code:
:: Widgets School [widget]
<<widget "schooleffects">><<nobr>>
<<effectstime>>
<<if $schoolday is 1>>
	<<if $hour lte 6>>
	<<set $schoolstate to "early">><<set $schoollesson to 0>>
	<<elseif $hour lte 8>>
	<<set $schoolstate to "morning">><<set $schoollesson to 0>>
	<<elseif $hour is 9>>
	<<set $schoolstate to "first">><<set $schoollesson to 1>>
	<<elseif $hour is 10>>
	<<set $schoolstate to "second">><<set $schoollesson to 1>>
	<<elseif $hour is 11>>
	<<set $schoolstate to "third">><<set $schoollesson to 1>>
	<<elseif $hour is 12>>
	<<set $schoolstate to "lunch">><<set $schoollesson to 0>>
	<<elseif $hour is 13>>
	<<set $schoolstate to "fourth">><<set $schoollesson to 1>>
	<<elseif $hour is 14>>
	<<set $schoolstate to "fifth">><<set $schoollesson to 1>>
	<<elseif $hour lte 16>>
	<<set $schoolstate to "afternoon">><<set $schoollesson to 0>>
	<<elseif $hour gte 17>>
	<<set $schoolstate to "late">><<set $schoollesson to 0>>
	<</if>>
<<else>>
	<<if $hour lte 6>>
	<<set $schoolstate to "earlynoschool">><<set $schoollesson to 0>>
	<<elseif $hour gte 17>>
	<<set $schoolstate to "daynoschool">><<set $schoollesson to 0>>
	<<else>>
	<<set $schoolstate to "latenoschool">><<set $schoollesson to 0>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "schoolperiod">><<nobr>>
<<if $exposed lte 0>>
<<if $schoolstate is "morning">>
<<scienceicon>><<link [[Go to your science lesson (0:01)|Science Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "first">>
<<scienceicon>><<link [[Go to your science lesson (0:01)|Science Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "second">>
<<mathicon>><<link [[Go to your maths lesson (0:01)|Maths Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "third">>
<<englishicon>><<link [[Go to your English lesson (0:01)|English Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "lunch">>
<<link [[Join the masses in the canteen (0:01)|Canteen]]>><<pass 1>><</link>>

<<historyicon>><<link [[Wait in the history classroom (0:01)|History Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "fourth">>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<pass 1>><</link>>

<<elseif $schoolstate is "fifth">>
<<swimmingicon>><<link [[Go to your swimming lesson (0:01)|School Pool Entrance]]>><<pass 1>><</link>>

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

<<widget "schoolperiodtext">><<nobr>>
<<if $schoolstate is "morning">>
Your science lesson starts at 9:00.

<<elseif $schoolstate is "first">>
Your science lesson started at 9:00!

<<elseif $schoolstate is "second">>
Your maths lesson started at 10:00!

<<elseif $schoolstate is "third">>
Your English lesson started at 11:00!

<<elseif $schoolstate is "lunch">>
Your history lesson starts at 13:00.

<<elseif $schoolstate is "fourth">>
Your history lesson started at 13:00!

<<elseif $schoolstate is "fifth">>
Your swimming lesson started at 14:00!

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

<<widget "exhibitorgasm">><<nobr>>
<<if $orgasmdown gte 1>><<set $orgasmdown to 0>>
	<<if $orgasmcurrent lte 0>>
	<<elseif $orgasmcurrent lte 1>>
You spasm against the bindings.
		<<if $enemyno gte 2>>
			<<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>>
			The pair's eyes light up as you squirm. "<<pShes>> cumming!" The <<person>> exclaims, stepping back to avoid your discharge while staring in awe.
			<<else>>
			The pair's eyes light up as you squirm. "<<pShes>> cumming!" The <<person>> exclaims.
			<</if>>
		<<else>>
			<<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>>
			<<else>>
			<</if>>
		<</if>>
	<<elseif $orgasmcurrent is 2>>
	You spasm again against the bindings.
		<<if $enemyno gte 2>>
			<<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>>
			"I didn't know it could happen more than once!" Says the <<personstop>>
			<<else>>
			"I didn't know it could happen more than once!" Says the <<personstop>>
			<</if>>
		<<else>>
			<<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>>
			<<else>>
			<</if>>
		<</if>>
	<<else>>
	<</if>>

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

<<widget "changingrooms">><<nobr>>

<<if $exposed gte 2>>
	<<if $player.appearance is "m">>
		<<if $exhibitionism gte 75>>
		<<link [[Girl's Changing Room|School Girl Changing Room]]>><</link>><<exhibitionist5>>

		<</if>>
	<<link [[Boy's Changing Room|School Boy Changing Room]]>><</link>>

	<<else>>
		<<if $exhibitionism gte 75>>
		<<link [[Boy's Changing Room|School Boy Changing Room]]>><</link>><<exhibitionist5>>

		<</if>>
	<<link [[Girl's Changing Room|School Girl Changing Room]]>><</link>>

	<</if>>
<<else>>
<<link [[Boy's Changing Room|School Boy Changing Room]]>><</link>>

<<link [[Girl's Changing Room|School Girl Changing Room]]>><</link>>

<</if>>

<</nobr>><</widget>>

:: Widgets Events Science [widget]
<<widget "eventsscience">><<nobr>>
<<if $rng gte 91 and $player.appearance is "m" and $worn.legs.name is "girl's gym socks">>
<<generates1>><<person1>>A <<person>> looks at your feet. "Why are you wearing girl's socks?" <<he>> asks loudly. "Do they make you feel pretty?" <<His>> friends start laughing.

<<link [[Kick|Science Kick]]>><<stress -12>><<trauma -6>><<detention 3>><</link>><<gdelinquency>><<ltrauma>><<lstress>>

<<link [[Ignore|Science Lesson]]>><<stress 6>><<trauma 6>><<endevent>><</link>><<gtrauma>><<gstress>>

<<elseif $rng gte 91 and $player.appearance is "f" and $worn.legs.name is "boy's gym socks">>
<<generates1>><<person1>>A <<person>> looks at your feet. "Why are you wearing boy's socks?" <<he>> asks loudly. "Do you think they'll make people forget you're a slut?" <<His>> friends start laughing.

<<link [[Kick|Science Kick]]>><<stress -12>><<trauma -6>><<detention 3>><</link>><<gdelinquency>><<ltrauma>><<lstress>>

<<link [[Ignore|Science Lesson]]>><<stress 6>><<trauma 6>><<endevent>><</link>><<gtrauma>><<gstress>>

<<elseif $rng gte 81>>
<<npc Sirris>><<generates2>><<person2>>The class conducts an experiment with chemicals.

A <<person>> splashes your clothes with acid! "Sorry, I slipped," <<he>> says, smirking.

<<set $worn.upper.integrity -= 20>>
<<set $worn.lower.integrity -= 20>>
<<set $worn.under_lower.integrity -= 20>>

<<integritycheck>>
<<exposure>>

	<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
	It's not a very potent acid, but it does leave your clothing worse for wear.

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

	<<else>>
	The acid eats through your clothes, and you soon find yourself exposed in front of the entire class! You do your best to conceal your <<lewdness>> as Sirris rushes over with some towels. You cover up, but not before the rest of the class get a good look.

	<<towelup>>

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

	<</if>>
<<elseif $rng gte 61>>
<<npc Sirris>><<person1>>Sirris asks you to come to the front of the class.

<<link [[Next|Science Event3]]>><</link>>

<<elseif $rng gte 41>>
The class arrange themselves around the terrariums lining the edge of the room. You observe the plants contained within and try to identify the species.

<<link [[Next|Science Terrarium]]>><</link>>

<<elseif $rng gte 21>>
A group of delinquents decide to pick on you.

<<link [[Ask the teacher for help|Science Pick]]>><<status -10>><</link>><<lcool>>

<<link [[Endure it|Science Pick]]>><<set $phase to 1>><<stress 2>><<trauma 2>><</link>><<gtrauma>><<gstress>>

<<elseif $rng gte 1>>
Sirris asks everyone to group up into pairs.

<<set $rng to random(1, 100)>>

	<<if $cool gte 80>>
	You find a partner and together dissect a <<if $rng gte 75>>sheep's eye<<elseif $rng gte 50>>insect<<elseif $rng gte 25>>worm<<else>>frog<</if>>.

	<<link [[Just focus on the dissection|Science Dissection]]<<scienceskill>><</link>><<gscience>>

	<<link [[Joke around with your partner|Science Dissection]]>><<trauma -1>><<stress -2>><<status 1>><<set $phase to 1>><</link>><<ltrauma>><<lstress>><<gcool>>

	<<else>>
	<<npc Sirris>><<person1>>The other students avoid you, and you find yourself unable to find a partner. Sirris carries in a plastic box, but stops to speak to you when <<he>> sees that you're alone.

	"I have a special job for you. There's another box like this one in the shed just next to the school entrance. Could you bring it here?"

	You walk to the shed, which is unlocked, and find the box just inside. It's really heavy! You can barely lift it, but manage to carry it back into the school.
	<<physique>><<endevent>>

		<<if $rng gte 21>>
		You arrive back at the classroom, where the rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.
		<<gscience>><<scienceskill>>

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

		<<else>>
		<<generatey1>><<generatey2>><<generatey3>>
		You walk past three delinquents smoking in a corridor. You didn't see them coming due to the box blocking your view. They start hounding you down the hall.

