code:
:: Widgets Sydney [widget]
<<widget "sydneyMass">>
<<if $sydneySeen is undefined>>
	<<endevent>><<npc "Sydney">><<person1>>
	<<set $sydneySeen.pushUnique("mass")>><<set $sydneyFirstSeen to "mass">>
	You hardly even notice the <<personsimple>> quickly taking a seat next to you, until you hear <<his>> exasperated breathing. It seems <<he>> was late.

	<<His>> eyes meet yours, and <<he>> gives you a gentle smile. It's Sydney, a student from the local school known for <<his>> innocent nature, and for being overworked. A pair of reading glasses accents amber eyes, and <<npcHairColour "Sydney">> hair worn in a ponytail. A holy pendant hangs from <<his>> neck.
	<<if $temple_rank isnot undefined and $temple_rank is "initiate">>
		<<set $sydneySeen.pushUnique("initiate")>>
		"G-good morning. Haven't seen you here before, but I think I've seen you around at school. You're an initiate, right? I am, too!"
	<<else>>
		"G-good morning. Haven't seen you here before, but I think I've seen you around at school. I'd ask if this was your first time attending mass, but here I am, being the late one."
	<</if>>
	<<He>> quickly hushes and puts <<his>> head down as Jordan's gaze passes over <<him>>.

	You are called to the front for communion, and Sydney keeps <<his>> eyes on you the whole time.
	<<endevent>><<npc "Jordan">><<person1>>
	<<if $angel gte 6>>
		You kneel in front of Jordan as the other <<monks>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you. You take a sip of the sweet fluid and make way for the next person.
	<<elseif $fallenangel gte 2>>
		You kneel in front of Jordan, but the other <<monks>> refuse to look at you. The bread slips from Jordan's fingers before reaching your mouth. The wine evaporates before touching your lips. Despite that, you feel vindicated by your effort.
	<<elseif $demon gte 6>>
		You kneel in front of Jordan, but the other <<monks>> refuse to look at you. The bread tastes like ash. The wine like blood.
	<<else>>
		You kneel in front of Jordan as the other <<monks>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you. You take a sip of the bitter fluid and make way for the next person.
	<</if>>
	<<endevent>><<npc "Sydney">><<person1>>
	You take your seat next to Sydney, and <<he>> looks
	<<if $angel gte 6>>
		to you with great interest.
	<<elseif $fallenangel gte 2>>
		to you with pity.
	<<elseif $demon gte 6>>
		confused by the reactions of the clergy, before seeming to come to a sudden realisation. <<He>> briefly frowns, but quickly looks to you with a hopeful expression.
	<<else>>
		to you.
	<</if>>
	"My name's Sydney. Pleased to meet you," <<he>> whispers. "I help out at the library at school. Come and see me there sometime."

	Jordan finishes with a prayer, and Sydney disappears towards the back of the temple as the mass begins to disperse.

<<elseif !$sydneySeen.includes("mass") and !$sydneySeen.includes("initiate")>>
	<<endevent>><<npc "Sydney">><<person1>>
	<<set $sydneySeen.pushUnique("mass")>>
	You almost fail to notice the <<personsimple>> taking a seat next to you, until you hear <<his>> exasperated breathing. It's Sydney. It seems <<he>> was late.

	<<His>> eyes meet yours, and <<he>> gives you a surprised smile.
	<<if $temple_rank isnot undefined and $temple_rank is "initiate">>
		<<set $sydneySeen.pushUnique("initiate")>>
		"Oh, hi!<<if $sydneyFirstSeen.includes("Rescue") and $sydneyRescueMessage isnot 1>><<set $sydneyRescueMessage to 1>> I hope you're doing alright after what happened.<</if>> It didn't occur to me until now, but you're an initiate here too, aren't you?"
	<<else>>
		"Oh, hi!<<if $sydneyFirstSeen.includes("Rescue") and $sydneyRescueMessage isnot 1>><<set $sydneyRescueMessage to 1>> I hope you're doing alright after what happened.<</if>> I'm really happy to see you here. I'd ask if this was your first time attending mass, but here I am, being the late one."
	<</if>>
	<<He>> hushes and puts <<his>> head down as Jordan's gaze passes over <<him>>.

	You are called to the front for communion. Sydney keeps <<his>> eyes on you the whole time.
	<<endevent>><<npc "Jordan">><<person1>>
	<<if $angel gte 6>>
		You kneel in front of Jordan as the other <<monks>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you. You take a sip of the sweet fluid and make way for the next person.
	<<elseif $fallenangel gte 2>>
		You kneel in front of Jordan, but the other <<monks>> refuse to look at you. The bread slips from Jordan's fingers before reaching your mouth. The wine evaporates before touching your lips. Despite that, you feel vindicated by your effort.
	<<elseif $demon gte 6>>
		You kneel in front of Jordan, but the other <<monks>> refuse to look at you. The bread tastes like ash. The wine like blood.
	<<else>>
		You kneel in front of Jordan as the other <<monks>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you. You take a sip of the bitter fluid and make way for the next person.
	<</if>>
	<<endevent>><<npc "Sydney">><<person1>>
	You take your seat next to Sydney, and <<he>> looks
	<<if $angel gte 6>>
		to you with great interest.
	<<elseif $fallenangel gte 2>>
		to you with pity.
	<<elseif $demon gte 6>>
		confused by the reactions of the clergy, before seeming to come to a sudden realisation. <<He>> frowns, then looks to you with a hopeful expression.
	<<else>>
		to you.
	<</if>>
	"I'm always glad to see the faith spreading," <<he>> whispers. "Let me know if there's anything you need here."

	Jordan finishes with a prayer, and Sydney disappears towards the back of the temple as the mass begins to disperse.

<<else>>
	<<switch random(1, 3)>>
		<<case 1>>
			Sydney stands with a crowd of <<monks>>, heads bowed. <<nnpc_He "Sydney">> spots you and smiles. <<npcincr Sydney love 1>><<glove>>
		<<case 2>>
			Sydney takes a seat next to you. <<npcincr Sydney love 1>><<glove>>
		<<case 3>>
			You spot Sydney on the other side of the temple. <<nnpc_He "Sydney">> sees you too, and waves. <<npcincr Sydney love 1>><<glove>>
	<</switch>>

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

<<widget "sydneyLibrary">>
<<npc "Sydney">><<person1>>
<<if $schoolShopAction>>
	<<if $schoolShopAction.includes("wear")>>
		"Thank you for your purchase! That looks good on you."
	<<elseif $schoolShopAction.includes("buy")>>
		"Thank you for your purchase!"
	<<elseif $schoolShopAction.includes("return")>>
		"Couldn't find the right size? I'll inform the <<nnpc_title "Leighton">>."
	<</if>>
	Sydney leads you back to <<his>> post at the rental counter<<if $sydneyDaily.peek>>, looking nervous and trying to conceal <<his>> blush all the while<</if>>.
	<<unset $schoolShopAction>>

	<<sydneyOptions>>
<<elseif $hour is 9 and $sydneyScience isnot 1 and $sydneyScienceWarn isnot 2>>
	<<if !$sydneyScienceWarn>>
		<<set $sydneyScienceWarn to 0>>
	<</if>>
	<<set $sydneyScienceWarn++>>
	<<if $sydneyScienceWarn is 1>>
		Sydney looks up at you. "Classes usually start around now. Aren't you going to be late?"

		<<sydneyOptions>>
	<<elseif $sydneyScienceWarn is 2>>
		Sydney looks up at you. "Are you... skipping class just to see me?"

		<<sydneyOptions>>
	<<elseif $sydneyScienceWarn gte 3 and $sydneyromance isnot 1>>
		Sydney shoos you away from the rental counter. "If the <<nnpc_Title "Leighton">> catches you skipping class, we'll both be in big trouble!"

		<<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<else>>

		<<sydneyOptions>>
	<</if>>
<<elseif _counterApproach is 1>>
	<<if $sydneyChastityRemoveIntro is 1>>
		Sydney looks eager to talk to you about something.

		<<sydneyOptions>>
	<<elseif $leftarm is "bound" or $rightarm is "bound">>
		Sydney notices your bound arms. "That isn't dress code." <<He>> walks behind you, and cuts your bindings with a pair of scissors. <<unbind>>

		<<sydneyOptions>>
	<<elseif ($studyBooks.stolen isnot "none" and $sydneyStolenKnown isnot 1) or $sydneyLibraryEvent is 1>>
		<<if $sydneyLibraryEvent is 1>>
			<<set $sydneyLibraryEvent to 2>>
		<<else>>
			<<set $sydneyStolenKnown to 1>>
		<</if>>
		Sydney searches for something behind the counter. After a few moments, <<he>> stands up, sighs, and lets <<himself>> fall back into <<his>> chair in resignation. A few strands of <<npcHairColour "Sydney">> hair drift from <<his>> head. <<He>> slowly looks up at you.

		"There's a book missing," <<he>> says. "And <<nnpc_title "Leighton">> Leighton is going to hold me responsible for it."

		<<sydneyOptions>>
	<<elseif $bookReturnedAbsent>>
		<<unset $bookReturnedAbsent>>
		<<unset $bookOverdue>>
		Sydney looks up at you. "Thanks for returning that overdue book, even though I wasn't here." <<bookCriminal>>

		<<sydneyOptions>>
	<<elseif $bookOverdue and !$sydneyDaily.overdueMessage>>
		Sydney looks up at you. "You've got a book overdue." <<bookCriminal>>
		<<set $sydneyDaily.overdueMessage to true>>

		<<sydneyOptions>>
	<<elseif $bookStolenAbsent and $sydneyStolenKnown>>
		<<unset $bookStolenAbsent>><<unset $sydneyStolenKnown>>
		Sydney is beaming. "That missing book turned up! I have no idea what happened, but it's back now. I'm so relieved." <<stress 2>><<gstress>>

		<<sydneyOptions>>
	<<elseif !$sydneySeen.includes("initiate") and $temple_rank is "initiate">>
		<<set $sydneySeen.pushUnique("initiate")>>
		Sydney beams at you. "I heard you joined the temple! I was so happy when I found out." <<He>> hugs you over the counter. <<stress -3>><<lstress>><<npcincr Sydney love 1>><<glove>>

		<<sydneyOptions>>
	<<elseif $sydney.glasses is "broken" or $sydney.glasses is "playerbroken">>
		Sydney squints through <<his>> broken glasses as you approach, but smiles when <<he>> realises it's you. <<sydneyGreeting>>

		<<sydneyOptions>>
	<<elseif $NPCName[$NPCNameList.indexOf("Sydney")].love gte 100 and $NPCName[$NPCNameList.indexOf("Sydney")].lust gte 10 and $sydneyromance isnot 1 and !$sydneyFriendZoned>>
		Sydney's eyes light up upon seeing you. <<He>> seems nervous about something, and looks away with a blush. <<set _sydneyRomanceConfront to true>> <<sydneyGreeting>>

		<<sydneyOptions>>
	<<elseif $NPCName[$NPCNameList.indexOf("Sydney")].love gte 40>>
		Sydney's eyes light up upon seeing you. <<sydneyGreeting>> <<He>> allows you to step behind the counter with <<him>>. "I can always make time for you."

