Despite <<his>> anger, <<he>> lets you stay indoors and even gives you towels to dry with. You soon pull into the dock.

	<<tearful>> you climb from the ship.

	<<dry>><<exposure>><<towelup>><<pass 30>>
	<<endevent>>
	<<link [[Next|Docks]]>><</link>>

<<else>>

	The <<person1>><<person>> barks a laugh. "You'd best play along <<girl>>," <<he>> says as the <<person2>><<person>> and <<person3>><<person>> step closer.<<person1>> "There are nastier devils than us out on the sea. And I'm not talking about the fauna."

	<<link [[Next|Sea Boat Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Sea Boat Ignore
<<water>><<effects>>

You avoid attracting attention to yourself.

<<destinationeventend>>

:: Sea Flotsam Reach
<<effects>>

You reach into the seaweed,

<<if $rng gte 51 or ($museumAntiques.antiques.antiquecoppercompass isnot "found" and $museumAntiques.antiques.antiquecoppercompass isnot "talk" and $museumAntiques.antiques.antiquecoppercompass isnot "museum")>>
	and wrap your fingers around something cold and hard. It's a compass. The glass is covered in grime, but beneath the point still turns north. Someone might be interested in this.
	<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquecoppercompass" "found">>

	<<destinationeventend>>
<<else>>
	but withdraw your fingers at a sharp, pinching pain. A crab hangs by one of its pincers.
	<<gstress>><<gpain>><<pain 6>><<stress 6>>

	<<destinationeventend>>
<</if>>

:: Sea Flotsam Ignore
<<effects>>

You ignore the flotsam.

<<destinationeventend>>

:: Passout Sea
You've pushed yourself too much.

<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
	<<if $rng gte 51>>
	<<link [[Wake up|Pirate Intro]]>><</link>>

	<<else>>
	<<link [[Wake up|Beach Abduction]]>><<strip>><</link>>
	<</if>>
<<else>>
<<ambulance>>
<</if>>

<<pass 1 hour>>

<<trauma 6>><<set $stress -= 2000>>

:: Sea Struggle
<<effects>>

<<if $struggle_start is 1>>
	<<struggle_init>>
	<<set $struggle.creature to "squid">>
	<<struggle_creatures 2 2>>
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<set $phase to 0>>
	<<set $timer to random(3, 12)>>
	<<unset $struggle_start>>
<</if>>

<<if $timer lte 0 and $phase isnot 1>>
	<<set $phase to 1>>
	<<struggle_add 1 1>>
	Another squid rises from the deep!

<</if>>

<<struggle>>

<<if $struggle.done gte $struggle.number>>
	<<link [[Next|Sea Struggle End]]>><</link>>

<<else>>
	<<link [[Next|Sea Struggle]]>><</link>>

<</if>>

:: Sea Struggle End
<<effects>>

The squid return to the deep. <<tearful>> you tread water.

<<clotheson>>
<<endcombat>>

<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>

repo_name: Area/degrees

license: mit


code:
:: Sea Beach

<<location "seabeach">><<water>><<effects>>
You are swimming in the sea along the beach.
<<if $daystate is "day">>
	<<if $weather is "clear">>
		It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
		The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
	<<elseif $weather is "rain">>
		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<<elseif $weather is "snow">>
		The cold has kept most away, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "dawn">>
	<<if $weather is "clear">>
		It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
		It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean.
	<<elseif $weather is "rain">>
		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<<elseif $weather is "snow">>
		The cold has kept most away, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "dusk">>
	<<if $weather is "clear">>
		Families are leaving as the sun sets. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
		It is mostly deserted, but some people are strolling along the water's edge.
	<<elseif $weather is "rain">>
		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<<elseif $weather is "snow">>
		The cold has kept most away, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "night">>
	<<if $weather is "clear">>
		It appears deserted, save for a group of teenagers who are drinking around a fire.
	<<elseif $weather is "overcast">>
		It appears deserted.
	<<elseif $weather is "rain">>
		It appears deserted.
	<<elseif $weather is "snow">>
		It appears deserted
	<</if>>
<</if>>

<<if $seaswim is 1>>
	<<set $seaswim to 0>>
	You spend some time swimming.
	<<physique 3>><<swimmingskilluse>>