		<<person1>>The <<person>> grabs the hem of your $worn.lower.name and tries to tug them down!

		<<if $worn.under_lower.type.includes("naked")>>
		You shiver as you realise you aren't wearing any underwear!
		<</if>>

		"Let's see what <<pshes>> got on under this," the <<person2>><<person>> and <<person3>><<person>> move closer, intending to join in.

		You're unable to protect yourself while your arms are occupied by the box. You'll have to bend over to put the box down without breaking anything inside, but you feel that doing so would make you even more vulnerable.

		<<link [[Drop the box and protect yourself|Science Dissection]]>><<set $phase to 2>><<detention 2>><</link>><<gdelinquency>>

		<<link [[Just endure it|Science Dissection]]>><<set $phase to 3>><<stress 2>><<trauma 2>><</link>><<gtrauma>><<gstress>>

		<<link [[Bend over and put the box down gently|Science Dissection]]>><<set $phase to 4>><</link>>
		<</if>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "eventssciencesafe">><<nobr>>
<<if $scienceproject is "none" and $yeardays gte 2 and $mathsprojectdays isnot (21 + (7 - $weekday))>><<set $scienceproject to "ongoing">><<set $scienceprojectdays to (21 + (7 - $weekday))>>
<<npc Sirris>><<person1>><<scienceprojectstart>>
"The science fair will be held in a few weeks," Sirris announces. "Taking part is optional, but it's a good opportunity to learn in a more practical way. The theme is local wildlife. I have a project idea for each of you, but you can come up with your own if you like."

Sirris asks the class to turn to page $rng of their textbook, then walks around room handing out small cards. Yours reads: "Lichen grows in many places around town. What impact does the local environment have on the species that thrive?" It continues on to some variables you could test, and ends with: "Remember to ask permission before entering private property!"
<<set $sciencelichenknown to 1>>

Sirris arrives back at the front. "The fair will be held on a Saturday, at the town hall. I hope you'll be there even if you don't bring a project."

Science project added to journal.

<<if $sciencephallusknown isnot 1 and $promiscuity gte 35>>
<<set $sciencephallusknown to 1>>
A lewd thought comes to you as the other students discuss ideas. You've conceived the "local phalli" science project.

<</if>>

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

<<elseif $rng gte 81>>
Sirris asks the class to turn to page $rng of their textbook. The classroom has a laid-back atmosphere, most students spend more time chatting than reading.

<<link [[Next|Science Lesson]]>><</link>>

<<elseif $rng gte 71>>
Sirris puts on a short video about <<print either("nature.","space.","magnetic fields.","electrons.","chemical bonds.","Einstein.","the pioneers of the scientific method.","Isaac Newton.","nuclear fusion.","the role of enzymes.", "DNA.")>> The classroom has a laid-back atmosphere. Most students watch, but many carry on chatting.

<<link [[Next|Science Lesson]]>><</link>>

<<elseif $rng gte 61>>
The class conducts an experiment with chemicals. You're careful not to spill any.

<<link [[Next|Science Lesson]]>><</link>>

<<elseif $rng gte 51>>
<<generates1>><<generates2>><<person1>>
The class conducts an experiment with chemicals.
<<if $rng % 2>>
	A <<person>> accidentally spills chemicals down <<his>> clothes.
<<else>>
	A <<person1>><<person>> 'accidentally' spills chemicals all over a <<person2>><<persons>> clothes.
<</if>>
You see the panicking <<if $pronoun is "m">>boy<<else>>girl<</if>> fleeing from the class as <<his>> clothes start to dissolve.

<<link [[Next|Science Lesson]]>><</link>>

<<elseif $rng gte 41>>
Some delinquents pick on one of the nerdy students. Sirris has the offenders move to the other side of the classroom.

<<link [[Next|Science Lesson]]>><</link>>

<<elseif $rng gte 31>>
<<npc Sirris>><<person1>>
Sirris puts on a video about human reproduction.
<<if $days gte 25 and $rng % 3 is 0>>/*1 in 3 chance, and won't happen too early*/

	It doesn't seem like an educational film at all - it's graphic. Very graphic. Primarily just a 14 minute home-sex-tape. The only 'educational' input comes from Sirris periodically freezing the video to quiz students on which body parts are being licked, stroked, sucked, bitten or penetrated.
	While the video never shows faces, you start to suspect that one of the participants is Sirris.

	The entire class watches with rapt attention right up to the couple's panting orgasm.<<garousal>><<arousal 2>>

	"I know that was quite explicit," Sirris says. "But good scientists aren't squeamish. Humans are animals. And this is simply observing animal behaviour. And as well as knowing the facts and terminology, it's important that you understand what real sex is and what it looks like."
<<else>>
	It has a strong educational focus, talking extensively about sexual health, STIs, pregnancy, contraception and consent.
	It goes into the basic mechanics of sex with some simple diagrams labelling the body parts and cell types involved.

	The classroom has a laid-back atmosphere. Some students watch, but few with any real interest and many carry on chatting throughout.
<</if>>

<<link [[Next|Science Lesson]]>><</link>>

<<elseif $rng gte 21>>
<<npc Sirris>><<person1>>
Sirris asks the class a question. You think you know the answer.

<<link [[Put your hand up|Science Event1]]>><<set $phase to 1>><<stress 1>><<set $science += 1>><</link>><<gstress>><<gscience>>

<<link [[Keep your head down|Science Event1]]>><</link>>

<<elseif $rng gte 11>>
	Sirris looks around the room, glancing at you for a moment before instead asking a
	<<if $player.appearance is "m">><<generatesf1>>girl<<else>><<generatesm1>>boy<</if>><<person1>> to come to the front of the class.

	Sirris smiles at the <<personstop>>

	<<if $scienceprogression gte 2>>
		<<He>> looks nervous. "This part of the lesson is on human anatomy. I need you to remove your clothing, all of it. Don't be embarrassed, this is important for the lesson."

		<<if $rng % 2 == 0>>
			The <<if $pronoun is "m">>boy<<else>>girl<</if>> runs straight out of the room and does not return.

			"I suppose we'll have to make do with the old anatomy charts then," Sirris says. "Sorry class."
		<<else>>
			<<if $pronoun is "m">>
			<<print either("The boy excitedly agrees.", "The boy cheerfully agrees.", "The boy casually agrees.", "The boy reluctantly agrees.", "The boy looks like he wants to cry, but nods meekly.", "The boy tearfully agrees.")>>
			<<else>>
			<<print either("The girl excitedly agrees.", "The girl cheerfully agrees.", "The girl casually agrees.", "The girl reluctantly agrees.", "The girl looks like she wants to cry, but nods meekly.", "The girl tearfully agrees.")>>
			<</if>>
			<<He>> strips, which immediately gets the entire class's full attention. The <<person>> stands naked at the front as the teacher points out numerous parts of <<his>> anatomy.
			<<if $scienceprogression gte 3>>
				Sirris then instructs <<him>> to climb on the desk and spread <<his>> legs. Sirris <<if $pronoun is "m">>holds up his penis<<else>>uses a speculum<</if>> to give the excited class a clearer view.
			<</if>>
			<<if $scienceprogression gte 4>>
				Things finally get a little out of control. The <<person>> squeals as some students get a bit 'handsy.' Finally regaining control,
			<</if>>
			Sirris brings the show to an end, inviting the <<person>> to dress and sit back down.

			While you feel bad for the <<personcomma>> it definitely made the session more interesting and you think you learned something.<<gscience>><<scienceskill>>
		<</if>>
	<<elseif $scienceprogression gte 1>>
		"I need you to undress for this part. Don't worry, you can keep your underwear on."

		<<if $rng % 3 == 0>>
			The <<if $pronoun is "m">>boy<<else>>girl<</if>> runs straight out of the room and does not return.

			"I suppose we'll have to make do with the old anatomy charts then," Sirris says. "Sorry class."
		<<elseif $rng % 4 == 0>>
			The <<if $pronoun is "m">>boy<<else>>girl<</if>> whispers something to Sirris.

			Sirris turns bright red and quickly asks the <<person>> to sit back down. "On second thoughts, class, ah... We'll use the anatomy charts," Sirris says. "They're... clearer."
		<<else>>
			<<if $pronoun is "m">>
			<<print either("The boy excitedly agrees.", "The boy cheerfully agrees.", "The boy casually agrees.", "The boy reluctantly agrees.", "The boy looks like he wants to cry, but nods meekly.", "The boy tearfully agrees.")>>
			<<else>>
			<<print either("The girl excitedly agrees.", "The girl cheerfully agrees.", "The girl casually agrees.", "The girl reluctantly agrees.", "The girl looks like she wants to cry, but nods meekly.", "The girl tearfully agrees.")>>
			<</if>>
			He strips to <<his>> underwear, which immediately grabs the class's attention.
			Sirris continues with the lesson, pointing to parts of the <<persons>> body and explaining various functions.
			Sirris soon finishes the demonstration, inviting the <<person>> to dress, sit down and rejoin the class.

			While you feel a little bad for the <<personcomma>> it definitely made the session more interesting and you think you learned something.
			<<gscience>><<scienceskill>>
		<</if>>
	<<else>>
		"Don't worry, we're not going to do anything invasive."