		<<sydneyOptions>>
	<<elseif $NPCName[$NPCNameList.indexOf("Sydney")].love gte 10>>
		Sydney smiles upon seeing you. <<sydneyGreeting>>

		<<sydneyOptions>>
	<<else>>
		Sydney nods to you. <<sydneyGreeting>>

		<<sydneyOptions>>
	<</if>>
<<else>>
	<<switch random(1, 6)>>
		<<case 1>>
			Sydney tries to focus on <<his>> work, while also paying attention to you. <<if $sydney.glasses.includes("broken")>> <<His>> <<sydneyGlasses>> seem to be making it difficult.<</if>>
		<<case 2>>
			Sydney yawns.
		<<case 3>>
			Sydney stamps through a stack of papers.
		<<default>>
		/* Say Nothing */
	<</switch>>

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

<<widget "sydneyOptions">>
<<sydneySchedule>><<NPCStatusCheck "Sydney">>
<<if $bus is "schoollibrary" or $location is "school">>
	<<switch _sydney_location>>
		<<case "library">>
			<<sydneyOptionsTalk>>

			<<bookRentalOptions>>

			You can purchase any school-sanctioned clothing here.

			<<link [[Buy clothes|School Library Shop]]>><</link>>

			<<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>

		<<case "science">>
			Sydney's eyes grow wide. "Sh<<if _sydneyStatus.includes("corrupt")>>i<<else>>oo<</if>>t! We're late for science class!" <<He>> begins to pack up <<his>> things. "<<sydneyMum>>'s gonna kill me..."

			<<scienceicon>><<link [[Go with Sydney|Sydney Science Walk Late]]>><<set $eventskip to 1>><</link>>

			<<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>

		<<case "class">>
			Sydney's eyes grow wide. "Sh<<if _sydneyStatus.includes("corrupt")>>i<<else>>oo<</if>>t! I'm late for class!" <<He>> begins to pack up <<his>> things.
			<<if $NPCName[$NPCNameList.indexOf("Sydney")].love gte 10>>
				"Sorry, can we finish this later?"
			<<else>>
				<<He>> <<if $sydneyromance is 1>>blows you a kiss and <</if>>waves you off as <<he>> exits the library.
			<</if>>

			<<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>

		<<case "canteen">>
			Sydney stands up, stretching, before placing a small sign on the front of the counter. "At lunch".

			<<if $NPCName[$NPCNameList.indexOf("Sydney")].love gte 10>>
				<<He>> begins gathering some books. "I'm going to get lunch. Would you like to come with me?"

				<<link [[Go with Sydney|Canteen Lunch Sydney]]>><<endevent>><<set $luncheaten to 1>><<set $phase2 to 1>><<npcincr Sydney love 1>><</link>><<glove>>

			<<else>>
				<<He>> begins gathering some books. "I'm off to lunch, should only be about fifteen minutes."

			<</if>>
			<<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>

		<<case "temple">>
			Sydney stands up, yawning.
			<<if $detention gte 1 and $detentionattended isnot 1 and $headnodetention isnot 1 and $pillory_tenant.special.name isnot "Leighton">>
				"It's closing time. The <<nnpc_title "Leighton">> said you're not allowed to leave the premises until you serve your detention at the end of the day. Sorry."

			<<elseif $sydneySeen.includes("mass") or $sydneySeen.includes("initiate")>>
				"It's closing time. I'm off to the temple.<<if $sydneyromance is 1>> Would you... mind walking me there?<<else>> There's plenty to be done, would you like to come with me?<</if>>"

				<<wolficon>><<link [[Go with Sydney (0:25)|Temple Sydney Walk]]>><<pass 25>><<stress -3>><<npcincr Sydney love 1>><</link>><<lstress>><<glove>>

			<<else>>
				"It's closing time."
				<<if $NPCName[$NPCNameList.indexOf("Sydney")].love gte 20>>
					<<He>> begins gathering <<his>> things, but pauses. "I usually go to the temple after school. Would you like to come with me? I bet it'd be good for you!" <<He>> looks to you with a hopeful expression.

					<<wolficon>><<link [[Go with Sydney (0:25)|Temple Sydney Walk]]>><<pass 25>><<stress -3>><<npcincr Sydney love 1>><</link>><<lstress>><<glove>>

				<<else>>
					<<He>> gathers <<his>> things, and leads the lingering students out of the library.

				<</if>>
			<</if>>
			<<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>

		<<case "shop">>
			<<if $sydneySeen.includes("shop")>>

				"It's closing time. I'm off to help set up the new shop." <<He>> gathers <<his>> things,<<if $sydneyromance is 1>> kisses you on the cheek,<</if>> and starts to lead any lingering students out of the library.
			<<else>>
				"It's closing time. I'm off to help my <<sydneymum>> with some work." <<He>> gathers <<his>> things,<<if $sydneyromance is 1>> kisses you on the cheek,<</if>> and starts to lead any lingering students out of the library. <<if $sydneySeen.includes("mass") or $sydneySeen.includes("initiate")>>Once <<he>> exits, you notice that <<hes>> not heading towards the temple, and instead towards Elk Street.<</if>>
			<</if>>

			<<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>

		<<default>>
			<<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>

	<</switch>>
<<elseif $location is "temple">>
	<<switch _sydney_location>>
		<<case "temple">>
			<<switch $sydney_templeWork>>
				<<case "pray">>
					<<set _sydneyPray to true>>
					<<sydneyOptionsTalk>>

					<<prayoptions>>

					<<link [[Leave|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>

				<<default>>
					Sydney stretches. "Time to get back to work. I'll be around." <<if $sydneyromance is 1>><<He>> kisses you on the cheek before leaving.<</if>>

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

			<</switch>>
		<<case "library">>
			Sydney yawns and stretches. "It's about time for school. Care to walk with me?"

			<<link [[Walk to school with Sydney (0:10)|Sydney Walk School]]>><<pass 10>><<npcincr Sydney love 1>><</link>><<glove>>

			<<link [[Stay|Temple]]>><<endevent>><</link>>

		<<case "home">>
			<<if $sydneySeen.includes("parent")>>
				<<npc "Sirris" 2>><<person2>>
				Someone places a hand on your shoulder, and Sydney's. You turn and see Sirris smiling at you. "Thanks for looking after <<nnpc_him "Sydney">>. It's pretty late, do you need a ride home?"

				Sydney sleepily stands up.

				<<link [[Go home|Sydney Ride Home]]>><</link>>

				<<link [[Stay|Sydney Ride Home No]]>><</link>>

			<<else>>
				Sydney yawns and stretches. "It's time for me to go home. Thanks for keeping me company." <<if $sydneyromance is 1>><<He>> kisses you on the cheek, and leaves the temple.<<else>><<He>> waves you off and leaves the temple.<</if>>

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

			<</if>>
		<<case "shop">>
			<<if $sydneySeen.includes("shop")>>

				Sydney stretches. "I'm off to help set up the new shop." <<He>> gathers <<his>> things<<if $sydneyromance is 1>>, and kisses you on the cheek before leaving<</if>>.
			<<else>>
				Sydney stretches. "I'm off to help my <<sydneymum>> with some work." <<He>> gathers <<his>> things<<if $sydneyromance is 1>>, and kisses you on the cheek before leaving<</if>>.
			<</if>>

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

		<<default>>
			Sydney stretches. "Time to get back to work. I'll be around." <<if $sydneyromance is 1>><<He>> kisses you on the cheek before leaving.<</if>>

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

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

<<widget "sydneyOptionsTalk">>
<<if $bus is "schoollibrary" and $sydneyDaily.peek and !$sydneyDaily.peekConfront>>
	<<link [[Confront about changing room|Sydney Peek Confront]]>><<set $sydneyDaily.peekConfront to true>><</link>>

<</if>>
<<if $location is "school" and $sydneySeen.includes("science") and $hour is 8 and $minute gte 45>>
	<<scienceicon>><<link [[Walk to science class (0:05)|Sydney Science Walk]]>><<pass 5>><<npcincr Sydney love 1>><</link>><<glove>>

<</if>>
<<if $location is "school">>
	<<if $sydneyChastityRemoveIntro is 1>>
		<<link [[Chat (0:15)|Sydney Chastity Remove Intro]]>><<set $sydneyChastityRemoveIntro to 2>><<pass 15>><</link>>

	<<else>>
		<<link [[Chat (0:15)|Sydney Chat]]>><<pass 15>><<npcincr Sydney love 1>><<if $NPCName[$NPCNameList.indexOf("Sydney")].love gte 20>><<stress -3>><<trauma -3>><<else>><<stress -2>><</if>><</link>><<lstress>><<if $NPCName[$NPCNameList.indexOf("Sydney")].love gte 20>><<ltrauma>><</if>><<glove>>

	<</if>>
	<<if $NPCName[$NPCNameList.indexOf("Sydney")].love gte 10 and ($sydneyFlirt is 1 or $sydneyromance is 1)>>
		<<if $sydneyChastityRemoveIntro is 1>>
			<<link [[Flirt (0:15)|Sydney Chastity Remove Intro]]>><<set $sydneyChastityRemoveIntro to 2>><<pass 15>><</link>>

		<<else>>
			<<link [[Flirt (0:15)|Sydney Flirt]]>><<pass 15>><<npcincr Sydney purity -1>><<stress -2>><</link>><<promiscuous1>><<lstress>><<lspurity>>

		<</if>>
	<</if>>
	<<if $NPCName[$NPCNameList.indexOf("Sydney")].love gte 10 and $milkshake gte 2>>
		<<link [[Offer milkshake (0:15)|Sydney Give Milkshake]]>><<pass 15>><<set $milkshake -= 2>><<npcincr Sydney love 1>><<stress -5>><</link>><<lstress>><<glove>>

	<</if>>
	<<if $sydneyromance is 1 and $milkshake gte 1>>
		<<link [[Share milkshake (0:15)|Sydney Share Milkshake]]>><<pass 15>><<set $milkshake -= 1>><<npcincr Sydney love 2>><<stress -10>><</link>><<lstress>><<gglove>>

	<</if>>
	<<if $promiscuity gte 55 and $sydneyromance is 1 and !$sydneyDaily.crawl>>
		<<link [[Crawl under the counter|Sydney Crawl]]>><<set $sydneyDaily.crawl to true>><</link>><<promiscuous4>><<llspurity>><<sydneyWarning corrupt>>

	<</if>>
<</if>>
<<if ($sydney.glasses is "broken" or $sydney.glasses is "playerbroken") and $money gte 1500 and ($sydneyChatState gte 3 or $sydneyromance is 1)>>
	<<highicon>><<link [["Offer to replace " + $NPCList[0].pronouns.his + " glasses (£15 0:30)"|Sydney Walk]]>><<npcincr Sydney love 3>><</link>><<gglove>>