<</if>>
<<if $exposed gte 1>>
	You keep your <<lewdness>> hidden beneath the surface of the water.
	<<if $daystate isnot "night">>
		You can't leave the water here, people would see you!
	<</if>>

<</if>>
<<if $stress gte $stressmax>>
	<<passoutbeach>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventsseabeach>>
	<<else>>
		<<if $exposed lte 0 or $daystate is "night">>
			<<ind>><<link [[Leave the water (0:02)|Beach]]>><<pass 2>><</link>>

		<<elseif $exposed is 1 and $exhibitionism gte 15>>
			<<ind>><<link [[Leave the water (0:02)|Beach Exposed]]>><<pass 2>><<set $phase to 1>><</link>><<exhibitionist2>>

		<<elseif $exposed gte 2 and $exhibitionism gte 75>>
			<<ind>><<link [[Leave the water (0:02)|Beach Exposed]]>><<pass 2>><<set $phase to 0>><</link>><<exhibitionist5>>

		<</if>>
		<<ind>><<link [[Practise swimming (0:30)|Sea Beach]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<slimeEventEnd>><</link>><<gswimming>><<lstress>><<gtiredness>>

		<<swimicon>><<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>

		<<searocks>><<swimmingdifficultytext0>>

		<<seadocks>><<swimmingdifficultytext0>>

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

:: Sea Rocks

<<location "searocks">><<water>><<effects>>
You are swimming in the sea near some rocks, west of the beach.
<<if $daystate is "night">>
	<<if $weather is "rain">>
		The dark water is hammered by rain all around you.
	<<elseif $weather is "snow">>
		Dark water devours the falling snow.
	<<else>>
		The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
		The surface is agitated by the deluge of rain.
	<<elseif $weather is "snow">>
		Snow settles on the dryer areas.
	<<else>>
		The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>>
	<<set $seaswim to 0>>
	You spend some time swimming.
	<<physique 3>><<swimmingskilluse>>

<</if>>
<<if $exposed gte 1>>
	You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>
<<if $stress gte $stressmax>>
	<<passoutbeach>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventssea>>
	<<else>>
		<<ind>><<link [[Climb onto the rocks (0:02)|Rocks]]>><<pass 2>><</link>>

		<<ind>><<link [[Practise swimming (0:30)|Sea Rocks]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<slimeEventEnd>><</link>><<gswimming>><<lstress>><<gtiredness>>

		<<swimicon>><<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>

		<<seabeach>><<swimmingdifficultytext0>>

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

:: Rocks

<<location "searocks">><<effects>>
You are on the rocks to the west of the beach. Most of them become covered by water depending on the tide. The rocks hide you from view of the town.

There's a sheltered space atop one of the rocks, above a deep pool.

<<storeactions "beachrocks">>
<<if $smuggler_location is "beach" and $smuggler_timer is 0 and $daystate is "night" and $hour gte 18>>
	<<smugglerdifficultytext>>
<</if>>
<<if $phase is 1>>
	<<set $phase to 0>>
	You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
	<<plantupper>>

	<<if $rng gte 91 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
		Your satisfaction is interrupted by a pinching sensation on your <<nipples>>. Shocked, you pull down your top to find the culprit. Two small sea urchins have latched to your teats. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.
		<<parasite nipples urchin>><<garousal>><<breastarousal 600>>

	<</if>>
<</if>>
<<if $phase is 2>>
	<<set $phase to 0>>
	You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
	<<plantlower>>

	<<if $rng gte 91 and $parasite.penis.name is undefined and $player.penisExist and $parasitedisable is "f" and !$worn.genitals.type.includes("chastity")>>
		Your satisfaction is interrupted by a pinching sensation on your <<penis>>. Shocked, you lift your skirt to find the culprit. A small sea urchin has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
		<<parasite penis urchin>><<garousal>><<arousal 600>>

	<<elseif $rng gte 91 and $parasite.clit.name is undefined and $player.vaginaExist and $parasitedisable is "f" and !$worn.genitals.type.includes("chastity") and !$player.penisExist>>
		Your satisfaction is interrupted by a pinching sensation on your <<pussy>>. Shocked, you lift your skirt to find the culprit. A small sea urchin has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
		<<parasite clit urchin>><<garousal>><<arousal 600>>

