code:
:: Salon [nobr]

<<set $nextButton = "Continue", $nextLink = "Slave Interact">>

<<set $showEncyclopedia = 1>><<set $encyclopedia = "The Auto Salon">>
<<if $showInches == 2>>
	<<set _oldHLength = Math.round($activeSlave.hLength/2.54), _newHLength = 0>>
<<else>>
	<<set _oldHLength = $activeSlave.hLength, _newHLength = 0>>
<</if>>

The Auto Salon

//$activeSlave.slaveName is seated in the auto salon. $He is awaiting your artistic pleasure.//

/* 000-250-006 */
<<if $seeImages == 1>>
	<<if $imageChoice == 1>>

<<SlaveArt $activeSlave 3 0>>

	<<else>>

<<SlaveArt $activeSlave 3 0>>

	<</if>>
<</if>>
/* 000-250-006 */

/* EYES */

<<if $activeSlave.pupil == "">>
	<<set $activeSlave.pupil = "circular">>
<</if>>
<<if $activeSlave.sclerae == "">>
	<<set $activeSlave.sclerae = "white">>
<</if>>
<<if $activeSlave.eyesImplant == 1>>
	$He has artificial eyes, and $he
	<<if $activeSlave.eyewear == "none">>
		has no eyewear.
	<<else>>
		is wearing $activeSlave.eyewear. [[Remove|Salon][$activeSlave.eyewear = "none"]]
	<</if>>
	//Blurring options are annoying and impede performance on some assignments.//

	Give $him: [[Cosmetic glasses|Salon][$activeSlave.eyewear = "glasses",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

<<elseif $activeSlave.eyes < -1>>
	$He is blind, and
	<<if $activeSlave.eyewear == "none">>
		has no eyewear.
	<<else>>
		is wearing $activeSlave.eyewear. [[Remove|Salon][$activeSlave.eyewear = "none"]]
	<</if>>

	Give $him: [[Cosmetic glasses|Salon][$activeSlave.eyewear = "glasses",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<<elseif $activeSlave.eyes > -1>>
	$His vision is normal, and $he
	<<if $activeSlave.eyewear == "none">>
		has no eyewear.
	<<else>>
		is wearing $activeSlave.eyewear. [[Remove|Salon][$activeSlave.eyewear = "none"]]
	<</if>>
	//Blurring options are annoying and impede performance on some assignments.//

	Give $him: [[Cosmetic glasses|Salon][$activeSlave.eyewear = "glasses",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Blurring glasses|Salon][$activeSlave.eyewear = "blurring glasses",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Blurring contacts|Salon][$activeSlave.eyewear = "blurring contacts",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<<else>>
	$He is nearsighted, and $he
	<<if $activeSlave.eyewear == "none">>
		has no eyewear.
	<<else>>
		is wearing $activeSlave.eyewear. [[Remove|Salon][$activeSlave.eyewear = "none"]]
	<</if>>
	//Nearsightedness will impede performance on some assignments.//

	Give $him: [[Cosmetic glasses|Salon][$activeSlave.eyewear = "glasses",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Corrective glasses|Salon][$activeSlave.eyewear = "corrective glasses",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Corrective contacts|Salon][$activeSlave.eyewear = "corrective contacts",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

<</if>>

<<if $activeSlave.eyesImplant == 0>>

	Custom cosmetic lenses:
	<<if $activeSlave.eyes > -3>>
		<<if $activeSlave.geneticQuirks.heterochromia != 0 && $activeSlave.geneticQuirks.heterochromia != 1 && $activeSlave.geneticQuirks.heterochromia != $activeSlave.origEye>>
			$He has one $activeSlave.eyeColor eye and one $activeSlave.geneticQuirks.heterochromia eye.
		<<else>>
			$His eyes are $activeSlave.eyeColor.
		<</if>>
		<<if $activeSlave.origEye != $activeSlave.eyeColor>>
			[[Remove lenses|Salon][$activeSlave.eyeColor = $activeSlave.origEye]] or //choose new ones://
		<<else>>
			//Choose $his cosmetic lenses://
		<</if>>
	<<elseif $activeSlave.eyes == -3>>
		$His glass eyes are $activeSlave.eyeColor. [[Remove glass eyes|Salon][$activeSlave.eyes = -4]] or //choose new ones://
	<<else>>
		$He has no eyes. //Choose what kind of glass eyes you want $him to have://
	<</if>>