<<elseif ($sydney.glasses isnot "broken" and $sydney.glasses isnot "playerbroken") and $NPCName[$NPCNameList.indexOf("Sydney")].love gte 30 and !$sydneyDaily.walk>>
	<<link [[Ask to go somewhere together|Sydney Walk]]>><</link>>

<</if>>
<<if _sydneyRomanceConfront>>
	<<link [["Ask " + $NPCList[0].pronouns.him + " what's wrong"|Sydney Romance]]>><</link>>

<<elseif $sydneyFriendZoned>>
	<<link [["Ask Sydney to be your " + $NPCList[0].pronouns.boy + "friend"|Sydney Romance Accept]]>><</link>>

<</if>>
<<if $location is "temple" and $sydneyChastityRemoveIntro>>
	<<if $sydneyChastityRemoveIntro is 1>>
		<<link [["Ask " + $NPCList[0].pronouns.him + " about removing " + $NPCList[0].pronouns.his + " belt (0:15)"|Sydney Chastity Remove Intro]]>><<set $sydneyChastityRemoveIntro to 2>><<pass 15>><</link>>

	<<elseif $sydneyChastityRemoveCorrupt and !$sydneySeen.includes("corruptroom")>>
		<<link [[Ask about Sydney's plan|Sydney Temple Corrupt]]>><</link>>

	<<elseif $sydneyChastityRemovePure and $templePromised isnot "Sydney" and !$temple_evaluation>>
		<<link [[Ask about being promised|Sydney Temple Pure]]>><</link>>

	<<else>>
		/* Do Nothing */
	<</if>>
<</if>>
<<if $bus is "schoollibrary" and $NPCName[$NPCNameList.indexOf("Sydney")].love gte 50 and $trauma gte ($traumamax / 7) * 3 and !$sydneyDaily.breakdown>>
	<<link [[Break down (0:25)|Sydney Library Break]]>><<pass 25>><<stress -24>><<trauma -12>><<set $sydneyDaily.breakdown to true>><</link>><<llstress>><<lltrauma>>

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

<<widget "sydneySexFail">>

Perhaps Sydney would be more open to sex if you opened <<nnpc_his "Sydney">> mind to impure thoughts, or aroused <<nnpc_him "Sydney">> enough.

<</widget>>

<<widget "sydneyChastityMessage">>
<<set $sydneyChastityKnown to true>>
<<if $sydneyromance is 1 and $NPCName[$NPCNameList.indexOf("Sydney")].chastity.vagina.includes("chastity") or $NPCName[$NPCNameList.indexOf("Sydney")].chastity.penis.includes("chastity")>>
	<<if _sydneyStatus.includes("Lust") and $NPCName[$NPCNameList.indexOf("Sydney")].love gte 90 and $NPCName[$NPCNameList.indexOf("Sydney")].chastity.anus.includes("shield")>>
		<<He>> looks down to <<his>> chastity belt with resentment.
	<<elseif _sydneyStatus.includes("Lust") and $NPCName[$NPCNameList.indexOf("Sydney")].love gte 125 and ($NPCName[$NPCNameList.indexOf("Sydney")].purity gte 80 or $NPCName[$NPCNameList.indexOf("Sydney")].corruption gte 40)>>
		<<He>> seems to be on the very edge of falling into sinful lust.
		<<if _sydneyStatus.includes("corrupt")>>
			"That does it. We need to talk later. I'm getting this thing off of me, one way or another."
		<<else>>
			"I... I can't take it anymore! We need to talk later, I want this belt off."
		<</if>>
		<<set $sydneyChastityRemoveIntro to 1>>
	<<else>>

Sydney might be willing to get <<nnpc_his "Sydney">> chastity device removed for someone completely pure, or if <<nnpc_his "Sydney">> mind was opened to lewdity. A very pure or very corrupt mindset, as well as a large amount of sinful lust, may be the key.

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

<<widget "sydneyLewd">>
<<if !$sydneySeen.includes("lewd") and $args[0] isnot 'glasses'>>
    <<set $sydneySeen.pushUnique("lewd")>>
    <<if _sydneyStatus.includes("corrupt")>>
        "I've been waiting a long time to do something like this with you. I'd never imagine doing it with anyone else."
    <<else>>
        "I've never done anything like this before. I'm scared." You spend some time reassuring <<him>>, telling <<him>> you'll stop if <<he>> asks. Eventually, <<he>> agrees. "I... I trust you."
    <</if>>
<</if>>
<<if $sydney.glasses isnot "contacts" and $args[0] isnot 'lewd'>>
    <<He>> removes <<his>> <<sydneyGlasses>>.
<</if>>
<</widget>>

<<widget "sydneyExpose">>
<<if $NPCName[$NPCNameList.indexOf("Sydney")].chastity.penis.includes("chastity") or $NPCName[$NPCNameList.indexOf("Sydney")].chastity.vagina.includes("chastity")>>
	<<if $sydneyChastityKnown>>
		<<if $npcSub or $combat isnot 1>>You get a glimpse of <<his>> protected <<sydneyGenitals "short">>.<</if>>
		<<if $sydneyAnalShieldComment>>
			<<unset $sydneyAnalShieldComment>>
			<<if _sydneyStatus.includes("corrupt")>>
				"I was able to convince them to remove my anal shield, at least."
			<<else>>
				"I... I got my anal shield removed for you..."
			<</if>>
		<</if>>
	<<else>>
		<<set $sydneyChastityKnown to true>>
		<<if $npcSub or $combat isnot 1>>You see a chastity belt protecting <<him>>. <</if>>"I... should have mentioned that. Sorry."
	<</if>>
<<else>>
	You get an unobstructed view of <<his>> <<sydneyGenitals>>.
<</if>>
<</widget>>

<<widget "sydneyGenitals">>
<<set _text_output to "">>
<<if ($NPCName[$NPCNameList.indexOf("Sydney")].chastity.penis.includes("chastity") or $NPCName[$NPCNameList.indexOf("Sydney")].chastity.vagina.includes("chastity")) and $args[0] isnot 'short' and $sydneyChastityKnown>>
	<<set _text_output += "protected ">>
<</if>>
<<if $args[0] isnot 'short' and (($NPCName[$NPCNameList.indexOf("Sydney")].virginity.penile is true and $NPCName[$NPCNameList.indexOf("Sydney")].gender is "m") or ($NPCName[$NPCNameList.indexOf("Sydney")].virginity.vaginal is true and $NPCName[$NPCNameList.indexOf("Sydney")].gender is "f"))>>
	<<set _text_output += "virgin ">>
<</if>>
<<if $NPCName[$NPCNameList.indexOf("Sydney")].gender is "m">>
	<<set _text_output += "penis">>
<<else>>
	<<set _text_output += "pussy">>
<</if>>
<<print _text_output>><</widget>>

<<widget "sydneySchedule">>
<<if $sydneyPunish is 1>>
	<<set _sydney_location to "home">>
<<elseif $weekday is 1>>
	<<if $hour lte 22>>
		<<set _sydney_location to "temple">>
	<<else>>
		<<set _sydney_location to "home">>
	<</if>>
<<elseif $weekday is 7>>
	<<if $hour gte 6>>
		<<set _sydney_location to "temple">>
	<<else>>
		<<set _sydney_location to "home">>
	<</if>>
<<elseif $weekday is 6 and $hour gte 16 and $hour lt 20>>
	<<set _sydney_location to "shop">>
<<elseif $schoolterm is 0>>
	<<if $hour gte 6 and $hour lte 22>>
		<<set _sydney_location to "temple">>
	<<else>>
		<<set _sydney_location to "home">>
	<</if>>
<<elseif $schoolday is 1>>
	<<if $hour lte 5>>
		<<set _sydney_location to "home">>
	<<elseif $hour gte 6 and $hour lte 9 and $sydneyLate is 1>>
		<<set _sydney_location to "late">>
	<<elseif $hour is 6>>
		<<set _sydney_location to "temple">>
	<<elseif $hour is 7 or $hour is 8 or ($hour is 9 and $sydneyScience isnot 1)>>
		<<set _sydney_location to "library">>
	<<elseif $hour is 9>>
		<<set _sydney_location to "science">>
	<<elseif ["second", "third"].includes($schoolstate)>>
		<<set _sydney_location to "class">>
	<<elseif $schoolstate is "lunch" and $luncheaten isnot 1 and $minute lte 15>>
		<<set _sydney_location to "canteen">>
	<<elseif $hour lte 15 or ($hour is 16 and $minute lte 40)>>
		<<if $sydneyTempleSkip>>
			<<set _sydney_location to "temple">>
		<<else>>
			<<set _sydney_location to "library">>
		<</if>>
	<<elseif $hour gte 16 and $hour lte 22>>
		<<set _sydney_location to "temple">>
	<<else>>
		<<set _sydney_location to "home">>
	<</if>>
<<else>>
	<<set _sydney_location to "home">>
<</if>>
<<if _sydney_location is "temple">>
	<<switch $hour>>
		<<case 1 2 3 4 5>>
			<<set $sydney_templeWork to ($weekday is 1? "sleep" : "pray")>>
		<<case 6>>
			<<set $sydney_templeWork to "pray">>
		<<case 7 8 9 10>>
			<<set $sydney_templeWork to "garden">>
		<<case 11 12>>
			<<set $sydney_templeWork to ($weekday is 1? "mass" : "pray")>>
		<<case 13 14 15 16>>
			<<set $sydney_templeWork to "pray">>
		<<case 17 18 19 20>>
			<<set $sydney_templeWork to "quarters">>
		<<case 21 22>>
			 <<set $sydney_templeWork to "pray">>
		<<case 23 0>>
			<<set $sydney_templeWork to ($weekday is 7? "sleep" : "pray")>>
		<<default>>
			<<set $sydney_templeWork to "pray">>
	<</switch>>
<</if>>
<</widget>>

<<widget "sydneyStatusCheck">>
<<set _sydneyStatus to "">>
<<if $NPCName[$NPCNameList.indexOf("Sydney")].purity gte 50 and $NPCName[$NPCNameList.indexOf("Sydney")].lust gte 60>>
	<<set _sydneyStatus to "pureLust">>
<<elseif $NPCName[$NPCNameList.indexOf("Sydney")].corruption gte 10 and $NPCName[$NPCNameList.indexOf("Sydney")].lust gte 20>>
	 <<set _sydneyStatus to "corruptLust">>
<<elseif $NPCName[$NPCNameList.indexOf("Sydney")].purity gte 50>>
	<<set _sydneyStatus to "pure">>
<<elseif $NPCName[$NPCNameList.indexOf("Sydney")].corruption gte 10>>
	<<set _sydneyStatus to "corrupt">>
<<elseif $NPCName[$NPCNameList.indexOf("Sydney")].lust gte 40>>
	<<set _sydneyStatus to "neutralLust">>
<<else>>
	<<set _sydneyStatus to "neutral">>
<</if>>
<<if $NPCName[$NPCNameList.indexOf("Sydney")].chastity.penis.includes("chastity") or $NPCName[$NPCNameList.indexOf("Sydney")].chastity.vagina.includes("chastity")>>
	<<set _sydneyChastity to 1>>
<</if>>
<<if $NPCName[$NPCNameList.indexOf("Sydney")].virginity.vaginal is true and $NPCName[$NPCNameList.indexOf("Sydney")].virginity.penile is true>>
	<<set _sydneyVirgin to 1>>
<</if>>
<</widget>>