	<</if>>
<</if>>
<<if $stress gte $stressmax>>
	<<passoutbeach>>
<<else>>
	<<if $smuggler_location is "beach" and $smuggler_timer is 0 and $daystate is "night" and $hour gte 18>>
		<<smugglerdifficultyactions>>

	<</if>>
	<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1
	or $worn.upper.exposed gte 2 and $underupperwetstage gte 3
	or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1
	or $upperwetstage gte 3 and $underupperwetstage gte 3>>
		<<link [[Make a top out of seaweed (0:20)|Rocks]]>><<pass 20>><<set $phase to 1>><</link>>

	<</if>>
	<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1
	or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3
	or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1
	or $lowerwetstage gte 3 and $underlowerwetstage gte 3>>
		<<link [[Make a skirt out of seaweed (0:20)|Rocks]]>><<pass 20>><<set $phase to 2>><</link>>

	<</if>>
	<<link [[Slip into the pool (0:01)|Rocks Pool]]>><<pass 1>><</link>>

	<<link [[Swim into the sea (0:02)|Sea Rocks]]>><<pass 2>><</link>>

<</if>>
<<set $eventskip to 0>>
<<storecleanup>>

:: Rocks Pool
<<water>><<effects>>

You slip into the pool, disturbing a school of small fish. It's warmer than the sea.

<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
	Light catches on something far below. The pool is deep.

<<else>>
<</if>>

<<if $swarmdisable is "f" and $deviancy gte 75 and $rocks_pool_invite isnot 1>>
	<<link [[Invite the fish (0:05)|Rocks Swarm Invite]]>><<set $rocks_pool_invite to 1>><<pass 5>><</link>><<deviant5>>

<</if>>
<<link [[Dive (0:01)|Rocks Dive]]>><<pass 1>><<set $phase to 0>><</link>>

<<link [[Climb out (0:01)|Rocks]]>><<pass 1>><</link>>

:: Rocks Up
<<effects>>

<<if $daystate is "night">>
	<<if $weather is "clear">>
		You swim toward the moonlight above, emerging in the cold night breeze.
	<<else>>
		Such is the darkness that it's hard to tell which way is up. You emerge into the cold night breeze before panic sets in.<<gstress>><<stress 6>>
	<</if>>
<<else>>
	You swim toward the light above, emerging in the cool sea breeze
<</if>>

<<link [[Next|Rocks Pool]]>><</link>>

:: Rocks Dive
<<set $outside to 0>><<underwater>><<effects>>

<<if $phase is 0>>
	You dive beneath the water.
	<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
		An unmistakable light glints below.
	<<else>>
		You see the shadowy outline of the cave below.
	<</if>>
<<elseif $phase is 1>>
	You swim deeper into the pool, startling fish as you pass.
<<elseif $phase is 2>>
	You swim deeper into the pool. The urchins lining the walls close as you pass.
<<elseif $phase is 3>>
	You swim deeper into the pool. Seaweed surrounds you, rising in tufts from the sides of the pool.
<<elseif $phase is 4>>
	You swim deeper into the pool. The pool narrows.
<<elseif $phase is 5>>
	You swim deeper into the pool. The seaweed thins.
<<elseif $phase is 6>>
	You swim deeper into the pool. You've passed the halfway point.
<<elseif $phase is 7>>
	<<if $hallucinations gte 2>>
		You swim deeper into the pool. Sharp outcrops jut from the rocky walls, pointing downwards. Barbed teeth.
	<<else>>
		You swim deeper into the pool, avoiding sharp outcrops of rock.
	<</if>>
<<elseif $phase is 8>>
	You swim deeper into the pool. The walls become smoother, and darker.
<<elseif $phase is 9>>
	You swim deeper into the pool. Jet black rock surrounds you.
	<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
		The light is close.
	<<else>>
		The cave is close.
	<</if>>
<<elseif $phase is 10>>
	You swim deeper,
	<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
		within arm's reach of the glint.
	<<else>>
		until you're level with the cave.
	<</if>>
<</if>>

<<link [[Swim up|Rocks Up]]>><<set $phase to 0>><</link>>

<<if $phase is 10>>
	<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
		<<link [[Grasp it|Rocks Diamond]]>><<wateraction>><</link>><<loxygen>>

	<<else>>
		<<link [[Swim inside|Beach Cave Entrance]]>><</link>>

	<</if>>
<<else>>
	<<link [[Swim deeper|Rocks Dive]]>><<wateraction>><<set $phase += 1>><</link>><<loxygen>>

<</if>>

:: Rocks Diamond
<<underwater>><<effects>>

<<set $antiquemoney += 2000>><<museumAntiqueStatus "antiquediamond" "found">>
You grasp the light, along with a handful of sand, and examine it. It's a white jewel, no bigger than a fingernail, but it might be worth something to a collector.