	Iris:
	[[Amber|Salon][$artificialEyeColor = "amber"]]
	| [[Black|Salon][$artificialEyeColor = "black"]]
	| [[Blue|Salon][$artificialEyeColor = "blue"]]
	| [[Brown|Salon][$artificialEyeColor = "brown"]]
	| [[Green|Salon][$artificialEyeColor = "green"]]
	| [[Hazel|Salon][$artificialEyeColor = "hazel"]]
	| [[Orange|Salon][$artificialEyeColor = "orange"]]
	| [[Pale-Grey|Salon][$artificialEyeColor = "pale-grey"]]
	| [[Pink|Salon][$artificialEyeColor = "pink"]]
	| [[Red|Salon][$artificialEyeColor = "red"]]
	| [[Sky-Blue|Salon][$artificialEyeColor = "sky-blue"]]
	| [[Turquoise|Salon][$artificialEyeColor = "turquoise"]]
	| [[White|Salon][$artificialEyeColor = "white"]]
	| [[Yellow|Salon][$artificialEyeColor = "yellow"]]

	Pupil:
	[[Circular|Salon][$artificialEyeShape = "circular"]]
	| [[Almond-Shaped|Salon][$artificialEyeShape = "almond-shaped"]]
	| [[Bright|Salon][$artificialEyeShape = "bright"]]
	| [[Catlike|Salon][$artificialEyeShape = "catlike"]]
	| [[Demonic|Salon][$artificialEyeShape = "demonic"]]
	| [[Devilish|Salon][$artificialEyeShape = "devilish"]]
	| [[Goat-Like|Salon][$artificialEyeShape = "goat-like"]]
	| [[Heart-Shaped|Salon][$artificialEyeShape = "heart-shaped"]]
	| [[Hypnotic|Salon][$artificialEyeShape = "hypnotic"]]
	| [[Serpent-Like|Salon][$artificialEyeShape = "serpent-like"]]
	| [[Star-Shaped|Salon][$artificialEyeShape = "star-shaped"]]
	| [[Teary|Salon][$artificialEyeShape = "teary"]]
	| [[Vacant|Salon][$artificialEyeShape = "vacant"]]
	| [[Wide-Eyed|Salon][$artificialEyeShape = "wide-eyed"]]

	Sclera:
	[[White|Salon][$artificialEyeFill = "white"]]
	| [[Amber|Salon][$artificialEyeFill = "amber"]]
	| [[Black|Salon][$artificialEyeFill = "black"]]
	| [[Blue|Salon][$artificialEyeFill = "blue"]]
	| [[Brown|Salon][$artificialEyeFill = "brown"]]
	| [[Green|Salon][$artificialEyeFill = "green"]]
	| [[Hazel|Salon][$artificialEyeFill = "hazel"]]
	| [[Orange|Salon][$artificialEyeFill = "orange"]]
	| [[Pale-Grey|Salon][$artificialEyeFill = "pale-grey"]]
	| [[Pink|Salon][$artificialEyeFill = "pink"]]
	| [[Red|Salon][$artificialEyeFill = "red"]]
	| [[Sky-Blue|Salon][$artificialEyeFill = "sky-blue"]]
	| [[Turquoise|Salon][$artificialEyeFill = "turquoise"]]
	| [[Yellow|Salon][$artificialEyeFill = "yellow"]]