<<widget "sydneyGreeting">>
<<if !$sydneyDaily.greeting>>
	<<set $sydneyDaily.greeting to true>>
	<<if $sydneyromance is 1>>
		<<if $hour lte 3 or $hour gte 18>>
			"Good evening, my beloved," <<he>> says before kissing you on the cheek.
		<<elseif $hour lte 12>>
			"Good morning, my beloved," <<he>> says before kissing you on the cheek.
		<<else>>
			"Good afternoon, my beloved," <<he>> says before kissing you on the cheek.
		<</if>>
	<<else>>
		<<if $hour lte 3 or $hour gte 18>>
			"Good evening," <<he>> says.
		<<elseif $hour lte 12>>
			"Good morning..." <<he>> yawns out.
		<<else>>
			"Good afternoon," <<he>> says.
		<</if>>
	<</if>>
<</if>>
<<if $sydneyGlassesNotice>>
	<<unset $sydneyGlassesNotice>>
	<<He>> seems to have gotten a new pair of glasses.
<</if>>
<</widget>>

<<widget "bookCriminal">>
<<if !$sydneyDaily.overdueMessage>>
	<<bodywriting_exposure_check>>
	<<NPCStatusCheck "Sydney">>
	<<if _bodywriting_exposed gte 1 and ($skin[_bodypart].writing is "Book Criminal >:(" or $skin[_bodypart].writing is "Book Criminal <3")>>
		<<if $skin[_bodypart].pen is "tattoo">>
			<<if $bookTattoo is undefined>>
				<<set $bookTattoo to 1>>
				<<He>> sighs, reaching out to you as <<he>> uncaps a red marker. <<He>> freezes, looking at you with incredulity as <<he>> runs <<his>> fingers over the <<tattoo _bodypart>> on your <<bodypart _bodypart>>.

				"You... I... it's... permanent? Book... you've..." <<He>> stammers off<<if $bus is "schoollibrary">>, slowly sitting back<</if>>. <<He>> seems unsure of what to do.
			<<else>>
				Sydney eyes the <<tattoo _bodypart>> on your <<bodypart _bodypart>>. "You're a nut." <<He>> can't help but giggle.
			<</if>>
		<<else>>
			Sydney eyes the <<tattoo _bodypart>> on your <<bodypart _bodypart>>. "I... guess my punishment isn't harsh enough." <<if _sydneyStatus is "corrupt" or _sydneyStatus is "corruptLust">><<He>> looks around before whispering in your ear. "Maybe you'll need to teach me how to punish you properly." <<arousal 500>><<garousal>><<else>><<detention 3>><<gdelinquency>><</if>>
		<</if>>
	<<elseif $skin.forehead.writing isnot "Book Criminal >:(" and $skin.forehead.writing isnot "Book Criminal <3" and $skin.left_cheek.writing isnot "Book Criminal >:(" and $skin.left_cheek.writing isnot "Book Criminal <3" and $skin.right_cheek.writing isnot "Book Criminal >:(" and $skin.right_cheek.writing isnot "Book Criminal <3">>
		<<if $bookCriminal is undefined>>
			<<set $bookCriminal to 1>>
			<<He>> sighs. "I don't have the authority to punish you, so <<nnpc_Title "Leighton">> Leighton lets me do this instead."
			Sydney brandishes a red permanent marker, and pulls you close with surprising strength.
		<<else>>
			<<if $NPCName[$NPCNameList.indexOf("Sydney")].love lt 10>>
				<<He>> suddenly reaches up and pulls your head down to <<his>> level with surprising strength. <<He>> brandishes a marker, removing the cap with <<his>> teeth.
			<<elseif $sydneyromance is 1>>
				<<He>> lets out an exaggerated sigh, but smiles. "Come here, you." <<He>> reaches for you as <<he>> uncaps a marker.
			<<else>>
				<<He>> sighs. "You know the rules." <<He>> brandishes a marker, and reaches for you.
			<</if>>
		<</if>>
		<<if $bodywritingLvl is 0>>
			You smack the marker away. Sydney pouts at you. <<detention 3>><<gdelinquency>><<npcincr Sydney love -2>><<llove>>
		<<else>>
			<<if _bodywriting_exposed gte 1 and $skin[_bodypart].special is "Sydney">>
				However, <<he>> stops upon seeing the <<tattoo _bodypart>> on your <<bodypart _bodypart>>. <<His>> face begins to turn a bright red. You catch <<him>> looking into your eyes, before looking away again. "B...be more courteous next time, please. You may go."
			<<elseif !$skin.forehead.pen>>
				<<He>> scribbles something on your forehead, and holds up a small pocket mirror. Your forehead now reads: <<bodywriting_npc_sydney_book forehead "marker">>
				<<if $sydneyromance is 1>>
					<<He>> finishes with a kiss on your forehead, pulling away with a loud "Mwah!"
					<<if $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and ($weather is "rain" or $weather is "snow") and $schoolstate is "lunch" and !$kylarDaily.leightonPunch>>

						Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
					<</if>>
				<</if>>
			<<elseif $skin.forehead.pen is "pen" or $skin.forehead.pen is "lipstick" or $skin.forehead.pen is "mud">>
				<<if $skin[_bodypart].special is "Kylar">>
					<<set _kylar to 1>>
				<</if>>
				<<He>> wipes away your <<tattoo forehead>> on your forehead, and scribbles something of <<his>> own. <<bodywriting_clear forehead>> Your forehead now reads: <<bodywriting_npc_sydney_book forehead "marker">>
				<<if $sydneyromance is 1>>
					<<He>> finishes with a kiss on your forehead, pulling away with a loud "Mwah!"
					<<if $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and ($weather is "rain" or $weather is "snow") and $schoolstate is "lunch" and !$kylarDaily.leightonPunch>>

						<<if _kylar is 1>>
							Kylar glowers from across the library. <<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarSeen.pushUnique("sydneyWriting")>>
						<<else>>
							Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
						<</if>>
					<</if>>
				<</if>>
			<<elseif !$skin.left_cheek.pen>>
				<<He>> scribbles something on your left cheek, and holds up a small pocket mirror. Your left cheek now reads: <<bodywriting_npc_sydney_book left_cheek "marker">>
				<<if $sydneyromance is 1>>
					<<He>> finishes with a kiss on your cheek, pulling away with a loud "Mwah!"
					<<if $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and ($weather is "rain" or $weather is "snow") and $schoolstate is "lunch" and !$kylarDaily.leightonPunch>>

						Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
					<</if>>
				<</if>>
			<<elseif $skin.left_cheek.pen is "pen" or $skin.left_cheek.pen is "lipstick" or $skin.left_cheek.pen is "mud">>
				<<if $skin[_bodypart].special is "Kylar">>
					<<set _kylar to 1>>
				<</if>>
				<<He>> wipes away your <<tattoo left_cheek>> on your left cheek, and scribbles something of <<his>> own. <<bodywriting_clear left_cheek>> Your left cheek now reads: <<bodywriting_npc_sydney_book left_cheek "marker">>
				<<if $sydneyromance is 1>>
					<<He>> finishes with a kiss on your cheek, pulling away with a loud "Mwah!"
					<<if $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and ($weather is "rain" or $weather is "snow") and $schoolstate is "lunch" and !$kylarDaily.leightonPunch>>

						Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
					<</if>>
				<</if>>
			<<elseif !$skin.right_cheek.pen>>
				<<He>> scribbles something on your right cheek, and holds up a small pocket mirror. Your right cheek now reads: <<bodywriting_npc_sydney_book right_cheek "marker">>
				<<if $sydneyromance is 1>>
					<<He>> finishes with a kiss on your cheek, pulling away with a loud "Mwah!"
					<<if $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and ($weather is "rain" or $weather is "snow") and $schoolstate is "lunch" and !$kylarDaily.leightonPunch>>

						<<if _kylar is 1>>
							Kylar glowers from across the library. <<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarSeen.pushUnique("sydneyWriting")>>
						<<else>>
							Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
						<</if>>
					<</if>>
				<</if>>
			<<elseif $skin.right_cheek.pen is "pen" or $skin.right_cheek.pen is "lipstick" or $skin.right_cheek.pen is "mud">>
				<<if $skin[_bodypart].special is "Kylar">>
					<<set _kylar to 1>>
				<</if>>
				<<He>> wipes away your <<tattoo right_cheek>> on your right cheek, and scribbles something of <<his>> own. <<bodywriting_clear right_cheek>> Your right cheek now reads: <<bodywriting_npc_sydney_book right_cheek "marker">>
				<<if $sydneyromance is 1>>
					<<He>> finishes with a kiss on your cheek, pulling away with a loud "Mwah!"
					<<if $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and ($weather is "rain" or $weather is "snow") and $schoolstate is "lunch" and !$kylarDaily.leightonPunch>>

						<<if _kylar is 1>>
							Kylar glowers from across the library. <<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarSeen.pushUnique("sydneyWriting")>>
						<<else>>
							Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
						<</if>>
					<</if>>
				<</if>>
			<<else>>
				<<if $SydneyFace is undefined>>
					<<set $SydneyFace to 1>>
					<<He>> wipes at your <<tattoo forehead>> on your forehead and frowns. <<His>> face turns to bewilderment as <<he>> wipes at your <<tattoo left_cheek>> on your left cheek, and then your <<tattoo right_cheek>> on your right cheek. "Are these all permament? Really?" <<He>> stares for a moment longer, before sighing and recapping the marker. "Fine, you get off easy this time."
				<<else>>
					<<He>> stares for a moment, glaring at your living canvas of a face. <<He>> pouts and relents. <<detention 3>><<gdelinquency>><<npcincr Sydney love -2>><<llove>>
				<</if>>
			<</if>>
		<</if>>
	<<else>>
	<</if>>
<</if>>
<</widget>>