<<earnFeat "Spelunking">>
You plant your feet against the sand, and notice a cave leading away from the pool, lit by a dim blue light.

<<link [[Swim up|Rocks Up]]>><<set $phase to 0>><</link>>

<<link [[Swim into the cave|Beach Cave Entrance]]>><</link>>

:: Rocks Swarm Invite
<<effects>>

You float into the middle of the pool, and open your legs. The fish are cautious, swimming close, then darting back into the murk. Then you feel one brush against your <<bottom>>. Then against your <<breasts>>. More join them, and they're soon sliding against every inch of your skin.
<<deviancy5>>

<<link [[Next|Rocks Swarm]]>><<set $sexstart to 1>><</link>>

:: Rocks Swarm
<<location "searocks">><<effects>>
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $combat to 1>>
	<<set $enemytype to "swarm">>
	<<swarminit "fish" "swarm" "moving towards you" "encircle you" "fend off" 6 6>>
	<<set $water to 1>>
	<<set $timer to 17>>
<</if>>

<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $orgasmdown gte 1>>
	<<link [[Next|Rocks Swarm Finish]]>><</link>><<nexttext>>
<<elseif $timer lte 0>>
	<<link [[Next|Rocks Swarm Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Rocks Swarm Finish
<<effects>>

<<if $orgasmdown gte 1>>
	Your orgasmic convulsions startle the fish. They swim deep, leaving you to shudder in the water.

<<else>>
	Satisfied, the fish swim into the depths, leaving you alone in the pool.

<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Rocks Pool]]>><</link>>

:: Sea Docks

<<location "seadocks">><<water>><<effects>>
You are swimming in the sea near the docks, east of the beach.
<<if $daystate is "night">>
	<<if $weather is "rain">>
		The dark water is hammered by rain all around you.
	<<elseif $weather is "snow">>
		Dark water devours snow all around you.
	<<else>>
		The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
		The surface is agitated by the deluge of rain.
	<<elseif $weather is "snow">>
		The docks bustle with activity, workers wrapped warm against the cold.
	<<else>>
		The docks bustle with activity. The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>>
	<<set $seaswim to 0>>
	You spend some time swimming.
	<<physique 3>><<swimmingskilluse>>

<</if>>
<<if $exposed gte 1>>
	You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>
<<if $stress gte $stressmax>>
	<<passoutbeach>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventssea>>
	<<else>>
		<<ind>><<link [[Climb onto the docks (0:02)|Mer Street]]>><<pass 2>><</link>>

		<<ind>><<link [[Practise swimming (0:30)|Sea Docks]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<slimeEventEnd>><</link>><<gswimming>><<lstress>><<gtiredness>>

		<<swimicon>><<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>

		<<seabeach>><<swimmingdifficultytext0>>

		<<seacliffs>><<swimmingdifficulty 1 100>>

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

:: Sea Cliffs

<<location "seacliffs">><<water>><<effects>>
You are swimming in the sea at the base of some cliffs, east of the docks. A large storm drain exits above you, creating a waterfall.
<<if $daystate is "night">>
	<<if $weather is "rain">>
		The dark water is hammered by rain all around you.
	<<elseif $weather is "snow">>
		Dark water devours the snow.
	<<else>>
		The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
		The surface is agitated by the deluge of rain.
	<<elseif $weather is "snow">>
		The water is calm beneath the snowy sky.
	<<else>>
		The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>>
	<<set $seaswim to 0>>
	You spend some time swimming.
	<<physique 3>><<swimmingskilluse>>

<</if>>
<<if $exposed gte 1>>
	You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>
<<if $stress gte $stressmax>>
	<<passoutbeach>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventssea>>
	<<else>>
		<<swimmingdifficulty 1 100 true>>
		<<if $swimmingSuccess>>
			You successfully swim against the tide.