	<<if $artificialEyeColor != "">>

		<<if $activeSlave.eyes == -4>>
			[[Give|Salon][$activeSlave.eyes = -3, $activeSlave.eyeColor = ($artificialEyeColor), $activeSlave.pupil = ($artificialEyeShape), $activeSlave.sclerae = ($artificialEyeFill), cashX(forceNeg($modCost), "slaveMod", $activeSlave), $artificialEyeColor = "", $artificialEyeShape = "", $artificialEyeFill = ""]]
		<<else>>
			[[Give|Salon][$activeSlave.eyeColor = ($artificialEyeColor), $activeSlave.pupil = ($artificialEyeShape), $activeSlave.sclerae = ($artificialEyeFill), cashX(forceNeg($modCost), "slaveMod", $activeSlave), $artificialEyeColor = "", $artificialEyeShape = "", $artificialEyeFill = ""]]
		<</if>>
		$him $artificialEyeColor
		<<if $activeSlave.eyes <= -3>>
			glass eyes
		<<else>>
			lenses
		<</if>>
		<<if $artificialEyeShape != "" || $artificialEyeFill != "">>
			with
			<<if $artificialEyeShape != "" >>
				$artificialEyeShape pupils
			<</if>>
			<<if $artificialEyeShape != "" && $artificialEyeFill != "">>
				and
			<</if>>
			<<if $artificialEyeFill != "" >>
				$artificialEyeFill sclera
			<</if>>
		<</if>>? //This will be applied in addition to eyewear choices.//
	<</if>>

<<else>>
	$His eyes are artificial and can't be set here.
<</if>>

/* EARS */
<<if $activeSlave.earT != "none" && $activeSlave.earTColor != "hairless">>

	$His fluffy ears are $activeSlave.earTColor.
	<<if $activeSlave.earTColor != $activeSlave.hColor>>
		[[Match current hair|Salon][$activeSlave.earTColor = $activeSlave.hColor]] or //choose a new one://
	<<else>>
		//Choose a dye color before dyeing $his ears://
	<</if>>

	Colors:
		[[Auburn|Salon][$primaryEarColor = "auburn"]]
		| [[Black|Salon][$primaryEarColor = "black"]]
		| [[Blazing Red|Salon][$primaryEarColor = "blazing red"]]
		| [[Blonde|Salon][$primaryEarColor = "blonde"]]
		| [[Blue-Violet|Salon][$primaryEarColor = "blue-violet"]]
		| [[Blue|Salon][$primaryEarColor = "blue"]]
		| [[Brown|Salon][$primaryEarColor = "brown"]]
		| [[Burgundy|Salon][$primaryEarColor = "burgundy"]]
		| [[Chestnut|Salon][$primaryEarColor = "chestnut"]]
		| [[Chocolate|Salon][$primaryEarColor = "chocolate brown"]]
		| [[Copper|Salon][$primaryEarColor = "copper"]]
		| [[Dark Blue|Salon][$primaryEarColor = "dark blue"]]
		| [[Dark Brown|Salon][$primaryEarColor = "dark brown"]]
		| [[Dark Orchid|Salon][$primaryEarColor = "dark orchid"]]
		| [[Deep Red|Salon][$primaryEarColor = "deep red"]]
		| [[Ginger|Salon][$primaryEarColor = "ginger"]]
		| [[Golden|Salon][$primaryEarColor = "golden"]]
		| [[Green-yellow|Salon][$primaryEarColor = "green-yellow"]]
		| [[Green|Salon][$primaryEarColor = "green"]]
		| [[Grey|Salon][$primaryEarColor = "grey"]]
		| [[Hazel|Salon][$primaryEarColor = "hazel"]]
		| [[Jet Black|Salon][$primaryEarColor = "jet black"]]
		| [[Neon Blue|Salon][$primaryEarColor = "neon blue"]]
		| [[Neon Green|Salon][$primaryEarColor = "neon green"]]
		| [[Neon Pink|Salon][$primaryEarColor = "neon pink"]]
		| [[Pink|Salon][$primaryEarColor = "pink"]]
		| [[Platinum Blonde|Salon][$primaryEarColor = "platinum blonde"]]
		| [[Purple|Salon][$primaryEarColor = "purple"]]
		| [[Red|Salon][$primaryEarColor = "red"]]
		| [[Sea Green|Salon][$primaryEarColor = "sea green"]]
		| [[Silver|Salon][$primaryEarColor = "silver"]]
		| [[Strawberry-Blonde|Salon][$primaryEarColor = "strawberry-blonde"]]
		| [[White|Salon][$primaryEarColor = "white"]]