		Over the next few minutes, Sirris talks about various bones and organs, pointing to parts of the <<persons>> body to demonstrate location. It's interesting.
		<<gscience>><<scienceskill>>
	<</if>>

	<<link [[Next|Science Lesson]]>><</link>>

<<elseif $rng gte 1>>
	<<if $dissociation gte 1>>
<<npc Sirris>><<person1>>Sirris approaches you. "Is everything okay?" <<He>> asks. "You don't look... well."

<<link [[I'm fine|Science Event2]]>><</link>>

<<link [[Break down|Science Event2]]>><<set $phase to 1>><</link>>

	<<else>>
Sirris approaches you. "Is there anything I can help clarify for you?"

<<link [[Yes|Science Event2]]>><<set $phase to 2>><<set $science += 1>><</link>><<gscience>>

<<link [[No|Science Event2]]>><<set $phase to 3>><</link>>

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

:: Widgets Events Maths [widget]
<<widget "eventsmaths">><<nobr>>
<<if $rng gte 91 and $wolfgirl gte 4>>

<<npc River>><<person1>>River marches up and down the class. <<He>> stops beside you.
	<<if $riverbite isnot 1>>
	<<set $riverbite to 1>>
"That headband is against school regulations," <<he>> says, grabbing one of your wolf ears.
	<<else>>
"You're still wearing that silly headband?" <<he>> says. "I thought I made myself clear." <<He>> grabs one of your wolf ears.
	<</if>>
<<He>> tugs painfully.<<gpain>><<gstress>><<set $pain += 10>><<stress 1>>

<<link [[Bite|Maths Event Bite]]>><<npcincr River dom -1>><<npcincr River love -1>><<detention 6>><<stress -12>><<trauma -6>><<set $submissive -= 10>><</link>><<gdelinquency>><<ltrauma>><<lstress>>

<<link [[Endure|Maths Event Endure]]>><<npcincr River dom 1>><<stress 6>><<trauma 6>><<set $pain += 20>><<set $submissive += 5>><</link>><<gpain>><<gtrauma>><<gstress>>

<<elseif $rng gte 81>>
<<npc River>><<person1>>
River gives the class some equations to solve while <<he>> manages paperwork. A few delinquents use the opportunity to harass you.

<<link [[Tell them to stop|Maths Event1]]>><<detention 2>><</link>><<gdelinquency>>

<<link [[Endure it|Maths Event1]]>><<stress 2>><<set $phase to 1>><</link>><<gstress>>

<<elseif $rng gte 61>>
<<npc River>><<generates2>><<person2>>
River has you come to the front of the class to solve an equation on the whiteboard.

	<<if $worn.lower.skirt is 1>>
	As you write on the board, a <<person>> reaches over with a ruler and lifts up your skirt!
		<<if $worn.under_lower.type.includes("naked")>>
		A cheer erupts from the class as they see you're not wearing underwear. You brush the ruler away and fix your $worn.lower.name as your face heats up. River turns to the class to see what's causing the commotion. Seeing the <<person2>><<person>> holding the ruler, <<person1>><<he>> opens <<his>> mouth to chide but is interrupted. "But <<sircomma>> <<pshes>> not wearing any underwear!"

		The class erupts into another cheer as River looks at you. "Is this true? That's against school rules. Sit down."
		<<gtrauma>><<gstress>><<gdelinquency>><<gcool>><<trauma 2>><<stress 2>><<detention 2>><<status 1>>

		<<else>>
		You brush the ruler away and fix your $worn.lower.name, but not before the class get a good look at your $worn.under_lower.name.<<gtrauma>><<gstress>><<trauma 1>><<stress 1>>

		<</if>>
	<<else>>
	As you write on the board, a <<person>> reaches over with a ruler and tugs down your $worn.lower.name!
		<<if $worn.under_lower.type.includes("naked")>>
		A cheer erupts from the class as they see you're not wearing underwear. You brush the ruler away and fix your $worn.lower.name as your face heats up. River turns to the class to see what's causing the commotion. Seeing the <<person2>><<person>> holding the ruler, <<person1>><<he>> opens <<his>> mouth to chide but is interrupted. "But <<sircomma>> <<pshes>> not wearing any underwear!"

		The class erupts into another cheer as River looks at you. "Is this true? That's against school rules. Sit down."<<gtrauma>><<gstress>><<gdelinquency>><<gcool>><<trauma 2>><<stress 4>><<detention 2>><<status 1>>

		<<else>>
		You brush the ruler away and fix your $worn.lower.name, but not before the class get a good look at your $worn.under_lower.name.<<gtrauma>><<gstress>><<trauma 1>><<stress 2>>

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

<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<elseif $rng gte 41>><<set $rng to random(1, 100)>>

<<npc River>><<person1>>

River stands beside your table. "I need you to deliver a message for me. To the head." <<He>> hands you a sealed envelope.

You leave the classroom.

<<endevent>>
<<link [[Open the envelope|Maths Note]]>><<detention 6>><<set $phase to 1>><</link>><<gdelinquency>>

<<link [[Just deliver it|Maths Note]]>><</link>>

<<elseif $rng gte 21>><<set $rng to random(1, 100)>>
	<<if $maths lte 499>>
	<<generates1>><<person1>>
River has a studious <<person>> help you with the material.
		<<if $cool gte (($coolmax / 5) * 2)>>
		<<He>> is happy to help, and your understanding of the material improves.<<lstress>><<stress -4>><<gmaths>><<mathsskill>>

		<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
		<<elseif $cool gte ($coolmax / 5)>>
		<<He>> doesn't seem particularly happy with the arrangement, but you do learn something.<<gmaths>><<mathsskill>>

		<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
		<<else>>
		<<He>> is clearly embarrassed to be seen with you; <<he>> never looks at you, and rarely speaks. You don't learn anything.

<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
		<</if>>
	<<else>><<generates1>>
		<<if $eventsmaths4 is 1 and $rng gte 71>>
As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement. After a few minutes of trying to explain the material to them, you feel a hand grope your butt.

<<link [[Ignore it|Maths Event3]]>><<trauma 2>><<stress 2>><<arousal 2>><<set $phase to 3>><<set $eventsmaths4 to 1>><</link>><<gtrauma>><<gstress>><<garousal>>

<<link [[Move away|Maths Event3]]>><<detention 2>><<set $phase to 1>><</link>><<gdelinquency>>

		<<elseif $rng gte 41>><<set $eventsmaths4 to 1>>
As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement. After a few minutes of trying to explain the material to them, you feel a hand grope your butt.

<<link [[Ignore it|Maths Event3]]>><<trauma 2>><<stress 2>><<arousal 2>><<set $phase to 2>><</link>><<gtrauma>><<gstress>><<garousal>>

<<link [[Move away|Maths Event3]]>><<detention 2>><<set $phase to 1>><</link>><<gdelinquency>>

		<<elseif $rng gte 1>>
As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement, but they listen to you without incident.

<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
		<</if>>
	<</if>>
<<else>>
<<npc River>><<person1>><<generates2>>
While River's back is turned, someone throws a pen at <<his>> back. <<He>> stops speaking, and slowly turns to face the class. <<person2>>The <<person>> sat behind you points at you. "<<pShe>> did it!"

	<<if $delinquency gte 400>>
	River looks at you. <<person1>>"I should have known it would be you. Wait outside." You know arguing won't help, so you stand and leave.<<gstress>><<stress 2>>

	<<link [[Next|Maths Event4]]>><<endevent>><</link>>
	<<else>>
	<<person1>>River is not fooled by the <<person2>><<personcomma>> and sends them out.

	<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "eventsmathssafe">><<nobr>>
<<if $mathsproject is "none" and $yeardays gte 23 and $scienceprojectdays isnot (21 + (7 - $weekday))>><<set $mathsproject to "ongoing">><<set $mathsprojectdays to (21 + (7 - $weekday))>>
<<mathsprojectstart>>
<<npc River>><<person1>><<generatey2>>"Everyone listen," River announces. <<He>> knocks on <<his>> desk. "That includes you at the back. I have something special for you today. We hold an annual competition for students in your year." This grabs a <<person2>><<person>> at the front's attention. <<He>> sits upright.

"You have a few weeks to solve it," River continues as <<person1>><<he>> hands out booklets. "Whoever provides the most intelligent answer wins. We don't expect anyone to find the solution. That's not the point." <<He>> places a black and white booklet in front of you. You open it. It's incomprehensible.

The <<person2>><<persons>> arm shoots up. "Yes?" River asks.

"You haven't covered this," the <<person>> says. <<His>> voice quivers. You're relieved that you're not alone.

River smiles. "Well observed," <<person1>><<he>> says. "You're all on equal footing. Even if you haven't paid attention in the past. Participation is optional. There's a reward for the winner, but don't prioritise it over your school work."

<<He>> hands out the last of the booklets. "The problem was made for this competition, so don't think you can find the answer somewhere. And don't ask your parents for help," <<he>> adds. <<He>> avoids looking in your direction. "We can always tell. The competition will be held at the town hall, where you will be judged. Good luck."

Maths competition added to journal.

<<endevent>>

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

<<elseif $rng gte 81>>
<<npc River>><<person1>>
River gives the class some equations to solve while <<he>> manages paperwork. Even the delinquents keep quiet, careful to avoid River's attention.