<<widget "sydneyBodywritingLocation">>
<<NPCStatusCheck "Sydney">>
<<set _targets to []>>
<<set _targets.pushUnique("forehead")>>
<<if !$worn.face.type.includes("mask")>>
	<<set _targets.pushUnique("left_cheek")>>
	<<set _targets.pushUnique("right_cheek")>>
<</if>>
<<set _targets.pushUnique("left_shoulder")>>
<<set _targets.pushUnique("right_shoulder")>>
<<if _sydneyStatus.includes("corrupt")>>
	<<if $worn.upper.exposed gte 2 and ($worn.under_upper.exposed gte 1 or $worn.under_upper.open is 1)>>
		<<set _targets.pushUnique("breasts")>>
		<<set _targets.pushUnique("back")>>
	<</if>>
	<<if ($worn.lower.exposed gte 2 or $worn.lower.anus_exposed gte 1) and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("athletic"))>>
		<<set _targets.pushUnique("left_bottom")>>
		<<set _targets.pushUnique("right_bottom")>>
	<</if>>
	<<if $worn.lower.exposed gte 1 and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("athletic"))>>
		<<set _targets.pushUnique("pubic")>>
	<</if>>
	<<if $worn.lower.vagina_exposed gte 1 and !$worn.under_lower.type.includes("athletic")>>
		<<set _targets.pushUnique("left_thigh")>>
		<<set _targets.pushUnique("right_thigh")>>
	<</if>>
<</if>>
<<set _targets to _targets.filter( target => !$skin[target].writing )>>
<<if _targets.length gt 0>>
	<<set $rng to random(0, (_targets.length -1))>>
	<<set _bodypart to _targets[$rng]>>
<<else>>
	<<set _writingFail to 1>>
<</if>>
<</widget>>

<<widget "sydneyBodywriting">>
<<if $args[0]>>
	<<add_bodywriting _bodypart $args[0] "marker">>
	<<bodywriting_finalisation _bodypart>>
<</if>>
<</widget>>

<<widget "sydneymum">><<silently>>
<<if $NPCName[$NPCNameList.indexOf("Sirris")].pronoun is "m">>
	<<set _text_output to "dad">>
<<else>>
	<<set _text_output to "mum">>
<</if>>
<</silently>><<print _text_output>><</widget>>

<<widget "sydneyMum">><<silently>>
<<sydneymum>><<capitalise>>
<</silently>><<print _text_output>><</widget>>

<<widget "sydneymother">><<silently>>
<<if $NPCName[$NPCNameList.indexOf("Sirris")].pronoun is "m">>
	<<set _text_output to "father">>
<<else>>
	<<set _text_output to "mother">>
<</if>>
<</silently>><<print _text_output>><</widget>>

<<widget "sydneyMother">><<silently>>
<<sydneymother>><<capitalise>>
<</silently>><<print _text_output>><</widget>>

<<widget "sydneyOtherParent">><<silently>>
<<if $NPCName[$NPCNameList.indexOf("Sirris")].pronoun is "m">>
	<<set _text_output to "mother">>
<<else>>
	<<set _text_output to "father">>
<</if>>
<</silently>><<print _text_output>><</widget>>

<<widget "sydneyGlasses">><<silently>>
<<switch $sydney.glasses>>
	<<case "glasses" "playerbought">>
		<<set _text_output to "glasses">>
	<<case "broken" "playerbroken">>
		<<set _text_output to "broken glasses">>
	<<case "contacts">>
		<<set _text_output to "contacts">>
	<<default>>
		<<set _text_output to "glasses">>
<</switch>>
<</silently>><<print _text_output>><</widget>>

<<widget "sydneySwimwear">><<silently>>
<<switch $sydney.swim>>
	<<case "school">>
		<<if $pronoun is "m">>
			<<set _text_output to "school swim trunks and swim shirt">>
		<<else>>
			<<set _text_output to "school swimsuit">>
		<</if>>
	<<case "normal">>
		<<if $pronoun is "m">>
			<<set _text_output to "board shorts">>
		<<else>>
			<<set _text_output to "bikini">>
		<</if>>
	<<case "lewd">>
		<<if $pronoun is "m">>
			<<set _text_output to "speedo">>
		<<else>>
			<<set _text_output to "microkini">>
		<</if>>
	<<case "crossdress">>
		<<if $pronoun is "m">>
			<<set _text_output to "bikini">>
		<<else>>
			<<set _text_output to "board shorts">>
		<</if>>
<</switch>>
<</silently>><<print _text_output>><</widget>>

<<widget "sydneySirrisResemble">>
<<if !$sydneySeen.includes("parent") and $NPCName[$NPCNameList.indexOf("Sydney")].love gte 50>>
	<<set $sydneySeen.pushUnique("parent")>>
	It wasn't apparent to you at first, but you can't help but notice the striking resemblance between the two. Not just in the way they look, but in the way they carry themselves as well.
<</if>>
<</widget>>

<<widget "sydneyBeachGender">><<silently>>
<<if $NPCName[$NPCNameList.indexOf("Sydney")].pronoun is "m">>
	<<set _text_output to ($sydney.swim is "crossdress" ? "girl" : "dude")>>
<<else>>
	<<set _text_output to ($sydney.swim is "crossdress" ? "dude" : "girl")>>
<</if>>
<</silently>><<print _text_output>><</widget>>

<<widget "sydneyFinish">>
<<if (($penisfucked is 1 and ($penisstate isnot "otheranus" or $temple_rank isnot undefined)) or $vaginafucked is 1 or $anusfucked is 1) and !$prayerRoom and $templePromised isnot "Sydney">>

	"We... might be in trouble. We were careless."
<</if>>
<<if $orgasmcurrent is 0>>

	<<if $worn.genitals.type.includes("chastity")>>
		<<He>> looks down at your $worn.genitals.name.
		<<if _sydneyStatus.includes("corrupt")>>
			"You didn't cum. I'm not sure how much I can do with your $worn.genitals.name in the way<<if $sydneyChastityKnown>>, I'm not used to working around it. That's what I <<if _sydneyChastity>>have<<else>>had<</if>> you for, after all! Sorry, though<</if>>."
		<<else>>
			You... did it feel good? I don't know if I can do anything with your $worn.genitals.name in the way, I'm not as good at this as you are..."
		<</if>>
		You nod at <<him>> and tell <<him>> that it's okay.
	<<else>>
		<<He>> looks down at you,
		<<switch _sydneyStatus>>
			<<case "pure" "neutral">>
				frowning. "You... you made me feel... really good, but it doesn't look like you felt good." <<He>> takes a deep breath. "I want to try."
			<<case "pureLust" "neutralLust">>
				blushing. "You made me feel good. I need to make you feel good, too. Let me try." <<He>> looks determined, and you can tell <<hes>> still pent up.
			<<case "corrupt">>
				smiling. "You made me a hot mess, and you didn't even get to cum. That's hardly fair."
			<<case "corruptLust">>
				and places a hand on your throat. <<He>> doesn't apply much pressure. "You didn't cum. Not fair. I'll squeeze it out of you if I have to."
		<</switch>>

		<<if $penisfucked is 1>>
			<<He>> slowly drops down on you, taking your entire length again.
			<<arousal 2500>>
			<<if $arousal gte $arousalmax>>
				<<orgasm>>Sydney looks proud of <<himself>> as <<he>> gets off of you. <<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
			<<else>>
				<<He>> grabs your shoulders and begins to ride you. <<His>> pace quickly increases.
				<<if _sydneyStatus.includes("corrupt")>>
					<<He>> refuses to slow down, and buries <<his>> head in your shoulder as <<he>> nears a second climax.
					<<set $arousal to 10000>>
					<<if $arousal gte $arousalmax>><<orgasm>><</if>>
					<<He>> kisses you as you both shudder. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>

					<<if _npcKissVirginTemp>>
						<<He>> pulls away and gasps. "That was my first kiss. I guess we did it in a weird order, huh?"
					<</if>>
				<<else>>
					<<His>> riding quickly gets weaker, and <<he>> seems to be drained.
					<<arousal 4000>>
					<<if $arousal gte $arousalmax>>
						<<orgasm>>Sydney breathes heavily. "I... I did it? I did it!" <<He>> hugs you, with you still inside <<him>>. <<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
					<<else>>
						<<He>> whimpers. "Sorry."

						"You're determined," you tell <<him>>. "You just need more practice."
					<</if>>
				<</if>>
			<</if>>
		<<elseif $vaginafucked is 1 or $anusfucked is 1>>
			<<He>> slowly thrusts into you again.
			<<arousal 2500>>
			<<if $arousal gte $arousalmax>>
				<<orgasm>>Sydney looks proud of <<himself>> as <<he>> pulls out of you. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
			<<else>>
				<<He>> grabs your shoulders and begins to thrust. <<His>> pace quickly increases.
				<<if _sydneyStatus.includes("corrupt")>>
					<<He>> refuses to slow down, and buries <<his>> head in your shoulder as <<he>> nears a second climax.
					<<set $arousal to 10000>>
					<<if $arousal gte $arousalmax>><<orgasm>><</if>>
					<<He>> kisses you as you both shudder. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>

					<<if _npcKissVirginTemp>>
						<<He>> pulls away and gasps. "That was my first kiss. I guess we did it in a weird order, huh?"
					<</if>>
				<<else>>
					<<His>> thrusting quickly gets weaker, and <<he>> seems to be drained.
					<<arousal 4000>>
					<<if $arousal gte $arousalmax>>
						<<orgasm>>Sydney breathes heavily. "I... I did it? I did it!" <<He>> hugs you while still inside you. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
					<<else>>
						<<He>> whimpers. "Sorry."

						"You're determined," you tell <<him>>. "You just need more practice."
					<</if>>
				<</if>>
			<</if>>
		<<else>>
			<<He>> lowers <<himself>> down to your <<genitals>>.
			<<if $player.penisExist>>
				<<set $penisuse to 0>>
			<</if>>
			<<switch _sydneyStatus>>
				<<case "pure" "neutral">>
					<<He>> looks up at you, with a hint of fear in <<his>> eyes.
					<<if $player.penisExist>>
						<<He>> gently takes your penis in <<his>> hand, and licks the tip.
						<<arousal 2500>>
						<<if $arousal gte $arousalmax>>
							<<orgasm>>"I did it!" <<he>> exclaims before covering <<his>> mouth. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<<else>>

							<<He>> continues licking for a bit longer, but slows down and loses confidence. "Sorry," <<he>> whispers.

							"You're determined," you tell <<him>>. "You just need more practice."
						<</if>>
					<<else>>
						<<He>> gives your clit a gentle rub, and licks it.
						<<arousal 2500>>
						<<if $arousal gte $arousalmax>>
							<<orgasm>>"I did it!" <<he>> exclaims with joy before covering <<his>> mouth. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<<else>>
							<<He>> continues licking for a bit longer, but slows down and loses confidence. "Sorry," <<he>> whispers.

