code:
:: Danube Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">><<getTarget true>>
You are on Danube Street. The houses here are spacious and stately.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		The rain has driven people indoors.
	<<elseif $weather is "snow">>
		The snow has kept most indoors.
	<<else>>
		You hear activity from the walled gardens.
	<</if>>
<<elseif $daystate is "dawn">>
	You see movement through the windows.
<<elseif $daystate is "dusk">>
	They cast creepy shadows in the dimming light.
<<elseif $daystate is "night">>
	Light from the windows does little to alleviate the darkness.
<</if>>
<<if $halloween is 1>>
Some homes host extravagant Halloween displays.
<</if>>
<<streeteffects>>

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

		<</if>>
		Places of interest

		<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><<set $forest to 0>><<set $eventskip to 1>><</link>>

		<<if $exposed lte 0 and $openinghours is 1>>
			<<spaicon>><<link [[Spa (0:02)|Spa]]>><<pass 2>><</link>>

		<<elseif $openinghours is 0>>
			<<spaicon>><<link [[Spa (0:02)|Spa Lock]]>><<pass 2>><</link>>

		<</if>>
		<<if $exhibitionismrun is "danube" and $exposed lte 1>>
			<<ind>><<link [[Oak behind spa|Danube Oak]]>><</link>>

		<</if>>
		<<if $daystate is "night">>
			<<danubehouseicon>><<link [[Approach one of the houses (0:02)|Danube House Lock]]>><<pass 2>><</link>>

		<<elseif $exposed lte 0>>
			<<danubehouseicon>><<link [[Knock on one of the houses (0:02)|Danube House Knock]]>><<pass 2>><</link>>

		<</if>>

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

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

:: Danube Oak

<<set $outside to 1>><<set $location to "town">><<effects>>
You walk behind the spa, and find the oak the note mentioned. It stands at the edge of the forest. This is where you were told to strip. There's no one around.

<<if $exhibitionism gte 35>>
	<<link [[Strip|Danube Oak Strip]]>><<set $phase to 0>><</link>><<exhibitionist3>>

<<else>>
	<<link [[Strip|Danube Oak Strip]]>><<set $phase to 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<</if>>
<<link [[Leave|Danube Street]]>><</link>>

:: Danube Oak Strip

<<set $outside to 1>><<set $location to "town">><<effects>>
<<strip>>
<<if $phase is 0>>
	You <<nervously>> remove your clothing as the note said, until you're stood naked, here on the outskirts of town.
	<<exhibitionism3>>
<<else>>
	You take a deep breath and glance around. This is a lot of money. You <<nervously>> remove your clothing as the note said, until you're stood naked, here on the outskirts of town.
<</if>>

Something flashes in the oak's branches. A camera. <<covered>> You feel your face heat up, but notice something else above you. A small parachute floats down, carrying a little box. You catch it. There's a note inside.

It was nice working with you.

There's <<moneyGain 100>> behind the paper. You get dressed as fast as your shaking hands will allow. You don't think anyone saw you. Except the camera.

<<set $exhibitionismrun to "danubedone">>
<<set $exhibitionismrunon to 0>>
<<link [[Leave|Danube Street]]>><<clotheson>><</link>>


code:
:: Domus Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<getTarget true>>
You are on Domus Street. The orphanage is here. The street is dominated by small homes similar in appearance.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		People walk quickly, driven by the rain.
	<<elseif $weather is "snow">>
		People walk brisk against the cold.
	<<else>>
		People tend to their gardens and go about their business all along the street.
	<</if>>
<<elseif $daystate is "dawn">>
	It's busy. People are on their way to work.
<<elseif $daystate is "dusk">>
	People return to their homes, tired after a long day.
<<else>>
	The street is dark and silent.
<</if>>
<<if $halloween is 1>>
	Jack-o'-lanterns, skeletons, and spiders decorate the houses.
<</if>>
<<if $season is "winter">>
	Snowmen stand in gardens.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $tutorial is 0 and $debug is 0>><<set $tutorial to 1>>
	<<generate1>><<person1>>As you leave the orphanage you bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."

	<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Domus Street">><</link>>
<<else>>
	<<if $stress gte $stressmax and !$possessed>>
		<<passoutstreet>>
	<<else>>
		<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $NPCName[$NPCNameList.indexOf("Whitney")].state isnot "dungeon" and $NPCName[$NPCNameList.indexOf("Whitney")].init is 1 and $halloween is 1 and $monthday is 31 and $hour gte 19 and $halloween_whitney_proposed isnot 1 and !$possessed>><<set $halloween_whitney_proposed to 1>>
			<<halloweenwhitney>>
		<<elseif $averyDismissalScene and $averyDismissalSceneWait isnot 1 and $weekday is 7 and $hour is 20>>
			<<loadNPC 0 avery_sidepiece>><<person1>>
			<<if $averyDismissalScene is 1>>
				You see a <<person>> standing outside the orphanage wearing a
				<<if $pronoun is "f">>
					fancy gown. <<He>> paces around, trying to get used to being in heels.
				<<else>>
					sharp suit. <<He>> paces around, and it looks like <<hes>> trying to work off <<his>> nerves.
				<</if>>
				You recognise <<him>> now. <<Hes>> Avery's new date.