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

<<elseif $rng gte 71>>
	<<generates1>><<generates2>><<person1>><<set _coinflip to random(0,1)>>
	River assigns a high-performing student - a <<person>> - to support one of the struggling delinquents near you.

	<<if $rng % 3 is 0>>
		It goes well. Both students get along and seem to benefit from the arrangement.
	<<else>>
		It is a disaster. The delinquent - a <<person2>><<person>> - resents the <<person1>><<persons>> help, and soon starts bullying <<himstop>> Out of the corner of your eye you watch as things escalate out of control.
		<<if _coinflip>>
		River calls an end to the session before things go too far.
		<<else>>
		River investigates when the <<person1>><<person>> screams. <<if $rng % 2>>River sends out the perpetrator.<<else>>Somehow the <<person1>><<person>> ends up being blamed and is given detention.
		<</if>>
		<</if>>
	<</if>>

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

<<elseif $rng gte 61>>
<<npc River>><<person1>>
River demonstrates equations on a whiteboard and occasionally asks questions, picking on students <<he>> thinks aren't paying attention.

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

<<elseif $rng gte 51>>
Someone across the class flings a pen at River's back. After some argument, the perpetrator is sent out of the room and class resumes.

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

<<elseif $rng gte 41>>
<<npc River>><<person1>>
River demonstrates equations on a whiteboard and occasionally asks questions, picking on students <<he>> thinks aren't paying attention. This time, <<he>> picks on you.

	<<if $maths gte 500>>
	You know the answer, but answering such a tough question correctly will make the other students think you strange.

	<<link [[Answer|Maths Event2]]>><<status -10>><</link>><<lcool>>

	<<link [[Pretend you don't know|Maths Event2]]>><<detention 2>><<stress 2>><<set $phase to 1>><</link>><<gstress>><<gdelinquency>>
	<<else>>
	The question is quite difficult and beyond you, so you tell <<him>> you don't know.

"Of course you don't." Fortunately <<he>> doesn't belabour the point, and continues lecturing.
<<set $stress += 20>><<gstress>>

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

<<elseif $rng gte 35>>

You're called up to the front to answer a question. You walk up and write your answer on the board. River seems satisfied. You sit back down, but feel a sharp pain. Standing up and reaching back, you feel a tack stuck in your <<bottomstop>>
<<pain 2>><<stress 6>><<gpain>><<gstress>>

You remove it and sit back down. You hear a couple of delinquents laughing behind you.

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

<<elseif $rng gte 31>>
The class studies trigonometry, filling worksheets while River paces the room. Some students covertly stab each other with compass points.

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

<<elseif $rng gte 21>>
<<npc River>><<person1>>
The class studies geometry, filling worksheets while River paces around the room, looking over shoulders and pointing out every little mistake.

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

<<elseif $rng gte 11>>
<<generates1>><<generates2>><<person1>>
A <<person>> is called to the front of the class to solve an equation on the board. As <<he>> is writing, a <<person2>><<person>> leans forward and uses a ruler to flash the unwitting <<person1>><<if $pronoun is "m">>boy's<<else>>girl's<</if>> underwear to the class.
<<if ($rng % 4) is 0>>
However it turns out the <<person>> isn't wearing any, leading to lots of cheering, and a detention for both the humiliated <<if $pronoun is "m">>boy<<else>>girl<</if>> and the <<person2>><<person>> with the ruler.
<<else>>The <<if $pronoun is "m">>boy<<else>>girl<</if>> slaps away the ruler, and River fixes the <<person2>><<person>> with a glare.

The class goes on.
<</if>>

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

<<else>>
<<npc River>><<person1>>
River demonstrates equations on a whiteboard before handing out worksheets for the class to complete.

<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</if>>
<</nobr>><</widget>>

:: Widgets Events English [widget]
<<widget "eventsenglish">><<nobr>>
<<if $rng gte 91 and $goocount + $semencount gte 10>>
<<npc Doren>><<person1>>
Doren stops beside your desk. "You smell... odd," <<he>> says. "Almost like..."

<<generates2>><<person2>>A <<person>> cuts <<person1>><<him>> off. "<<pShe>> smells like cum <<sirstop>>" Giggling erupts around the class.

<<person1>>

	<<if $promiscuity gte 35>>
	<<link [[Own it|English Events Own]]>><</link>><<promiscuous3>>

	<</if>>
	<<link [[Stare down in shame|English Events Stare]]>><<trauma 6>><<stress 6>><<status -10>><<npcincr Doren love 1>><</link>><<gtrauma>><<gstress>><<lcool>>

<<elseif $rng gte 81>>
	<<if $cool lt 40>>
	<<set $worn.lower.integrity -= 30>>
		<<if $worn.lower.integrity lte 0>>
		As you stand to hand your work in, your $worn.lower.name <<if $worn.lower.plural is 0>>tears<<else>>tear<</if>> clean off of your body! You look down in horror and see the remains attached to the chair, someone put glue on your seat. You cover yourself as soon as you can, but for a moment your <<undies>> were completely exposed. Doren rushes over with a towel, while your face flushes with humiliation.
		<<humiliation10>>

		<<else>>
		As you stand to hand your work in, your $worn.lower.name tear. Someone put glue on your seat! Fortunately, your $worn.lower.name survived, though certainly worse for wear.

		<</if>>
	<<else>>
	<<set $worn.lower.integrity -= 10>>
		<<if $worn.lower.integrity lte 0>>
		As you stand to hand your work in, your $worn.lower.name <<if $worn.lower.plural is 0>>catches<<else>>catch<</if>> on the corner of your desk and <<if $worn.lower.plural is 0>>tears<<else>>tear<</if>> clean off of your body! You look down in horror and see the remains hanging from the desk. You cover your exposed <<undies>> as soon as you can, but for a moment you were completely exposed. Doren rushes over with a towel, while your face flushes with humiliation.
		<<gtrauma>><<gstress>>

		<<humiliation10>>
		<<else>>
		As you stand to hand your work in, your $worn.lower.name <<if $worn.lower.plural is 0>>catches<<else>>catch<</if>> on the corner of your desk and tear. Fortunately, your $worn.lower.name survived, though a bit worse for wear.

		<</if>>
	<</if>>
	<<integritycheck>>
	<<towelup>>
<<link [[Next|English Lesson]]>><</link>>

<<elseif $rng gte 71 and $kylarenglishstate is "active">>

<<npc Kylar>><<person1>>Doren calls Kylar up to the front of the class to recite <<his>> poem. It's a love poem, about you. <<He>> looks overjoyed to be sharing it.
<<status -10>><<lcool>>

<<if $penisexist is "m">>
Part of it makes bold claims about the prodigious girth of your penis. Your face heats up.<<status 1>><<gcool>>

<</if>>

Several students giggle and stare. A <<generates2>><<person2>><<person>> shunts <<his>> seat to put distance between you.

<<person1>>

Kylar sits back down and smiles, oblivious to the embarrassment <<he>> caused.

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

<<elseif $rng gte 61>>
	<<if $english gte 500>>
	<<npc Doren>><<person1>>Doren approaches your desk. "I think you've sussed this material, so while the rest of the class works, I've got a message I need delivered to the caretaker's outbuilding." <<He>> hands you a note containing a list of theatre props. "Just slip it beneath the door."

	<<endevent>>

		<<if $outbuildingvisited is 1>>
		You arrive at the outbuilding where the dog attacked you. Were you to take your time and be careful, you could avoid another such encounter. You would miss some of the lesson though.

		<<link [[Be careful|English Outbuilding]]>><<set $phase to 0>><<detention 1>><</link>><<gdelinquency>>

		<<link [[Risk it|English Outbuilding]]>><<set $phase to 1>><</link>>

		<<else>><<set $outbuildingvisited to 1>>
		You head to the outbuilding behind the school and slip the note beneath the door as instructed. As you turn however, you find a dog baring its teeth and advancing on you.

			<<if $bestialitydisable is "t">>
			You manage to flee back to the classroom, though not unscathed.<<beastescape>>

			<<integritycheck>><<towelup>>

			<<link [[Next|English Lesson]]>><</link>>
			<<else>>
			<<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>>

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

	<<else>>
	Doren takes a special interest in your progress, and doesn't give you a chance to relax.
	<<gstress>><<genglish>><<stress 2>><<englishskill>>

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

<<elseif $rng gte 41>>
	<<if $delinquency gte 400>>
	<<npc Doren>><<person1>>In a bid to keep the classroom ruckus down, Doren has the less controllable students separated, which includes you <<if $kylarenglishstate is "active">>and Kylar<</if>>. <<He>><<endevent>> seats you next to a quiet <<generates1>><<person1>><<person>> who never causes any trouble.

	After a few minutes the <<persons>> pen rolls on the floor. <<He>> reaches down to pick it up, rests a hand on your thigh and leans in close. "No one will believe you." <<His>> hand travels up your thigh.

		<<if $kylarenglishstate is "active">>
		Until Kylar grabs <<his>> wrist and tugs <<him>> closer.

		<<endevent>>
		<<npc Kylar>><<person1>>"Mine," Kylar whispers. <<He>> flashes the knife in <<his>> pocket. There are no arguments.

		<<endevent>>

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

		<<else>>
		<<He>> sits back down, but continues to molest you.