							"You're determined," you tell <<him>>. "You just need more practice."
						<</if>>
					<</if>>
				<<case "pureLust" "neutralLust">>
					<<He>> looks up at you, and takes a deep breath. "I can... I can do this..."
					<<if $player.penisExist>>
						<<He>> gently takes your penis in <<his>> hand, and licks the tip.
						<<arousal 2500>>
						<<if $arousal gte $arousalmax>>
							<<orgasm>>"I did it!" <<he>> exclaims with joy before covering <<his>> mouth. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<<else>>
							Without warning, <<he>> begins to take you into <<his>> mouth. <<set $penisuse to "othermouth">><<set $penisstate to "othermouth">><<takeNPCVirginity "Sydney" "oral">>

							<<He>> bobs <<his>> head up and down, gradually increasing in speed.
							<<set $arousal to 10000>>
							<<if $arousal gte $arousalmax>><<orgasm>><</if>>
							<<He>> pulls away and gasps. "Th-thank you for letting me do that." <<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<</if>>
					<<else>>
						<<He>> gently rubs your clit, and licks it.
						<<arousal 2500>>
						<<if $arousal gte $arousalmax>>
							<<orgasm>>"I did it!" <<he>> exclaims with joy before covering <<his>> mouth. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<<else>>
							<<He>> increases in speed, determined to make you cum.
							<<set $arousal to 10000>>
							<<if $arousal gte $arousalmax>><<orgasm>><</if>>
							<<He>> pulls away and gasps. "Th-thank you for letting me do that." <<npcincr Sydney purity -2>><<lspurity>>
						<</if>>
					<</if>>
				<<case "corrupt" "corruptLust">>
					<<He>> looks up at you, flashing a wicked smile at you.
					<<if $player.penisExist>>
						<<He>> gently takes your penis in <<his>> hand, and takes it into <<his>> mouth without warning. <<set $penisuse to "othermouth">><<set $penisstate to "othermouth">><<takeNPCVirginity "Sydney" "oral">>
						<<arousal 5000>>
						<<if $arousal gte $arousalmax>>
							<<orgasm>>"That didn't take much," <<he>> teases. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<<else>>
							<<He>> begins to shake <<his>> head and pulls you forward, taking your entire length.
							<<set $arousal to 10000>>
							<<if $arousal gte $arousalmax>><<orgasm>><</if>>
							<<He>> pulls away and gasps. "Yummy." <<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<</if>>
					<<else>>
						<<He>> gently rubs your clit, and licks it. Without warning, <<he>> plunges <<his>> tongue in.
						<<arousal 5000>>
						<<if $arousal gte $arousalmax>>
							<<orgasm>>"That didn't take long," <<he>> teases. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<<else>>
							<<He>> increases in speed, determined to make you cum.
							<<set $arousal to 10000>>
							<<if $arousal gte $arousalmax>><<orgasm>><</if>>
							<<He>> pulls away and gasps. "Yummy." <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
						<</if>>
					<</if>>
			<</switch>>
		<</if>>
	<</if>>

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

<<widget "passouttempleSydney">>
You've pushed yourself too much. You hear someone yell your name as you black out.

<<passout>>
<<link [[Next|Temple Sydney Rescue]]>><</link>>

<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<</widget>>

<<widget "defileSacredGround">>
<<set $real_virginity to clone($player.virginity)>>
<<set $real_virginity_sydney to clone($NPCName[$NPCNameList.indexOf("Sydney")].virginity)>>
<<set $real_angel to $angel>>
<<set $real_angelbuild to $angelbuild>>
<<set $real_fallenangel to $fallenangel>>
<<set $real_transformationParts to clone($transformationParts)>>
<<set $real_purity to $purity>>
<<set $real_trauma to $trauma>>
<</widget>>

<<widget "restorePlayerVirginity">>
<<set $player.virginity to clone($real_virginity)>>
<<set $NPCName[$NPCNameList.indexOf("Sydney")].virginity to clone($real_virginity_sydney)>>
<<set $angel to $real_angel>>
<<set $angelbuild to $real_angelbuild>>
<<set $fallenangel to $real_fallenangel>>
<<set $transformationParts to clone($real_transformationParts)>>
<<set $purity to $real_purity>>
<<set $trauma to $real_trauma>>
<<unset $real_virginity>>
<<unset $real_virginity_sydney>>
<<unset $real_angel>>
<<unset $real_angelbuild>>
<<unset $real_fallenangel>>
<<unset $real_transformationParts>>
<<unset $real_purity>>
<<unset $real_trauma>>
<</widget>>

<<widget "sydneyTortureOptions">>
The incense fumes and vibrations make you feel warm. <<set $hallucinogen += 10>><<arousal 1000>><<set $sydneyArousal += 1>><<garousal>> | + Sydney's Arousal

<<if $sydneyPain lte 0>>
	<<set $sydneyPain to 0>>
<</if>>
<<if $sydneyArousal lte 0>>
	<<set $sydneyArousal to 0>>
<</if>>
<<set $punishmentTimer -= 1>>
<<if $stress gte $stressmax>>
	<<passout>>
	You feel yourself slipping away. The last thing you see before losing consciousness is Sydney's face, becoming more and more panicked as your vision fades. <<trauma 100>><<gggtrauma>>

	<<link [[Everything fades to black...|Ambulance Sydney]]>><<set $pain -= 30>><<set $arousal -= 2000>><<endevent>><<pass 1 hour>><</link>>

<<elseif $punishmentTimer lte 0>>
	<<person2>>The <<priest>> holds up <<his>> hand. "Enough." The <<monks>> stop, and snuff the incense burners. <<He>> slowly approaches you, and raises <<his>> hand, causing both you and Sydney to flinch in fear.

	The strike never comes. Instead, you hear metal clattering to the ground. "Congratulations, my children," <<he>> drawls. "You have endured lust and wrath, showing your bond to be stronger than both. You are pure once more." Your bindings are all released. A <<monk>> steps behind you and unties your gags. <<He>> also removes your collars. <<tearful>> you and Sydney remain clinging to each other, supporting each other to a standing position. Your knees tremble.

	"A warning," the <<priest>> continues. "Breathe not a word of this to anyone. Not your friends. Not Jordan. Not your parents, should you be so blessed. I'd hate to consider you impure again."

	The <<monks>> present you your neatly folded clothing.
	<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
		<<if $templePromised is "Sydney">>
			You've gained the Rite of Promise: Sydney trait.

		<<else>>
			You've gained the Chastity Vow trait.

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

	<<link [[Next|Sydney Temple Punish End]]>><</link>>

<<elseif $pain gte 100 and $willpowerpain is 0>>
	The pain is too much. You buckle and collapse, tumbling over with Sydney. <<sydneyTortureFail>>
<<elseif $arousal gte $arousalmax>>
	It's too much. <<orgasm>> <<sydneyTortureFail>>
<<elseif $sydneyPain gte 6>>
	Sydney lets out a blood-curdling cry through <<nnpc_his "Sydney">> gag. <<sydneyTortureFail>>
<<elseif $sydneyArousal gte 6>>
	Sydney moans and shudders against you as <<nnpc_hes "Sydney">> forced to climax. <<npcincr Sydney lust -1>><<npcincr Sydney purity -2>><<lslust>><<lspurity>> <<sydneyTortureFail>>
<<else>>
	Sydney looks
	<<switch $sydneyPain>>
		<<case 0>>unharmed
		<<case 1>>uncomfortable
		<<case 2>>stung
		<<case 3>>pained
		<<case 4>>hurt
		<<case 5>>like <<nnpc_he "Sydney">> can't take much more pain,
	<</switch>>
	and
	<<switch $sydneyArousal>>
		<<case 0>>calm.
		<<case 1>>stimulated.
		<<case 2>>aroused.
		<<case 3>>horny.
		<<case 4>><<nnpc_his "Sydney">> face is flushed with arousal.
		<<case 5>>like <<nnpc_hes "Sydney">> on the edge of climax.
	<</switch>>

	<<person2>>
	<<switch $priestAction>>
		<<case undefined>>
			The <<priest>> prepares to whip you.
			<<set $priestAction to "Player">>
		<<case "Player">>
			<<switch random(1, 3)>>
				<<case 1>>
					The <<priest>> prepares to whip you again.
				<<case 2>>
					The <<priest>> moves to whip Sydney.
					<<set $priestAction to "Sydney">>
				<<case 3>>
					The <<priest>> begins to turn up the intensity of the vibrations.
					<<set $priestAction to "Vibrate">>
			<</switch>>
		<<case "Sydney">>
			<<switch random(1, 3)>>
				<<case 1>>
					The <<priest>> moves to whip you.
					<<set $priestAction to "Player">>
				<<case 2>>
					The <<priest>> prepares to whip Sydney again.
				<<case 3>>
					The <<priest>> begins to turn up the intensity of the vibrations.
					<<set $priestAction to "Vibrate">>
			<</switch>>
		<<case "Vibrate">>
			<<switch random(1, 3)>>
				<<case 1>>
					The <<priest>> moves to whip you.
					<<set $priestAction to "Player">>
				<<case 2>>
					The <<priest>> moves to whip Sydney.
					<<set $priestAction to "Sydney">>
				<<case 3>>
					The <<priest>> maintains the increased vibrations.
			<</switch>>
	<</switch>>

	<<if $sydneyHold lte 4>>
		<<link [[Hold Sydney tighter|Sydney Temple Punish Hold]]>><<set $sydneyHold += 1>><<set $pain -= 10>><<set $sydneyPain -= 1>><</link>><<lpain>> | - Sydney's Pain

	<</if>>
	<<if $sydneyStop lte 4>>
		<<link [[Stop belts from vibrating|Sydney Temple Punish Belt]]>><<set $sydneyStop += 1>><<set $sydneyArousal -= 2>><<arousal -2500>><</link>><<llarousal>> | - - Sydney's Arousal

	<</if>>
	<<if $sydneyHit lte 3 and $priestAction is "Sydney">>
		<<link [[Block the hit|Sydney Temple Punish Hit]]>><<def 1>><<set $sydneyHit += 1>><<arousal -3000>><<violence_noncombat 30 0.3>><</link>><<llarousal>><<gpain>> | - Sydney's Pain

	<</if>>
	<<if $sydneyPlead lte 3 and $priestAction is "Player">>
		<<link [[Plead|Sydney Temple Punish Plead]]>><><<set $sydneyPlead += 1>><<arousal 2000>><<set $pain -= 20>><</link>><<garousal>><<llpain>>

	<</if>>
	<<switch $sydneyTouch>>
		<<case 0>>
			<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>> | + Sydney's Arousal<<llpain>> | - - - Sydney's Pain<<promiscuous1>>

		<<case 1>>
			<<if $promiscuity gte 15>>
				<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>> | + Sydney's Arousal<<llpain>> | - - - Sydney's Pain<<promiscuous2>>

			<</if>>
		<<case 2>>
			<<if $promiscuity gte 35>>
				<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>> | + Sydney's Arousal<<llpain>> | - - - Sydney's Pain<<promiscuous3>>

			<</if>>
		<<case 3>>
			<<if $promiscuity gte 55>>
				<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>> | + Sydney's Arousal<<llpain>> | - - - Sydney's Pain<<promiscuous4>>

			<</if>>
		<<case 4>>
			<<if $promiscuity gte 75>>
				<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>> | + Sydney's Arousal<<llpain>> | - - - Sydney's Pain<<promiscuous5>>

			<</if>>
		<<default>>
		You can't risk arousing Sydney any more intensely.
	<</switch>>

	<<link [[Close your eyes|Sydney Temple Punish Close]]>><<arousal 3000>><<set $pain -= 10>><</link>><<ggarousal>><<lpain>>