			<<ind>><<link [[Practise swimming (0:30)|Sea Cliffs]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<slimeEventEnd>><</link>><<gswimming>><<lstress>><<gtiredness>><<swimmingdifficulty 1 100>>

			<<swimicon>><<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>

			<<seadocks>><<swimmingdifficultytext0>>

		<<else>>
			You try to swim against the tide, but it's too strong for you. You are swept out to sea.

			<<link [[Next|Sea]]>><<set $sea to 0>><</link>>

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

:: Sea

<<location "sea">><<water>><<effects>>
<<if $sea is 0>>
	You are swimming in the sea. You are near the beach outside town.
	<<physique>>

	<<if $stress gte $stressmax>>
		<<passoutbeach>>
	<<else>>
		<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
			<<eventsdeepsea>>
		<<else>>
			<<swimmingdifficulty 1 100 true>>
			<<if $swimmingSuccess>>
				You successfully swim against the tide.

				<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<set $sea += 10>><<pass 10>><<tiredness 2>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>

				<<swimbackicon>><<link [[Swim towards shore (0:10)|Sea Beach]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext0>>

			<<else>>
				You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

				<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<</if>>
		<</if>>
	<</if>>
<<elseif $sea lte 20>>
	You are swimming in the sea. You can see the town nearby.
	<<physique>>

	<<if $stress gte $stressmax>>
		<<passoutbeach>>
	<<else>>
		<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
			<<eventsdeepsea>>
		<<else>>
			<<swimmingdifficulty 1 100 true>>
			<<if $swimmingSuccess>>
				You successfully swim against the tide.

				<<if $sea gte 40>>
					<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 200>>

				<<else>>
					<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>

				<</if>>
				<<swimbackicon>><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>

			<<else>>
				You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

				<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<</if>>
		<</if>>
	<</if>>
<<elseif $sea lte 50>>
	You are swimming in the sea. You can see the town in the distance.
	<<physique>>

	<<if $stress gte $stressmax>>
		<<passoutbeach>>
	<<else>>
		<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
			<<eventsdeepsea>>
		<<else>>
			<<swimmingdifficulty 1 200 true>>
			<<if $swimmingSuccess>>
				You successfully swim against the tide.

				<<if $sea gte 40>>
					<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 300>>

				<<else>>
					<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 200>>

				<</if>>
				<<swimbackicon>><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>

			<<else>>
				You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

				<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<</if>>
		<</if>>
	<</if>>
<<elseif $sea lte 99>>
	You are swimming in the sea. You can see the town on the horizon.
	<<physique>>

	<<if $stress gte $stressmax>>
		<<passoutbeach>>
	<<else>>
		<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
			<<eventsdeepsea>>
		<<else>>
			<<swimmingdifficulty 1 300 true>>
			<<if $swimmingSuccess>>
				You successfully swim against the tide.

				<<if $sea gte 90>>
					<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 400>>

				<<else>>
					<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 300>>

				<</if>>
				<<if $sea lte 60>>
					<<swimbackicon>><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 200>>

				<<else>>
					<<swimbackicon>><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 300>>

				<</if>>
			<<else>>
				You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

				<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<</if>>
		<</if>>
	<</if>>
<<elseif $sea gte 100>>
	<<set $sea to 100>>
	You are swimming in the sea.
	<<if $daystate is "night">>
		There's an island nearby, hidden by the night. You wouldn't see it if not for the lighthouse. The beam angles and arcs in irregular patterns.
	<<else>>
		There's an island nearby, dominated by a fortress and surrounded by jagged rocks.
	<</if>>
	<<physique>>

	<<earnFeat "The Endless Deep">>
	<<if $stress gte $stressmax>>
		<<passoutbeach>>
	<<else>>
		<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
			<<eventsdeepsea>>
		<<else>>
			<<swimmingdifficulty 1 400 true>>
			<<if $swimmingSuccess>>
				You successfully swim against the tide.