		<<link [[Call for help|English Event2]]>><<detention 1>><</link>><<gdelinquency>>

		<<link [[Endure it|English Event2 Molest]]>><<stress 4>><<trauma 4>><</link>><<gstress>><<gtrauma>>

		<</if>>
	<<elseif $kylarenglishstate is "active">>
	Some delinquents take an interest in you. One tries to grope, but is cowed by a look from Kylar.

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

	<<else>>
	Some delinquents take an interest in you, and sneak gropes and fondles while the teacher isn't looking.
	<<gtrauma>><<gstress>><<trauma 2>><<stress 2>>

	<<link [[Next|English Lesson]]>><</link>>
	<</if>>
<<elseif $rng gte 21>>
Doren asks you to demonstrate your grammar on the whiteboard. As you walk to the front of the classroom, a foot protrudes into your path and trips you up.
	<<if $worn.lower.skirt is 1>>
		<<if $worn.under_lower.name is "naked">>
		Your skirt flares up as you fall to your knees, revealing your bare butt to the whole class. You struggle to your feet, face turning red, as the class whistles and jeers.
		<<stress 3>><<trauma 3>><<gstress>><<gtrauma>>

		<<else>>
		Your skirt flares up as you fall to your knees, revealing your $worn.under_lower.name to the whole class. You struggle to your feet, face turning red, as the class whistles and jeers.
		<<stress 1>><<trauma 1>><<gstress>><<gtrauma>>

		<</if>>
	<<else>>
	You fall forward onto your knees, and the class laughs as you struggle back to your feet.<<stress 1>><<gstress>>

	<</if>>
<<link [[Next|English Lesson]]>><</link>>
<<else>>
<<generates1>><<person1>>A breeze blows through the classroom, rustling hair and lifting a <<person1>><<persons>> paper off <<his>> desk. It lands on the floor next to you. <<He>> walks over and bends to pick it up, almost sticking <<his>> butt in your face.

	<<if $promiscuity gte 15>>
<<link [[Pinch|English Events Pinch]]>><</link>><<promiscuous2>>

	<</if>>
<<link [[Avert your eyes|English Lesson]]>><<endevent>><</link>>

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

<<widget "eventsenglishsafe">><<nobr>>

<<if $rng gte 81>>
<<npc Doren>><<person1>>The students take turns reciting verses of a poem. Doren sometimes recites a verse personally, <<his>> resounding voice commanding the class' attention.

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

<<elseif $rng gte 61>>
Doren has the class split into small groups.

	<<if $kylarenglishstate is "active">>
	No one wants to group up with Kylar, so the pair of you work alone.<<endevent>><<npc Kylar>><<person1>> <<He>> is overjoyed.
	<<glove>><<npcincr Kylar love 1>>
	<<elseif $cool gte 160>>
	People gravitate to you, wanting to be part of your group.
	<<lstress>><<ltrauma>><<stress -4>><<trauma -2>>
	<<elseif $cool lt 40>>
	No one wants to group up with you, so you sit alone in the corner. Doren gives you extra attention as a result.
	<<gtrauma>><<gstress>><<genglish>><<trauma 2>><<stress 2>><<englishskill>>
	<<else>>
	You join a group and work together on a small activity.
	<</if>>

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

<<elseif $rng gte 51 and $kylarenglishstate is "active">>
<<npc Doren>><<person1>> Doren approaches your table. "You okay there <<if $player.appearance is "m">>lad<<else>>lass<</if>>?" <<he>> asks you. <<He>> glances at Kylar, who's absorbed in a sketch of you.

<<link [[Shake your head|English Kylar Moved]]>><</link>>

<<link [[Nod|English Kylar Nod]]>><</link>>

<<elseif $rng gte 41>>
<<npc Doren>><<person1>> Doren approaches your table and asks how you're getting on.

<<link [[Ask for help|English Event1]]>><<set $phase to 1>><<stress 2>><<englishskill>><</link>><<gstress>><<genglish>>

<<link [[Say you're fine|English Event1]]>><<set $phase to 0>><</link>>

<<elseif $rng gte 21>>
Doren explains and demonstrates grammatical rules using the whiteboard.

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

<<else>>
<<npc Doren>><<person1>>
Doren hands out worksheets for the class to complete. <<He>> doesn't mind the class talking amongst themselves while they work, resulting in a lively atmosphere.

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

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

<<widget "englishstart">><<nobr>>
<<endevent>>

<<if $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and $kylarenglish is undefined>>
	<<set $kylarenglish to 0>><<set $kylarenglishstate to "watching">>
	<<npc Kylar>><<person1>>You spot Kylar sat alone in the back corner. <<He>> meets your gaze, blushes and looks away.

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

<<elseif $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and $kylarenglish is 0 and $NPCName[$NPCNameList.indexOf("Kylar")].love lt 30>>
	<<set $kylarenglishstate to "watching">>

	<<npc Kylar>><<person1>>You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<himstop>>

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

<<elseif $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and $kylarenglish is 0 and $NPCName[$NPCNameList.indexOf("Kylar")].love lt 60>>
	<<set $kylarenglishstate to "watching">>

	<<npc Kylar>><<person1>>You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<himstop>>

	Chair legs scrape across the ground. Kylar shuffles through the room, books clutched to <<his>> chest and eyes fixed on the empty seat beside you. <<He>> almost makes it. Then a <<generatey2>><<person2>><<person>> shoves <<person1>><<him>> aside and takes the seat for <<person2>><<himselfstop>> Kylar glares at the <<personcomma>> but returns to <<person1>><<his>> original seat without a word.

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

<<elseif $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and $kylarenglish is 0 and $NPCName[$NPCNameList.indexOf("Kylar")].love gte 60>>
	<<set $kylarenglish to 1>><<set $kylarenglishstate to "absent">>

	<<npc Kylar>><<person1>>You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<himstop>>

	Chair legs scrape across the ground. Kylar shuffles through the room, books clutched to <<his>> chest and eyes fixed on the empty seat beside you. <<He>> almost makes it. A <<generatey2>><<person2>><<person>> shoves <<person1>><<him>> aside and takes the seat for <<person2>><<himselfstop>> <<He>> doesn't give Kylar a single glance.

	Someone screams. <<person1>>Kylar remains stood, a knife in <<his>> hand. <<He>> glares at the <<person2>><<person>> through <<person1>><<his>> dark fringe. The <<person2>><<person>> scrambles backwards over the desk, knocking it over and tumbling to the ground. The other students fall over each other trying to reach the door.

	<<endevent>>

	<<npc Doren>><<person1>>Doren leaps onto <<his>> table and roars. The screams stop. The scrambling stops. Kylar drops the knife. Everyone stares at Doren, who climbs down and scoops up the weapon. <<He>> grips Kylar's arm. "You're being a right pain," <<he>> says. "Come on, let's not delay the class long." Kylar hangs <<endevent>><<npc Kylar>><<person1>><<his>> head as <<hes>> pulled from the room.

	<<endevent>><<npc Doren>><<person1>>
	The class breaks into nervous laughter as the door shuts. Doren soon returns, without Kylar. Students pester <<him>> for information, but <<he>> won't say a word.

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

<<elseif $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and $kylarenglish is 1 and $NPCName[$NPCNameList.indexOf("Kylar")].love gte 60>>
	<<set $kylarenglish to 2>><<set $kylarenglishstate to "active">>

	<<npc Kylar>><<person1>>You feel Kylar stare at you as you take your seat. <<He>> stands and walks across the classroom, eyes fixed on the desk beside you. No one stops <<himstop>> <<His>> breaths are heavy as <<he>> sits.

	<<link [[Sit somewhere else|English Kylar Move]]>><<npcincr Kylar love -5>><</link>><<lllove>>

	<<link [[Stay seated|English Lesson]]>><<endevent>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lsuspicion>>

<<elseif $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and $kylarenglish is 2 and $NPCName[$NPCNameList.indexOf("Kylar")].love gte 60>>
	<<set $kylarenglishstate to "active">>

	<<npc Kylar>><<person1>>You feel Kylar stare at you as you take your seat. <<He>> stands and walks across the classroom, eyes fixed on the desk beside you. <<His>> breaths are heavy as <<he>> sits.

	<<link [[Sit somewhere else|English Kylar Move]]>><<npcincr Kylar love -5>><</link>><<lllove>>

	<<link [[Stay seated|English Lesson]]>><<endevent>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lsuspicion>>

<<elseif $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and $kylarenglish is 2>>
	<<set $kylarenglishstate to "watching">>

	<<npc Kylar>><<person1>>You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<himstop>>

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

<<else>>
<<set $kylarenglishstate to "absent">>

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

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

:: Widgets Events History [widget]
<<widget "eventshistory">><<nobr>>
<<if $rng gte 91 and $worn.neck.collared is 1>>
<<npc Winter>><<person1>>
Winter stops beside your desk. "What is that around your neck?" <<he>> asks.

<<link [[Answer|History Lesson Collar]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<link [[Conceal it|History Lesson Conceal]]>><<detention 3>><</link>><<gdelinquency>>

<<elseif $rng gte 76>>
<<generates1>><<person1>>You catch a normally shy <<person>> checking you out from across the room.