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

<<widget "priestAttack">>
<<switch $priestAction>>
	<<case "Player">>
		<<if $sydneyPain lte 3 and ($pain gte 50 or $sydneyArousal gte 4)>>
			The <<person2>><<priest>> brings <<his>> whip down, but Sydney suddenly shifts <<person1>><<his>> weight and throws <<his>> body in the way, taking the hit for you. <<He>> cries out in agony. <<set $sydneyPain += 2>><<set $sydneyArousal -= 1>> | + + Sydney's Pain | - Sydney's Arousal
		<<else>>
			The <<person2>><<priest>> brings <<his>> whip down on you, causing you to scream into your gag.
			<<if $pain gte 60>>
				Sydney cries out, shaking <<his>> head and giving pleading eyes to the <<person2>><<priest>>.
			<<else>>
				Sydney glares at <<person2>><<him>>.
			<</if>>
			<<violence_noncombat 30 0.3>><<gpain>>
		<</if>>
	<<case "Sydney">>
		<<if !_blocked>>
			The <<person2>><<priest>> brings <<his>> whip down, striking Sydney.
			<<if $sydneyPain gte 3>>
				<<person1>><<He>> cries out into <<his>> gag.
			<<else>>
				<<person1>><<He>> holds back <<his>> cries.
			<</if>>
			<<set $sydneyPain += 2>><<set $sydneyArousal -= 1>> | + + Sydney's Pain | - Sydney's Arousal
		<</if>>
	<<case "Vibrate">>
		The vibrations get more intense.
		<<if $sydneyArousal gte 3>>
			Sydney moans into your shoulder.
		<<else>>
			Sydney stifles gasps and moans.
		<</if>>
		<<arousal 2000>><<set $sydneyArousal += 1>><<garousal>> | + Sydney's Arousal
<</switch>>
<</widget>>

<<widget "sydneyTortureFail">>

<<set $punishmentCounter += 1>>
<<person2>>The <<priest>> holds up <<his>> hand. "Cease." The <<monks>> stop, and snuff the incense burners. "Your bodies betray you. You will be given time to recover, and then we will begin again." <<stress 24>><<gggstress>>

The <<monks>> dim the light in the room, and leave one by one. As the last one leaves, you and Sydney are left in total darkness.

You can feel Sydney's breath on your skin. Something about knowing <<nnpc_hes "Sydney">> still there calms you. <<nnpc_He "Sydney">> holds you tighter. You squeeze back. <<stress -1>><<lstress>>

<<link [[Rest (1:00)|Sydney Temple Punish Repeat]]>><<pass 1 hour>><<set $sydneyPain -= 4>><<set $sydneyArousal -= 4>><<pain -30>><</link>><<lllpain>>

<</widget>>

repo_name: Area/degrees

license: mit


code:
:: Widgets Halloween Whitney [widget]

<<widget "halloweenwhitney">>

<<npc Whitney>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generate6>><<person2>>
You hear a screech from your left. A <<person>> steps out from behind a tree, wearing a pair of horns and what look like blood-stained rags. <<His>> face is painted red. <<covered>> <<He>> holds a cricket bat above <<his>> head, as if about to swing.

You back away, but another screech erupts from behind you. Then from your left and right. More costumed villains emerge and rush around you, each with their own bat. They shriek and hiss, punctuated by laughter.

<<person1>>
You spin around, looking for a way out. You're surrounded. Then the shrieks stop. Each figure turns and stares at something behind you.

<<link [[Next|Whitney Trick 1]]>><</link>>

<</widget>>

:: Whitney Trick 1
<<set $outside to 0>><<set $location to "home">><<effects>>

You turn, and come face-to-face with a <<nnpc_gendery "Whitney">> in a terrifying mask. <<He>> wears bloody rags like the others, but <<his>> horns are larger. More of <<his>> skin is exposed. All painted red. <<His>> abdominal muscles are highlighted with a darker colour.

<<if $exposed gte 1>>
You feel <<his>> eyes feast on your lewdness. "Nice," <<he>> says. It's Whitney.
	<<if $whitneyromance is 1>>
	<<set $dateCount.Total++>><<set $dateCount.Whitney++>>
	"My <<if $player.gender_appearance is "m">>boyfriend<<else>>girlfriend<</if>>." <<He>> steps forward and grasps the back of your neck, pulling you into a deep kiss. <<His>> friends screech until <<he>> pulls away.
	<</if>>
<<else>>
"Look who it is," <<he>> says. It's Whitney.
	<<if $whitneyromance is 1>>
	<<set $dateCount.Total++>><<set $dateCount.Whitney++>>
	"My <<if $player.gender_appearance is "m">>boyfriend<<else>>girlfriend<</if>>." <<He>> steps forward and grasps the back of your neck, pulling you into a deep kiss. <<His>> friends screech until <<he>> pulls away.
	<</if>>
<</if>>

<<if $worn.upper.name is "vampire jacket">>
"I like your jacket. Must be easy to keep clean."
<<elseif $worn.upper.name is "witch dress" or $worn.lower.name is "witch skirt">>
"I like your dress. Smells a bit though."
<<elseif $worn.upper.name is "nun's habit" or $worn.lower.name is "nun's habit skirt">>
"I like your habit. It makes me want to fuck you."
<<elseif $worn.upper.name is "maid dress" or $worn.lower.name is "maid skirt">>
"You're asking for it, dressed as a maid."
<<elseif $worn.upper.type.includes("costume") or $worn.lower.type.includes("costume") or $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("costume") or $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("costume")>>
"Dunno what you're supposed to be. At least you're dressed up."
<<elseif $angel gte 6>>
"Dunno how you get that halo to stay up."
<<elseif $wolfgirl gte 6>>
"I like your costume. How does the tail stay in?"
<<elseif $fallenangel gte 2>>
"Dunno how you get all those bits above your head to stay up."
<<elseif $bunny gte 6>>
"I like your costume. Makes me want to test if bunnies are as good at bouncing as they say."
<<elseif $demon gte 6>>
"Cool costume. I'm impressed."
<<elseif $cat gte 6>>
"I like your costume. I may have something for you to lap up."
<<elseif $cow gte 6>>
"I like your costume. Hope your head's not the only horny thing about you."
<<elseif $harpy gte 6>>
"I like your costume. The eyes are a nice touch."
<<if $rng gte 91>>
	"And look at the wings," the <<person2>><<person>> from before speaks up. "The way the colour shifts between the primaries, secondaries and tertiaries, and between the alula and scapulars, it's subtle but very accurate. You can see where the folds are meant to go." <<He>> grabs one of your wings, tracing <<his>> fingers across it with a surprising gentleness. "They're so soft too, what fabric did you use? You can actually feel how the secondaries change as they get closer to the ulna, and-"

	Whitney abruptly elbows <<him>> away, glowering. The <<person>> clears <<his>> throat and lets out a half-hearted screech. "Fucking moron," Whitney mutters.
	<<person1>>
<</if>>
<<elseif $exposed gte 2>>
You feel <<his>> eyes taking in every inch of your bare skin. "I can't think of a better outfit."
<<elseif $exposed gte 1>>
"Dressing up as a slut for Halloween? Not very original, but I'm not complaining."
<<else>>
"Couldn't you be bothered to dress up?" <<He>> looks around at <<his>> friends. "Maybe we should help dress <<phim>> as a slut." Hands reach from all around, grabbing, pulling, and tearing. Your clothes are torn to shreds, leaving you naked in the street.<<upperruined>><<lowerruined>><<underupperruined>><<underlowerruined>>
<</if>>

<<He>> prowls around you. "We're going trick-or-treating," <<he>> says at last. "You're coming too."

<<link [[Nod (2:00)|Whitney Trick 2]]>><<pass 30>><<npcincr Whitney love 1>><</link>><<glove>>

<<link [[Refuse|Whitney Trick Refuse]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>

:: Whitney Trick Refuse
<<set $outside to 0>><<set $location to "home">><<effects>>

"Fine," Whitney says, looking at the orphanage. "That shithole's your home, right?" A <<person5>><<person>> sits outside, tucking into a bag of sweets. Whitney grins, and <<person1>><<he>> and <<his>> entourage march over, ignoring you.

The <<person5>><<person>> is so engrossed <<he>> doesn't notice. Until Whitney snatches the bag from <<his>> hands. "Give that back!" the <<person>> shouts, but one of Whitney's friends knocks <<him>> down with <<person2>><<his>> bat.

"I really fancied sweets," Whitney says, unwrapping one. "'Course, if we go trick-or-treating I could get my own. But you don't want to. Unless you've changed your mind?"

<<link [[Nod (1:30)|Whitney Trick 2]]>><<pass 30>><<npcincr Whitney love 1>><</link>><<glove>>

<<link [[Refuse|Whitney Trick Refuse 2]]>><<hope -3>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llhope>><<llove>><<ldom>>

:: Whitney Trick Refuse 2

<<set $outside to 0>><<set $location to "home">><<effects>>

Whitney snarls, drops the bag, and stomps on it. The <<person5>><<person>> bursts into tears. Whitney doesn't care, and continues to stomp until the sweets are ground to dust.

The <<person5>><<person>> runs inside, chased by laughter. "See you around, slut." Whitney says, resting <<person1>><<his>> bat on <<his>> shoulder and marching away. <<His>> friends follow.

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

:: Whitney Trick 2
<<set $outside to 0>><<set $location to "home">><<effects>>
<<endevent>>
<<npc Whitney>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generate6>><<person1>>

You nod. Whitney grasps your arm and pushes you in front of <<him>>. You're marched down the road while Whitney fondles your <<bottom>>.

<<if $exposed gte 1>>
<<covered>> Whitney laughs. "You shouldn't be ashamed. You were made to be seen."
<</if>>
<<if $halloween_trick_NPC>>
The police officer you saw earlier is gone.
<</if>>

<<link [[Next|Whitney Trick 3]]>><</link>>

:: Whitney Trick 3
<<set $outside to 0>><<set $location to "home">><<effects>>

You stop at the first house without any decorations. "I bet these fucks have loads to give," Whitney says. "Just trying to keep it to themselves." Whitney marches you up to the front door. <<His>> friends hang back and rummage around the garden.

There's no answer. Whitney bashes <<his>> bat against the door. <<He>> doesn't stop. A minute passes until a <<person6>><<person>> answers. "I-I don't want any trouble," <<he>> stammers.

"Good evening," Whitney says. "I'm Whitney." <<person1>><<He>> gestures at you. "This is my babe. And those are my friends back there. Trick or treat."

"I don't have anything," the <<person6>><<person>> replies. "Please leave."

"Alright. Have a nice evening." Whitney takes your hand, and together you walk to the front of the garden.<<takeHandholdingVirginity "Whitney" "romantic">>

<<link [[Next|Whitney Trick 4]]>><</link>>

:: Whitney Trick 4

<<set $outside to 0>><<set $location to "home">><<effects>>

<<person1>>One of Whitney's friends passes <<him>> a rock. Whitney wastes no time. <<He>> hurls it at the house, breaking a plant pot. <<His>> friends follow suit, shattering windows and breaking tiles off the roof. All the while screeching and laughing.

No one tries to stop them.