				As if on queue, you see a familiar car stopping nearby.
				The <<personsimple>> excitedly walks over to it<<if $pronoun is "f">>, almost tripping in the process<</if>>.
				You see <<him>> give Avery a peck on the lips as <<he>> climbs onboard. The door shuts, and the new couple drives away.
			<<else>>
				You bump into a <<person>>. "Oh! Sorry!" <<He>> frantically apologises, looking you over. <<He>> seems to recognise you, and smiles.
				"Ah! I'm glad I ran into you. I never got to thank you for warning me about Avery." You recognise <<him>> now. <<Hes>> the <<personsimple>> Avery tried to replace you with.

				"It's funny, had you not warned me that day, I'd actually be out on a date with <<nnpc_him "Avery">> right now. You really helped me dodge a bullet."
				<<He>> suddenly hugs you.

				"I can't thank you enough. I'll see you around the orphanage!" <<stress -6>><<lstress>>
			<</if>>
			<<unset $averyDismissalScene>>
			<<clearNPC avery_sidepiece>>

			<<endevent>>
			<<destinationeventend>>
		<<elseif ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
			<<eventsstreet>>
		<<else>>
			<<if $map.top is true>>
				<<map "domus">>

			<</if>>
			<<if $averydate is 1 and $hour is 20 and $averydatedone isnot 1>>
				Avery waits for you by <<nnpc_his "Avery">> car.

				<<link [[Date (1:20)|Avery Date]]>><</link>>

			<</if>>

			Places of interest

			<<homeicon>><<link [[Go home (0:01)->Orphanage]]>><<pass 1>><</link>>

			<<if $daystate is "night">>
				<<domushouseicon>><<link [[Approach one of the houses (0:02)|Domus House Lock]]>><<pass 2>><</link>>

			<<elseif $exposed lte 0>>
				<<domushouseicon>><<link [[Knock on one of the houses (0:02)|Domus House Knock]]>><<pass 2>><</link>>

			<</if>>
			<<if $exposed gte 2 and $daystate isnot "night" and $exhibitionism gte 75>>
				<<domushouseicon>><<link [[Beg for clothing (0:02)|Domus House Nude]]>><<pass 2>><</link>><<exhibitionist5>>

			<</if>>
			<<if $exposed gte 1 and $daystate isnot "night">>
			<<else>>
				<<add_link "Travel
">><<hideDisplay>>
				<<barb>>
				<<danube>>
				<<if $exposed lte 0>>
					<<buswait>>
				<</if>>

			<</if>>
			<<add_link "
Alternate Routes
">><<hideDisplay>>
			<<residential>>
			<<stormdrain>>
			<<loiter>>

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

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

:: Domus Alley
<<set $location to "alley">>

<<street2>>

repo_name: Area/degrees

license: mit


code:
:: Elk Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">><<getTarget true>>
You are on Elk Street. There are roads leading to several large industrial complexes.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		The sound of water hitting metal is constant.
	<<else>>
		You hear the sound of machinery all around.
	<</if>>
<<elseif $daystate is "dawn">>
	You hear the sound of machinery all around.
<<elseif $daystate is "dusk">>
	You hear the sound of machinery all around.
<<elseif $daystate is "night">>
	You hear the sound of machinery even at this hour.
<</if>>
<<streeteffects>>

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

		<</if>>
		Places of interest

		<<if $trash_unlocked is 1>>
			<<landfillicon>><<link [[Landfill (0:10)|Trash]]>><<pass 10>><<set $trash to 0>><</link>>

		<<else>>
			<<landfillicon>><<link [[Landfill (0:05)|Trash Gate Enter]]>><<pass 5>><</link>>

		<</if>>
		<<if $compoundstate is 1>>
			The compound is prowled by guards. They'll be less agitated tomorrow.

		<<elseif $compoundstate is 0>>
			<<link [[Sneak into the compound|Elk Compound]]>><<crimeup 1>><</link>><<crime>>

			<<if $farm_stage gte 9 and $phials_held gte 1 and $exposed lte 0>>
				<<link [[Approach the compound|Elk Compound Approach]]>><</link>>

			<</if>>
		<<elseif ($compoundcard is 1 or $farm_stage gte 9) and $exposed lte 0>>
			<<link [[Approach strange compound|Elk Compound Approach]]>><</link>>

		<</if>>

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

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