<<if $exhibitionism gte 55 and $worn.lower.skirt is 1>>
<<link [[Flash|History Flash]]>><</link>><<exhibitionist4>>

<<else>>
<<link [[Tease|History Tease]]>><</link>><<exhibitionist1>>

<</if>>

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

<<elseif $rng gte 52>>
Winter has the class practice sourcing information from the various bookshelves around the edge of the room. As you move between the shelves, you feel a tug on your $worn.lower.name and hear them tear. In the bustle of the classroom, someone must have closed a cupboard on <<if $worn.lower.plural is 1>>them<<else>>it<</if>> without you noticing.
<<set $worn.lower.integrity -= 10>>
	<<integritycheck>>
	<<exposure>>

	<<if !$worn.lower.type.includes("naked")>>
	<<gstress>><<stress 2>>

	<<else>>

	However, things are worse than you first assumed. You look down to find your <<undies>> completely exposed, much to the amusement of your classmates. You hasten to find a towel to cover yourself with, before your humiliation becomes too much to bear.
	<<trauma 2>><<gtrauma>><<stress 2>><<gstress>>

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

<<elseif $rng gte 27>>
<<npc Winter>><<person1>>Winter asks you to come to the front of the class. "I have some historical garments I need modelled, they're in your size." <<He>> gestures to the screen at the corner of the room.

	<<if $delinquency gte 400>>
	Behind the screen you find a revealing traditional outfit. You hold it up for a closer look. It won't leave much to the imagination; there's barely enough fabric to conceal your <<breasts>> and crotch. It looks like it'll barely fit you, and the fabric is so taut you'll need to undress before putting it on.

	<<link [[Put it on|History Events Revealing Dress]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>

	<<link [[Refuse to wear it|History Events Refusal]]>><<detention 2>><</link>><<gdelinquency>>

	<<elseif $delinquency gte 200>>
		<<if $player.appearance is "m">>
		Behind the screen you find a traditional girl's outfit.
			<<if $player.gender is "f">>
			The class thinks you're a boy, so if you wear this in front of them, they'll think you're crossdressing.
			<</if>>
		It looks like it'll barely fit you, and the fabric is taut so you'll need to undress before putting it on.

		<<link [[Put it on|History Events Dress]]>><<stress 2>><<trauma 2>><</link>><<gstress>><<gtrauma>>

		<<link [[Refuse to wear it|History Events Refusal]]>><<detention 1>><</link>><<gdelinquency>>

		<<elseif $player.appearance is "f">>
		Behind the screen you find a traditional boy's outfit.
			<<if $player.gender is "m">>
			The class thinks you're a girl, so if you wear this in front of them, they'll think you're crossdressing.
			<</if>>
		It looks like it'll barely fit you, and the fabric is taut so you'll need to undress before putting it on.

		<<link [[Put it on|History Events Dress]]>><<stress 2>><<trauma 2>><</link>><<gstress>><<gtrauma>>

		<<link [[Refuse to wear it|History Events Refusal]]>><<detention 1>><</link>><<gdelinquency>>

		<</if>>
	<<else>>
	Behind the screen you find a traditional outfit. It's baggy, and you fit it easily over your other clothing. It's an interesting segment, and you feel like you learned something. Winter has you remove the outfit before you get too warm.<<ghistory>>

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

	<</if>>

<<elseif $rng gte 4>>
<<generates1>><<person1>>Winter leaves a <<person>> to hand out textbooks while leaving the class on an errand. When the <<person>> gets to you <<he>> pauses, <<his>> face curling in a smirk.

Rather than placing your book on your desk, <<he>> drops it on the floor beside you. "Oops, how clumsy of me. You'd better pick it up before the teacher gets back." The rest of the class turns to watch.

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

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

<<else>>
<<npc Winter>><<person1>>Winter gives the class a thin smile as <<he>> unveils the pillory in the corner of the room. "We're fortunate to have such a rare antique! I'll need somebody to help me demonstrate its use." <<He>> looks around the room. "Any volunteers?"

	<<if $history gte 800>>
	No one volunteers, of course. Winter looks at you. "To the front of the class, please."

	<<link [[Refuse|History Lesson]]>><<detention 1>><<endevent>><</link>><<gdelinquency>>

	<<link [[Go to the front of the class|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>

	<<elseif $history gte 600>>
	No one volunteers, of course. Winter looks at you. "To the front of the class, please."

	<<link [[Refuse|History Lesson]]>><<endevent>><<detention 1>><</link>><<gdelinquency>>

	<<link [[Go to the front of the class|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>

	<<else>>
	<<link [[Keep your head down|History Lesson]]>><<endevent>><</link>>

	<<link [[Volunteer|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>

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

<<widget "eventshistorysafe">><<nobr>>
<<if $rng gte 81>>
<<npc Winter>><<person1>>Winter has the class read in silence, and glares whenever <<he>> hears furtive whispering.

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

<<elseif $rng gte 71>>
	<<generates1>><<person1>><<set _coinflip to random(0,1)>>
	Winter calls a <<person>> to the front of the class and asks <<him>> to model some historical clothes.
	<<if $history gte 700>>
		The clothes look like <<print either("early-medieval servant's garb,", "Tudor-era court clothes for a noble family, possibly the St. Clairs,", "those worn by a medieval 'runner' or courier,", "a pre-industrial Naval uniform,", "stable-boy garb,")>> unless you are mistaken.
		<<if $rng % 2>>However, judging by the <<print either("stitching,","colouring","hems","cut","'Made in Indonesia' label")>> these are only replicas.<<else>>As far as you can tell, these are genuine historical garments.<</if>>
	<<elseif $history gte 300>>
		They look like the stuff from <<print either("those plays you do in English where people say 'Hark!'","that TV show about posh old people in a huge house.","that TV show with all the beards and axes.","those old War photos.","those Roman things where everyone wears sheets.")>>
		Winter gets unusually excited discussing the context of the clothes.
	<<else>>
		The clothes look really old-fashioned and Winter tells some great stories that really bring them to life.
	<</if>>

	Overall it is a fun, enjoyable and educational session.
	<<ghistory>><<historyskill>><<lstress>><<stress -1>>

	<<if _coinflip>>
	The <<person>> seems to enjoy being the centre of attention and plays along enthusiastically with Winter's tales.
	<<else>>
	The <<personcomma>> however, seems uncomfortable with being the centre of attention. <<He>> looks like <<he>> would rather be somewhere else.
	<</if>>

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

<<elseif $rng gte 61>>
Winter asks the class a question.
	<<if $history gte 400>>
	You think you know the answer.

	<<link [[Raise your hand|History Lesson Answer]]>><<stress 2>><<historyskill>><</link>><<ghistory>><<gstress>>

	<<link [[Remain silent|History Lesson]]>><<endevent>><</link>>

	<<else>>
	You don't know the answer.

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

	<</if>>

<<elseif $rng gte 51>>
	<<generates1>><<person1>><<set _coinflip to random(0,1)>>
	A <<person>> near you falls asleep in class.
	<<if $rng % 2>>
		<<He>> quietly dozes for a few minutes, waking up sharply when <<print either("Winter drops a pen.", "a girl's chair scrapes.","the class door opens.","a boy falls off his chair.","another student walks past.","the student behind gives a gentle nudge.")>>
		<<He>> looks around in panic for a moment. You give <<him>> a subtle thumbs up, mouthing 'It's okay.'

		<<He>> nods back in thanks.
		<<gcool>><<status 1>>
	<<else>>
		Everything is fine until <<his>> head rolls back and <<he>> starts loudly snoring. Winter stops talking, glaring at the <<personstop>>

		"Wake <<him>> up," Winter commands.

		<<if _coinflip>>Another student wakes<<else>>You wake<</if>> the <<if $pronoun is "m">>boy<<else>>girl<</if>> up.

		"Thank you for joining us," Winter smiles. "Perhaps you can tell the head what has you so tired in detention."

		<<His>> cheeks flush.
	<</if>>

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

<<elseif $rng gte 41>>
Winter lectures to the class in <<his>> droning voice.
	<<if $tiredness lt 2000>>
	It's a job to stay awake.

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

	<<else>>
	You do your best to stay awake, but you're so tired. You awaken several minutes later, fortunately Winter seems not to have noticed.

	<<link [[Next|History Lesson]]>><<endevent>><<set $tiredness -= 200>><</link>><<ltiredness>>

	<</if>>

<<elseif $rng gte 31>>
	Winter shows the class some excerpts from a historical movie.
	<<if $rng % 2>>It's a boring old film that everyone has seen. It's educational, but even Winter seems uninspired by this.
	<<else>>It's a brand new film with some amazing effects. Winter highlights some of the good history in the film, along with a few amusing inaccuracies.

	It's a fun session.
	<<ghistory>><<historyskill>><<lstress>><<stress -1>>
	<</if>>

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

<<elseif $rng gte 21>>
Winter has the class practice sourcing information from the various bookshelves around the edge of the room.

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

<<elseif $rng gte 11>>
Winter goes off on a tangent about the school, park and hospital being on the site of an ancient fortress. Winters mentions rumours of underground lairs, murky dungeons and hidden escape tunnels.

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

<<else>>
Winter goes off on a tangent about the history of the local transportation system. You don't know if you've ever listened to anything so boring.

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

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

:: Widgets Events Swimming [widget]
<<widget "eventsswimming">><<nobr>>
<<if $rng gte 91 and $leftarm is "bound" and $rightarm is "bound">>
<<npc Mason>><<person1>>
Mason motions for you to come closer. You kick your way to the side of the pool. "Why aren't you using your arms?" <<He>> notices your bindings. "Oh! Can you even get those off on your own? I think I have some scissors."