				<<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 300>>

			<<else>>
				You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

				<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

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


code:
:: Widgets Events Sea [widget]
<<widget "eventsseabeach">>

<<if $daystate isnot "night" and $weather is "clear">>

	<<if $rng gte 96>>
		<<sea1>>
	<<elseif $rng gte 81>>
		<<seabeach1>>
	<<elseif $rng gte 61>>
		<<sea5>>
	<<elseif $rng gte 36>>
		<<seatangle>>
	<<else>>
		<<sea2>>
	<</if>>

<<elseif $daystate isnot "night" and ($weather is "rain" or $weather is "snow")>>

	<<if $rng gte 96>>
		<<sea1>>
	<<elseif $rng gte 81>>
		<<seabeach2>>
	<<elseif $rng gte 71>>
		<<searape>>
	<<elseif $rng gte 51>>
		<<sea5>>
	<<elseif $rng gte 36>>
		<<seatangle>>
	<<else>>
		<<sea2>>
	<</if>>

<<elseif $daystate isnot "night">>

	<<if $rng gte 81>>
		<<sea1>>
	<<elseif $rng gte 71>>
		<<searape>>
	<<elseif $rng gte 51>>
		<<sea5>>
	<<elseif $rng gte 36>>
		<<seatangle>>
	<<else>>
		<<sea2>>
	<</if>>

<<else>>

	<<if $rng gte 95>>
		<<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>>
	<<elseif $rng gte 81>>
		<<sea1>>
	<<elseif $rng gte 61>>
		<<sea5>>
	<<else>>
		<<sea2>>
	<</if>>

<</if>>

<</widget>>

<<widget "eventssea">>
	<<set _dangerevent to random(1, 80)>>
	<<if _dangerevent lte 10>>
		<<if $swarmdisable is "f">>
			<<sea3>>
		<<else>>
			<<sea1>>
		<</if>>
	<<elseif _dangerevent lte 20>>
		<<sea1>>
	<<elseif _dangerevent lte 30>>
		<<searape>>
	<<elseif _dangerevent lte 50>>
		<<sea5>>
	<<elseif _dangerevent lte 60>>
		<<seatangle>>
	<<elseif _dangerevent lte 80>>
		<<sea2>>
	<</if>>

<</widget>>

<<widget "eventsdeepsea">>
	<<set _dangerevent to random(1, 90)>>
	<<if _dangerevent lte 10>>
		<<if $swarmdisable is "f">>
			<<sea3>>
		<<else>>
			<<sea1>>
		<</if>>
	<<elseif _dangerevent lte 20>>
		<<sea1>>
	<<elseif _dangerevent lte 30>>
		<<sea4>>
	<<elseif _dangerevent lte 40>>
		<<seavore>>
	<<elseif _dangerevent lte 50>>
		<<sea5>>
	<<elseif _dangerevent lte 60>>
		<<seatentacles>>
	<<elseif _dangerevent lte 70>>
		<<sea6>>
	<<elseif _dangerevent lte 80>>
		<<seaflotsam>>
	<<elseif _dangerevent lte 90>>
		<<sea_struggle>>
	<</if>>
<</widget>>

:: Widgets Sea [widget]
<<widget "seabeach1">>
<<set $rng to random(1, 100)>>

<<generate1>><<person1>>A <<person>> swims up to you and grabs your butt.<<if $worn.under_lower.type.includes("naked") and $worn.lower.type.includes("naked")>> "Not wearing anything down here? You're such a naughty <<girl>>."<</if>> <<He>> fondles you with increasing passion.

<<if $rng gte 81>>
<<link [[Pull away|Sea Beach Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Pull away|Sea Beach Molestation Finish]]>><<set $finish to 1>><</link>>
<</if>>

<<link [[Allow it|Sea Beach Molestation]]>><<set $sexstart to 1>><</link>><<promiscuous1>>

<</widget>>

<<widget "seabeach2">>
<<set $rng to random(1, 100)>>
A large wave heads towards you. Before it reaches you however, a <<generate1>><<person1>><<person>> on a surf board plucks you from the water as <<he>> sails past. <<He>> holds down your arms with one hand and muzzles you with the other.

<<link [[Next|Sea Beach Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

<</widget>>

<<widget "sea1">>
<<beastNEWinit 3 dolphin>>
<<set $rng to random(1, 100)>>
<<if $rng gte 81 and ($monster is 1 or $bestiality is "f")>>
	Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back, but they're persistent. One of them starts rubbing against you while the other two prevent you from moving away.