<<link [[Try to stop them|Whitney Trick Stop]]>><</link>>

<<link [[Watch|Whitney Trick Watch]]>><</link>>

:: Whitney Trick Stop
<<set $outside to 0>><<set $location to "home">><<effects>>

<<if $submissive gte 1150>>
"Please stop," you say. "You might hurt someone."
<<elseif $submissive lte 850>>
"Stop, cowards," you say. "This isn't fair."
<<else>>
"Stop," you say. "You'll get in trouble."
<</if>>

Whitney's laughter redoubles. "Fucking what?" <<he>> howls, and throws another rock. It collides with a drainpipe, knocking it to the ground.

<<His>> laughter subsides, and <<he>> pauses. "It's time to move on," <<he>> says. "It'll be more fun elsewhere." <<He>> grasps your arm and pulls you from the garden. <<His>> friends fall in behind you. "Where to next?" <<he>> muses. <<His>> gaze fixes on a house with a particularly extravagant display.
<<if $halloween_trick_NPC>>
The one you visited with Robin.
<</if>>

<<link [[Next|Whitney Trick 5]]>><<endevent>><</link>>

:: Whitney Trick Watch
<<set $outside to 0>><<set $location to "home">><<effects>>

You stand back and watch the destruction. There's no sign of the <<person6>><<person>>, but the front of <<his>> house is reduced to a ruin.

Satisfied, or bored, at last, Whitney grasps your arm and pulls you from the garden. <<person1>><<His>> friends fall in behind you. "Where to next?" <<he>> muses. <<His>> gaze fixes on a house with a particularly extravagant display.
<<if $halloween_trick_NPC>>
The one you visited with Robin.
<</if>>

<<link [[Next|Whitney Trick 5]]>><<endevent>><</link>>

:: Whitney Trick 5
<<set $outside to 0>><<set $location to "home">><<effects>>

<<npc Whitney>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<if $halloween_trick_NPC>><<loadNPC 5 trick_or_treat>><<else>><<generatey6>><</if>>

Whitney rings the doorbell. <<person1>><<His>> friends crowd around this time.
<<if $halloween_trick_NPC is "oral">>
The <<person6>><<person>> from earlier answers it. "Back for more?" <<he>> smirks when <<he>> sees you. "And you've brought friends to help."

"More what?" Whitney looks at you. "What's <<he>> talking about?"

"This little slut sells <<pher>> body for sweets," the <<person>> replies. "I got my money's worth."

Whitney stares a moment. Then swings <<person1>><<his>> bat into the <<person6>><<persons>> stomach. <<He>> keels over, and Whitney delivers a second blow to <<his>> back. Whitney's friends join in the pummelling, whacking <<him>> while <<he>> struggles to deflect the blows with <<his>> arms. Others move into the house. You hear a shatter.

Once back out on the street Whitney carries a bag full of stolen booze. "We got a treat for once," <<person1>><<he>> laughs.

<<link [[Next|Whitney Trick 6]]>><<endevent>><<pass 30>><</link>>

<<elseif $halloween_trick_NPC is "refused">>

The <<person6>><<person>> from earlier answers it. "Changed your mind?" <<he>> smirks when <<he>> sees you. "And you've brought friends to help."

"Changed <<pher>> mind?" Whitney looks at you. "What's <<he>> talking about?"

"This little slut wanted sweets, but refused to pay the price," the <<person>> replies, leering at you. "I don't mind an audience if that's what it takes."

Whitney stares a moment. Then swings <<person1>><<his>> bat into the <<person6>><<persons>> stomach. <<He>> keels over, and Whitney delivers a second blow to <<his>> back. Whitney's friends join in the pummelling, screeching and whacking <<him>> while <<he>> struggles to deflect the blows with <<his>> arms. Others move into the house. You hear a shatter.

Once back out on the street Whitney carries a bag full of stolen booze. "We got a treat for once," <<person1>><<he>> laughs. <<He>> hugs you with one arm. "Imagine trying to sleep with my <<girl>> without my permission."

<<link [[Next|Whitney Trick 6]]>><<endevent>><<pass 30>><</link>>

<<else>>
The <<person6>><<person>> from earlier answers it. "What you want?"

"Trick or treat!" Whitney and <<person1>><<his>> friends shout, stroking their cricket bats.

The <<person6>><<person>> throws up <<his>> hands. "Alright. I got some sweets here-"

"Fuck your sweets," Whitney interrupts. "We want cash. Or drinks."

	<<if $exposed gte 2 and $uncomfortable.nude is false or $exposed gte 2 and $leftarm is "bound" and $rightarm is "bound">>
	The <<person>> stares at your uncovered <<lewdness>>. <<He>> nods. "Sure. I got booze." <<He>> disappears a moment, then returns with a clinking bag in one hand, and <<his>> phone in the other. <<He>> takes a picture of you.
	<<garousal>><<arousal 600>><<fameexhibitionism 10>>

	"We got a treat for once," Whitney says once back on the road.

	<<link [[Next|Whitney Trick 6]]>><<endevent>><<pass 30>><</link>>

	<<else>>
	The <<person>> thinks a moment, then smirks. "I got booze. But I want a little something in return." <<He>> nods at you. "Show me <<pher>> body."

	<<link [[Next|Whitney Trick Exhibitionism]]>><</link>>
	<</if>>

<</if>>

:: Whitney Trick Exhibitionism
<<set $outside to 0>><<set $location to "home">><<effects>>

Whitney shrugs, and nods to <<person1>><<his>> friends.

<<if $exposed gte 2>>

Hands reach from all around, grabbing your arms and pulling them aside. The <<person6>><<person>> looks about to salivate. "The booze," Whitney says. The <<person>> nods and disappears for a moment, returning with a clinking bag.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

<<else>>

Hands reach from all around, grabbing your clothes and pulling them aside. The <<person6>><<person>> leers at your exposed body. <<He>> looks about to salivate. "The booze," Whitney says. The <<person>> nods and disappears for a moment, returning with a clinking bag.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

<</if>>

Whitney takes the bag, then jabs the <<person6>><<person>> in the stomach with <<his>> bat. <<person1>>"That's for asking for something in return," <<he>> says as the <<person6>><<person>> splutters.

"We got a treat for once," Whitney says once back on the road.

<<link [[Next|Whitney Trick 6]]>><<endevent>><<pass 30>><</link>>

:: Whitney Trick 6
<<set $outside to 0>><<set $location to "home">><<effects>>
<<npc Whitney>><<person1>>
You hear a police siren. Whitney grabs your arm and pushes you down an alleyway. "We're done anyway," <<he>> says. "Let's go to the park."

You journey through small streets and side roads, through Connudatus and the High Street, until you arrive at the park. Whitney leads you to a circle of tree stumps. <<His>> friends ransack the bag of booze once Whitney takes a couple of bottles for <<himself>>.

They drink and swap stories. It sounds like they got up to some mischief before you joined them tonight.

Whitney offers you a bottle.

<<link [[Accept|Whitney Trick Drink]]>><<set $phase to 0>><<alcohol 180>><</link>>

<<link [[Refuse|Whitney Trick Drink]]>><<set $phase to 1>><</link>>

:: Whitney Trick Drink
<<set $outside to 0>><<set $location to "home">><<effects>>

<<if $phase is 0>>

You take a swig from the bottle. It's bitter. You suppress a gag. "Old fuck had bad taste," Whitney says. "We'll have to visit someone more refined next time."

<<else>>
Whitney shrugs, and takes a swig from the proffered bottle <<himself>>.

<</if>>
"There's a reason I wanted you along," <<he>> says, reclining. <<He>> flips over the rags covering <<his>> groin. <<Hes>> not wearing anything underneath. "On your knees, <<girl>>," <<he>> says. "Get to work."

<<if $promiscuity gte 55>>
	<<link [[Kneel|Whitney Trick Sex]]>><<pass 30>><<npcincr Whitney love 1>><<set $sexstart to 1>><</link>><<glove>><<promiscuous4>>

<</if>>
<<link [[Refuse|Whitney Trick Sex Refuse]]>><<pass 30>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>

:: Whitney Trick Sex Refuse

<<set $outside to 0>><<set $location to "home">><<effects>>
<<if $submissive gte 1150>>
	"N-no," you say. "I'm sorry! I'm too shy."
<<elseif $submissive lte 850>>
	"In a filthy shed in front of your scummy friends?" you say. "Fuck off."
<<else>>
	"No," you say. "Especially not with people watching."
<</if>>

Whitney's friends laugh at your brazen refusal. Whitney laughs too. "Suit yourself," <<he>> says. "My <<girl>> knows what <<pshe>> wants." <<He>> doesn't push you, instead simply taking another swig of <<his>> drink.

<<link [[Next|Whitney Trick 7]]>><</link>>

:: Whitney Trick 7
<<set $outside to 0>><<set $location to "home">><<effects>>
<<endevent>><<npc Whitney>>

Whitney stands and chucks <<his>> bottle at the wall. "Done for tonight," <<he>> says. "Fuck off home." <<He>> gives your <<bottom>> a firm slap before walking away. <<His>> friends disperse into smaller groups.

<<endevent>>

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

:: Whitney Trick Sex

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	You drop to your knees in front of <<him>>. <<He>> clutches the back of your head and guides you closer to <<his>>
	<<if $NPCList[0].penis isnot "none">>
	$NPCList[0].penisdesc.<<else>>pussy.
	<</if>>
	<<His>> friends crowd closer and scramble for their phones.

<<npcoral>><<set $NPCList[0].lefthand to "hair">><<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>><<audience>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Whitney Trick Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Whitney Trick Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Whitney Trick Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Whitney Trick Sex]]>><</link>><<nexttext>>
<</if>>

:: Whitney Trick Sex Finish

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<promiscuity4>>
	Whitney's convulsions knock <<his>> horns askew. <<He>> doesn't notice or care.

	<<tearful>> you rest your head on <<his>> stomach. <<He>> cradles your head with one arm.

	<<clotheson>>
	<<endcombat>>

	<<npc Whitney>><<person1>>Whitney stands, knocking you aside. <<He>> chucks <<his>> bottle at the wall. "Done for tonight," <<he>> says. "Fuck off home." <<He>> gives your <<bottom>> a firm slap before walking away. <<His>> friends disperse into smaller groups.

<<endevent>>

<<elseif $enemyhealth lte 0>>
	You shove Whitney off <<his>> stump. <<tearful>> you run for the trees. You're not sure if you're pursued. If so, you manage to evade them.

	<<clotheson>>
	<<endcombat>>

<<else>>
	Whitney shoves you to the ground. "Fine," <<he>> says. "You're lucky I don't choke you."

	<<tearful>> you stagger to your feet.

	<<clotheson>>
	<<endcombat>>
<<npc Whitney>><<person1>>Whitney stands, knocking you aside. <<He>> chucks <<his>> bottle at the wall. "Done for tonight," <<he>> says. "Fuck off home." <<He>> gives your <<bottom>> a firm slap before walking away. <<His>> friends disperse into smaller groups.
<</if>>

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