<<link [[Be freed|Events Swimming Freed]]>><<unbind>><</link>>

<<link [[Refuse|Events Swimming Freed Refuse]]>><</link>>

<<elseif $rng gte 81>>

<<generates1>><<generates2>>A fight breaks out on the other side of the pool. As Mason swims over to break it up, a <<person1>><<person>> and <<person2>><<person>> swim up to you, and trap you between them. The <<person>> starts fondling your butt from behind while the <<person1>><<person>> speaks. "You look lonely, <<bitchstop>> Don't worry, we're here to keep you company."

<<link [[Shove them away|Swimming Lesson Shove]]>><</link>>

	<<if $cool lt 80>>
<<link [[Endure it|Events Swimming Molestation]]>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>><<garousal>>

	<<else>>
<<link [[Endure it|Events Swimming Endure]]>><<trauma 2>><<stress 2>><<arousal 2>><</link>><<gtrauma>><<gstress>><<garousal>>

	<</if>>

<<elseif $rng gte 71>>
<<set $rng to random(1, 100)>>
	<<npc Mason>><<generates2>><<person2>>

	Mason points at a <<person>> near you. "You. Climb out, I want to see your diving technique."

	<<if $rng % 5 == 0>>/*1 in 5 chance*/
		The <<person>> swims to the edge and whispers something to Mason. Mason flushes, says something back, and leaves.
		The <<person>> carries on swimming. A few moments later you hear a loud whistle. Mason calls everyone to the edge.

		"Class! Everyone here! it's time for a demonstration."

		<<link [[Next|Events Swimming NPC Dive]]>><<set $phase to 2>><</link>>

	<<elseif $rng % 10>>/*9 in 10 chance*/
		The <<person>> swims to the edge and climbs out. <<He>> goes to the diving board. A number of people stop to watch.

		<<link [[Next|Events Swimming NPC Dive]]>><<set $phase to 1>><</link>>

	<<else>>
		The <<person>> refuses. Mason tries to persuade <<him>> and finally threatens <<him>> with detention, but <<he>> will not dive.

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

<<elseif $rng gte 61>>
<<set $rng to random(1, 100)>>
	<<if $exposed gte 1>>
	<<npc Mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." Face flushing, you remind <<him>> that you're naked beneath the water. <<He>> looks away, embarrassed. "You still need to dive," <<he>> says. "I'll try to distract the other students."

	<<He>> stands beside the pool opposite the diving platform. "Everyone, it's time for a demonstration." You wait until everyone is facing away from you, then <<nervously>> climb out.

		<<set $rng to random(1, 100)>>
		<<if $rng gte 81>>
		<<generates2>><<person2>>As you approach the diving platform however, a <<person>> turns. You cover your body as <<he>> shouts to <<his>> friends, attracting more attention. Mason tries to control the situation, but its no use. The whole class is soon staring at you.
		<<gtrauma>><<trauma 2>><<gstress>><<stress 2>>

			<<if $exhibitionism gte 75>>
			<<link [[Flaunt|Events Swimming Flaunt]]>><</link>><<exhibitionist5>>

			<</if>>
		<<link [[Dive anyway|Events Swimming Lewd Dive]]>><<trauma 2>><<stress 2>><</link>><<gtrauma>><<gstress>>

		<<link [[Run Away|Event Swimming Run]]>><<detention 1>><</link>><<gdelinquency>>

		<<else>>
		You glance at the rest of the class, and see their backs still turned. You dive <<swimmingtext>> into the water.
		<<gstress>><<stress 2>><<gswimming>><<swimmingskilluse>>

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

	<<else>>
	<<set $rng to random(1, 100)>>
		<<if $school gte 1600>>
			<<set $rng to random(1, 100)>>
			<<if $rng gte 81>>
			<<npc Mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water.

			You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<undies>> <<underlowerplural>> gone!<<endevent>>

			<<generates1>><<person1>><<underlowerstrip>>
			You look around and see your clothes floating in the water. You swim towards them, but a <<person>> beats you to it. <<He>> holds them out of your reach and smiles at you. "Stripping in public? Who'd have known a nerd like you would be so perverted." <<He>> examines your exposed body, then checks if Mason is still distracted. "I wanna have some fun with you. You better do what I want or you'll be spending the rest of the lesson naked."

			<<link [[Accept|Events Swimming Molestation Single]]>><<set $molestationstart to 1>><</link>>

			<<link [[Refuse|Events Swimming Refuse]]>><</link>>

			<<else>>
			<<npc Mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water.

		You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<undies>> <<underlowerplural>> gone! Seeing your clothes floating several feet away, you quickly swim over and cover up. You glance around the pool, you don't think anybody noticed.
		<<gstress>><<stress 2>><<gswimming>><<swimmingskilluse>>

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

		<<else>>
		<<npc Mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water.

		You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<undies>> <<underlowerplural>> gone! Seeing your clothes floating several feet away, you quickly swim over and cover up. You glance around the pool, you don't think anybody noticed.
		<<gstress>><<stress 2>><<gswimming>><<swimmingskilluse>>

		<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
		<</if>>
	<</if>>
<<elseif $rng gte 41>>
<<generates1>><<person1>>A <<person>> seems to be following you around the pool. Whenever you look at <<him>> however, <<he>> averts <<his>> gaze.

<<link [[Confront|Events Swimming Stalk Confront]]>><<detention 1>><</link>><<gdelinquency>>

<<link [[Ignore|Events Swimming Stalk Ignore]]>><</link>>

<<elseif $rng gte 21>>
<<generates1>><<generates2>><<generates3>>A <<person1>><<personcomma>> <<person2>><<personcomma>> and <<person3>><<person>> start picking on you, following and touching you beneath the water. You could try to swim away from them, but it might make things worse if you fail.

<<link [[Swim Away|Events Swimming Swim Away]]>><</link>>

<<link [[Endure It|Evens Swimming Endure]]>><<stress 2>><<trauma 2>><<arousal 2>><</link>><<gtrauma>><<gstress>><<garousal>>

<<else>>
	<<if $worn.lower.type.includes("naked")>>
	<<set $pain += 20>>
	You feel a sharp pain in your butt. You floated too close to a skimmer and were pinched by the flap. You manage to not cry out and attract more attention to yourself.
	<<gstress>><<stress 2>>

	<<link [[Next|Swimming Lesson]]>><</link>>
	<<else>>
	<<set $worn.lower.integrity -= 4>>
	<<exposure>>
	Something tugs at your $worn.lower.name. You floated too close to a skimmer and your clothes are caught in its flap.
	<<integritycheck>>
	<<exposure>>
		<<if $worn.lower.type.includes("naked")>>
		You move away, but as you do so your clothing is cruelly ripped free from your body, disappearing through the skimmer in an instant, leaving you <<if $worn.upper.type.includes("naked")>>completely bare.<<else>>bare from the waist down.<</if>>
		<<else>>
		You move away, and your $worn.lower.name <<lowerplural>> torn free of the skimmer, intact but worse for wear.
		<</if>>

	<<link [[Next|Swimming Lesson]]>><</link>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "eventsswimmingsafe">><<nobr>>
<<if $rng gte 81>>
<<npc Mason>><<person1>>Mason has the class practise the front crawl. <<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.

	<<if $swimmingskill lte 100>>
	You're not very good at swimming, and struggle to even stay above the surface of the water.
	<<elseif $swimmingskill lte 300>>
	You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
	<<elseif $swimmingskill lte 500>>
	You're not a bad swimmer, but you've a long way to go.
	<<elseif $swimmingskill lte 900>>
	You're a pretty good swimmer, among the best in the class.
	<<else>>
	You're a very good swimmer, easily the best in the class.
	<</if>>

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

<<elseif $rng gte 61>>
<<npc Mason>><<person1>>Mason has the class practise the breaststroke. <<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.

	<<if $swimmingskill lte 100>>
	You're not very good at swimming, and struggle to even stay above the surface of the water.
	<<elseif $swimmingskill lte 300>>
	You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
	<<elseif $swimmingskill lte 500>>
	You're not a bad swimmer, but you've a long way to go.
	<<elseif $swimmingskill lte 900>>
	You're a pretty good swimmer, among the best in the class.
	<<else>>
	You're a very good swimmer, easily the best in the class.
	<</if>>

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

<<elseif $rng gte 41>>
<<npc Mason>><<person1>>Mason has the class practise the backstroke. <<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.

	<<if $swimmingskill lte 100>>
	You're not very good at swimming, and struggle to even stay above the surface of the water.
	<<elseif $swimmingskill lte 300>>
	You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
	<<elseif $swimmingskill lte 500>>
	You're not a bad swimmer, but you've a long way to go.
	<<elseif $swimmingskill lte 900>>
	You're a pretty good swimmer, among the best in the class.
	<<else>>
	You're a very good swimmer, easily the best in the class.
	<</if>>

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

<<elseif $rng gte 21>>
<<npc Mason>><<person1>>Mason has the class practise the butterfly stroke. <<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.

	<<if $swimmingskill lte 100>>
	You're not very good at swimming, and struggle to even stay above the surface of the water.
	<<elseif $swimmingskill lte 300>>
	You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
	<<elseif $swimmingskill lte 500>>
	You're not a bad swimmer, but you've a long way to go.
	<<elseif $swimmingskill lte 900>>
	You're a pretty good swimmer, among the best in the class.
	<<else>>
	You're a very good swimmer, easily the best in the class.
	<</if>>

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

<<else>>
Mason has the class practise diving. <<He>> watches from the outskirts of the pool, giving pointers to those who seem to be struggling.