	<<link [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</link>>

<<else>>
	Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back.
	<<lstress>><<ltrauma>><<stress -12>><<trauma -6>>

	<<if $deviancy gte 35 and ($monster is 1 or $bestiality is "f")>>
		<<link [[Pet them lewdly|Sea Dolphins Sex]]>><<set $sexstart to 1>><</link>><<deviant3>>

	<</if>>

	<<destinationeventend>>
<</if>>

<</widget>>

<<widget "sea2">>
<<set $rng to random(1, 100)>>
A large wave rolls towards you.

<<if $uncladtest isnot 1>>
You are pulled into the wave and sucked upwards, before floating back down on the other side. That was fun!<<lstress>><<stress -6>>
<<else>>
You are pulled into the wave and sucked upwards. The force tears your clothes away from your grip!

	<<if $rng gte 81>>
After the wave has passed you look around for your missing clothing, but it's nowhere to be found. Your clothes lost, you become much more conscious of your <<nudity>>.
<<garousal>><<gstress>><<arousal 600>><<stress 6>><<set $unclad to 0>>
		<<if $uncladoutfit is 1>><<set $uncladoutfit to 0>>
		<<upperruined>><<lowerruined>>
		<</if>>
		<<if $uncladupper is 1>><<set $uncladupper to 0>>
		<<upperruined>>
		<</if>>
		<<if $uncladlower is 1>><<set $uncladlower to 0>>
		<<lowerruined>>
		<</if>>
		<<if $uncladunder is 1>><<set $uncladunder to 0>>
		<<underruined>>
		<</if>>
	<<else>>
After the wave has passed you look around for your missing clothing, and see it floating not far from you. You swim over to it, not feeling relief until it's recovered.
	<</if>>
<</if>>

<<destinationeventend>>

<</widget>>

<<widget "sea3">>
<<set $rng to random(1, 100)>>
You feel something rub against your leg. You look down and see the culprit, an eel. More arrive; they twirl around you, their slimy caresses at once disgusting you and inciting shameful feelings. Swarms of them are rising from the depths beneath you. You look around and see a buoy not too far away. If you could swim to it, you could climb to safety.

<<link [[Next|Sea Eels]]>><<set $molestationstart to 1>><</link>>

<</widget>>

<<widget "sea4">>
<<generate1>><<generate2>>
A fishing boat turns towards you, and heads in your direction. The net envelops you, and you are hoisted onto the deck.

A <<person1>><<person>> and <<person2>><<person>> smile down at you. "We got ourselves a lively one," says the <<person1>><<person>>.

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

<</widget>>

<<widget "sea5">>

<<if $bestialitydisable is "f">>
	<<if $squidcount is 0>>

	You feel something soft touch your <<genitals>>. You look beneath the water and see a small squid rubbing you with its tentacles.
	<<garousal>><<arousal 600>>

	<<elseif $squidcount is 1>>

	You feel something soft touch your <<breasts>>. You look beneath the water and see a small squid rubbing you with its tentacles.
	<<garousal>><<arousal 600>>

	<<elseif $squidcount is 2>>

	You feel something soft touch your <<breasts>>. You look beneath the water and see a small squid rubbing you with its tentacles.
	<<garousal>><<arousal 600>>

	<<elseif $squidcount is 3>>

	You feel something soft touch your <<bottom>>. You look beneath the water and see a small squid rubbing you with its tentacles.
	<<garousal>><<arousal 600>>

	<<else>>

	You feel something soft touch your skin. You look beneath the water and see a small squid rubbing you with its tentacles.
	<<garousal>><<arousal 600>>

	<</if>>

<<link [[Let it continue|Sea Squid]]>><</link>><<deviant1>>

<<link [[Pull it away|Sea Pull]]>><</link>>

<<else>>
<<sea2>>
<</if>>
<</widget>>

<<widget "sea6">>
A fishing boat passes by. No one on board notices you.

Perhaps they could help you get to shore.

<<link [[Call for help|Sea Boat Call]]>><</link>>

<<link [[Ignore|Sea Boat Ignore]]>><</link>>

<</widget>>

<<widget "seavore">>
<<if $voredisable is "f">>
	A large creature emerges from the depths, drawn by your scent. Before you even know it's there, it grabs your legs with its maw, gripping you tight.