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

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

<<widget "schoolpoolexposed">><<nobr>>
	<<npc Mason>><<generatey2>><<generatey3>>You take a deep breath, and walk into the pool room with your <<lewdness>> on display. A <<person2>><<person>> sees you first. <<He>> clutches <<his>> hands to <<his>> face and squeals. The rest of the class follow suit, with reactions ranging from glee to embarrassment.

	<<person1>>Mason has <<his>> back to you. <<He>> turns, then quickly averts <<his>> eyes. "Your swimsuit," <<he>> manages. "Go get it."
	<<detention 6>>

	"Oh?" you say. You lift one hand to your brow, as if scanning the horizon. "I wonder where I left it." The class erupts into laughter.

	Mason refuses to look at you. <<Hes>> blushing. "Get back in the changing room. P-please."

	<<link [[Boy's changing room|School Boy Changing Room]]>><<endevent>><</link>>

	<<link [[Girl's changing room|School Girl Changing Room]]>><<endevent>><</link>>

<</nobr>><</widget>>

repo_name: ammm/more

license: mit


code:
:: Sea Dolphins [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "dogpack">>
	<<beast3init>><<beasttype dolphin>><<set $water to 1>><<set $claws to 0>>
	<<if $daystate isnot "night" and $location is "beach">>
		<<set $rescue to 1>>
	<</if>>
<</if>>
<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

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

:: Sea Dolphins Finish [nobr]

<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $beastno gte 3>>
		The $beasttype recoils in pain and fear, but another is eager for a go.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins]]
	<<elseif $beastno is 2>>
		The $beasttype recoils in pain and fear, but the last is eager for a go.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins]]
	<<elseif $beastno is 1>>
		The $beasttype recoils in pain and fear.
		<<set $beastno -= 1>>

		<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $beastno gte 3>>
		Satisfied, the $beasttype moves and another takes its turn.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins]]
	<<elseif $beastno is 2>>
		Satisfied, the $beasttype moves and the last takes its turn.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins]]
	<<elseif $beastno is 1>>
		Satisfied, the $beasttype moves away from you.
		<<set $beastno -= 1>>

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

	<<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	<<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.

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

:: Beast Finish [nobr]

<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $beastno gte 3>>
		The $beasttype recoils in pain and fear, but another takes its place.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins]]
	<<elseif $beastno is 2>>
		The $beasttype recoils in pain and fear, but the other takes its place.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins]]
	<<elseif $beastno is 1>>
		The $beasttype recoils in pain and fear.
		<<set $beastno -= 1>>

		<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $beastno gte 3>>
		Satisfied, the $beasttype leaves you be. Another takes its place.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins]]
	<<elseif $beastno is 2>>
		Satisfied, the $beasttype leaves you be. The other takes its place.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins]]
	<<elseif $beastno is 1>>
		Satisfied, the $beasttype leaves you be.
		<<set $beastno -= 1>>

		<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $finish is 1>>
	<<if $enemywounded is 1 and $enemyejaculated is 0>>
		The $beasttype whimpers and flees into the darkness.
	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
		The $beasttype leaves you lying on the pavement.
	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
		Feeling that you're more trouble than you're worth, the $beasttype flee into the darkness.
	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
		The $beasttype leave you spent and shivering on the pavement.
	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
		The $beasttype leave you spent and shivering on the pavement. One is slowed by a limp.
	<</if>>

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<</if>>

:: Sea Eels [nobr]

<<set $outside to 1>><<set $location to "sea">><<effects>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<molested>>
	<<controlloss>>
	<<set $combat to 1>>
	<<set $swarmname to "swarms">>
	<<set $swarmmove to "moving towards you">>
	<<set $swarmcreature to "eels">>
	<<set $swarmspill to "encircle you">>
	<<set $swarmsteady to "fend off">>
	<<set $swarmSteady to "Fend off">>
	<<set $swarmcount to 10>>
	<<set $swarm1 to "active">>
	<<set $swarm2 to "contained">>
	<<set $swarm3 to "contained">>
	<<set $swarm4 to "contained">>
	<<set $swarm5 to "contained">>
	<<set $swarm6 to "contained">>
	<<set $swarm7 to "contained">>
	<<set $swarm8 to "contained">>
	<<set $swarm9 to "contained">>
	<<set $swarm10 to "contained">>
	<<set $swarmactive to 1>>
	<<set $swimdistance to 15>>
	<<set $water to 1>>
<</if>>
<<if $swimdistance gte 20>>
	You need to start swimming toward the buoy!
<<elseif $swimdistance gte 10>>
	The buoy is still a long way off.
<<elseif $swimdistance gte 5>>
	You've passed half way to the buoy.
<<elseif $swimdistance gte 1>>
	You're almost at the buoy.
<<else>>
	The buoy is within arm's reach!
<</if>>

<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte 10000>>
	<<link [[Next|Sea Eels Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
	<<link [[Next|Sea Eels Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Sea Eels Finish [nobr]

<<effects>>
<<if $stress gte 10000>>
	It's all just too much for you. You pass out.

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

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

:: Sea Beach Molestation [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<if $daystate isnot "night" and $location is "beach">>
		<<set $rescue to 1>>
	<</if>>
	<<if $phase isnot 1>>
		You try to pull away, but <<he>> won't let you!

	<<else>>
		<<set $NPCList[0].lefthand to "arms">>
		<<set $leftarm to "grappled">>
		<<set $rightarm to "grappled">>
		<<set $NPCList[0].righthand to "mouth">>
		<<set $mouthuse to "grappled">>
	<</if>>
<<elseif $sexstart is 1>>
	<<set $sexstart to 0>>
	<<promiscuity1>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $enemytrust += 100>>
	<<if $daystate isnot "night" and $location is "beach">>
		<<set $rescue to 1>>
	<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Sea Beach Molestation Finish [nobr]

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

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

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

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

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

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

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	<<generate1>><<person1>>A whistle blows, startling the <<personstop>> A lifeguard in a small boat races toward you. The <<person>> gives you an angry look, but leaves without further fuss. Seeing <<him>> leave, the lifeguard heads back to the beach. <<tearful>> you gather yourself.

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

:: Boat Molestation [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>><<set $enemytrust -= 20>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Boat Molestation Finish [nobr]

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

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

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

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

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

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

<</if>>

:: Sea Vore [nobr]

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

	<</if>>
	<<set $vorestage to 1>>
	<<set $vorecreature to "whale">>
	<<set $vorestrength to 1>><<set $position to "doggy">>
	<<if $hallucinations gte 1>>
		<<set $voretentacles to 1>>
	<<else>>
		<<set $voretentacles to 0>>
	<</if>>
<</if>>
<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
	<<voreeffects>><<effectstentacles>>
	<<vore>><<tentacles>>
	<<statetentacles>>
	<<voreactions>><<actionstentacles>>
<<else>>
	<<voreeffects>>
	<<vore>>
	<<voreactions>>
<</if>>
<<if $stress gte 10000>>
	<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestage lte 0>>
	<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestomach gte 5>>
	<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Sea Vore Finish [nobr]

<<effects>>
<<if $stress gte 10000 or $vorestomach gte 5>>
	It's all just too much for you. You pass out.

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

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

:: Sea Tangle Undress [nobr]

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

<<destinationeventend>>

:: Sea Tangle [nobr]

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

<<destinationeventend>>

:: Sea Rape [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>><<set $enemyarousalmax to 200>>
	<<set $NPCList[0].mouth to "underwater">>
<</if>>
<<underwater>><<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Sea Rape Finish [nobr]

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

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

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

	<<tearful>> you cough and splutter.

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

:: Sea Tentacles [nobr]

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

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

:: Sea Tentacles Finish [nobr]

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

:: Sea Dolphins Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "dogpack">>
	<<beast3init>><<beasttype dolphin>><<set $water to 1>><<set $claws to 0>>
	<<if $daystate isnot "night" and $location is "beach">>
		<<set $rescue to 1>>
	<</if>>
	You pet further and further down the dolphin's belly. They take the hint, and swim closer to you in excitement.
	<<deviancy3>>
<</if>>
<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

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

:: Sea Dolphins Sex Finish [nobr]

<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $beastno gte 3>>
		The $beasttype recoils in pain and fear, but another is eager for a go.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins Sex]]
	<<elseif $beastno is 2>>
		The $beasttype recoils in pain and fear, but the last is eager for a go.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins Sex]]
	<<elseif $beastno is 1>>
		The $beasttype recoils in pain and fear.
		<<set $beastno -= 1>>

		<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $beastno gte 3>>
		Satisfied, the $beasttype moves and another takes its turn.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins Sex]]
	<<elseif $beastno is 2>>
		Satisfied, the $beasttype moves and the last takes its turn.
		<<set $beastno -= 1>>

		[[Next|Sea Dolphins Sex]]
	<<elseif $beastno is 1>>
		Satisfied, the $beasttype moves away from you.
		<<set $beastno -= 1>>

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

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

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

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescued += 1>>
	<<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.

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

:: Sea Squid [nobr]

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

<<destinationeventend>>

:: Sea Pull [nobr]

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

<<destinationeventend>>