	<<link [[Next|Sea Vore]]>><<set $molestationstart to 1>><</link>>
<<else>>
	<<sea1>>
<</if>>

<</widget>>

<<widget "seatangle">>
<<if !$worn.lower.type.includes("naked")>>
	Your waist becomes tangled in seaweed. It would be easier to untangle if you removed your <<bottoms>> first, and there's no one else around...

	<<link [[Undress|Sea Tangle Undress]]>><</link>><<exhibitionist1>>

	<<link [[Don't undress (0:01)|Sea Tangle]]>><<pass 1>><<stress 6>><</link>><<gstress>>

<<else>>
	Your waist becomes tangled in seaweed. It takes a minute to free yourself.
	<<pass 1>><<stress 1>><<gstress>>

	<<destinationeventend>>

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

<<widget "searape">>
<<generate1>><<person1>>
Something grabs you firmly by the ankle, and drags you beneath the water. A <<person>> rises from the murk, wearing a diving mask.

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

<</widget>>

<<widget "seatentacles">>
<<if $tentacledisable is "f" and $hallucinations gte 2>>
Something brushes against your leg, then grabs you by the waist. Several tentacles rise from the water.

<<link [[Next|Sea Tentacles]]>><<set $molestationstart to 1>><</link>>

<<else>>
<<seavore>>
<</if>>
<</widget>>

<<widget "seaflotsam">>
	Wood and detritus float by, covered in seaweed. You think you see something glint within.

	<<link [[Reach in|Sea Flotsam Reach]]>><</link>>

	<<link [[Ignore|Sea Flotsam Ignore]]>><</link>>

<</widget>>

<<widget "sea_struggle">>
<<if $bestialitydisable is "f">>
	You feel something wrap around your leg. You peer beneath the water, and see a flurry of tentacles.

	<<link [[Next|Sea Struggle]]>><<set $struggle_start to 1>><</link>>

<<else>>
	<<seaflotsam>>
<</if>>
<</widget>>

<<widget "passoutsea">>
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "sea">>
<<else>>
	<<link [[Everything fades to black|Passout Sea]]>><</link>>
<</if>>
<</widget>>

:: Widgets Sea Beach [widget]
<<widget "seabeach">>

<<link [[Swim to the beach (0:10)|Sea Beach]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</widget>>

<<widget "seabeachquick">>

<<link [[Swim to the beach|Sea Beach]]>><</link>>

<</widget>>

<<widget "seabeacheventend">>

<<link [[Next|Sea Beach]]>><<set $eventskip to 1>><<endevent>><</link>>

<</widget>>

:: Widgets Sea Docks [widget]
<<widget "seadocks">>

<<docksicon>><<link [[Swim to the docks (0:10)|Sea Docks]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</widget>>

<<widget "seadocksquick">>

<<docksicon>><<link [[Swim to the docks|Sea Docks]]>><</link>>

<</widget>>

<<widget "seadockseventend">>

<<link [[Next|Sea Docks]]>><<set $eventskip to 1>><<endevent>><</link>>

<</widget>>

:: Widgets Sea Cliffs [widget]
<<widget "seacliffs">>

<<link [[Swim to the cliffs (0:10)|Sea Cliffs]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</widget>>

<<widget "seacliffsquick">>

<<link [[Swim to the cliffs|Sea Cliffs]]>><</link>>

<</widget>>

<<widget "seacliffseventend">>

<<link [[Next|Sea Cliffs]]>><<set $eventskip to 1>><<endevent>><</link>>

<</widget>>

:: Widgets Deep Sea [widget]
<<widget "seamove">>

<<link [[Next (0:10)|Sea]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</widget>>

<<widget "seamovequick">>

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

<</widget>>

<<widget "seamoveeventend">>

<<link [[Next|Sea]]>><<set $eventskip to 1>><<endevent>><</link>>

<</widget>>

:: Widgets Sea Rocks [widget]
<<widget "searocks">>

<<link [[Swim to the rocks (0:10)|Sea Rocks]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</widget>>

<<widget "searocksquick">>

<<link [[Swim to the rocks|Sea Rocks]]>><</link>>

<</widget>>

<<widget "searockseventend">>

<<link [[Next|Sea Rocks]]>><<set $eventskip to 1>><<endevent>><</link>>

<</widget>>