	Highlights:
		[[None|Salon][$secondaryEarColor = ""]]
		| [[Black|Salon][$secondaryEarColor = " with black highlights"]]
		| [[Blazing Red|Salon][$secondaryEarColor = " with blazing red highlights"]]
		| [[Blonde|Salon][$secondaryEarColor = " with blonde highlights"]]
		| [[Grey|Salon][$secondaryEarColor = " with grey highlights"]]
		| [[Neon Blue|Salon][$secondaryEarColor = " with neon blue highlights"]]
		| [[Neon Green|Salon][$secondaryEarColor = " with neon green highlights"]]
		| [[Neon Pink|Salon][$secondaryEarColor = " with neon pink highlights"]]
		| [[Rainbow|Salon][$secondaryEarColor = " with rainbow highlights"]]
		| [[Silver|Salon][$secondaryEarColor = " with silver highlights"]]
		| [[White|Salon][$secondaryEarColor = " with white highlights"]]

	<<if $primaryEarColor != 0>>

		[["Dye " + $his + " ears"|Salon][$activeSlave.earTColor = ($primaryEarColor + $secondaryEarColor),cashX(forceNeg($modCost), "slaveMod", $activeSlave), $primaryEarColor = 0, $secondaryEarColor = ""]] $primaryEarColor $secondaryEarColor now?
	<</if>>
<</if>>

<<if $activeSlave.earImplant == 1>>
	$He has artificial inner ear implants,
	<<if $activeSlave.earwear == "none">>
		which are unobstructed.
	<<else>>
		and is wearing $activeSlave.earwear. [[Remove|Salon][$activeSlave.earwear = "none"]]
	<</if>>
	//Muffling options are annoying and impede performance on some assignments.//

	Give $him: [[Hearing aids|Salon][$activeSlave.earwear = "hearing aids",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Muffling ear plugs|Salon][$activeSlave.earwear = "muffling ear plugs",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Deafening ear plugs|Salon][$activeSlave.earwear = "deafening ear plugs",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

<<elseif $activeSlave.hears < -1>>
	$He is deaf, and
	<<if $activeSlave.earwear == "none">>
		is wearing nothing on $his ears.
	<<else>>
		is wearing $activeSlave.earwear. [[Remove|Salon][$activeSlave.earwear = "none"]]
	<</if>>
	//Muffling options are annoying and impede performance on some assignments.//

	Give $him: [[Hearing aids|Salon][$activeSlave.earwear = "hearing aids",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Muffling ear plugs|Salon][$activeSlave.earwear = "muffling ear plugs",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Deafening ear plugs|Salon][$activeSlave.earwear = "deafening ear plugs",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<<elseif $activeSlave.hears > -1>>
	$His hearing is normal, and $he
	<<if $activeSlave.earwear == "none">>
		has nothing in $his ears.
	<<else>>
		is wearing $activeSlave.earwear. [[Remove|Salon][$activeSlave.earwear = "none"]]
	<</if>>
	//Muffling options are annoying and impede performance on some assignments.//

	Give $him: [[Hearing aids|Salon][$activeSlave.earwear = "hearing aids",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Muffling ear plugs|Salon][$activeSlave.earwear = "muffling ear plugs",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Deafening ear plugs|Salon][$activeSlave.earwear = "deafening ear plugs",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<<else>>
	$He is hearing impaired, and
	<<if $activeSlave.earwear == "none">>
		wears nothing to correct or worsen this.
	<<else>>
		is wearing $activeSlave.earwear. [[Remove|Salon][$activeSlave.earwear = "none"]]
	<</if>>
	//Hearing impairment will impede performance on some assignments.//

	Give $him: [[Hearing aids|Salon][$activeSlave.earwear = "hearing aids",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Muffling ear plugs|Salon][$activeSlave.earwear = "muffling ear plugs",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Deafening ear plugs|Salon][$activeSlave.earwear = "deafening ear plugs",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

<</if>>

/*End ear check */

<<if $activeSlave.horn != "none">>

$His $activeSlave.horn are $activeSlave.hornColor

Set horn color:
		[[Black|Salon][$activeSlave.hornColor = "black",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blazing Red|Salon][$activeSlave.hornColor = "blazing red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue-Violet|Salon][$activeSlave.hornColor = "blue-violet",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue|Salon][$activeSlave.hornColor = "blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Brown|Salon][$activeSlave.hornColor = "brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Burgundy|Salon][$activeSlave.hornColor = "burgundy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Copper|Salon][$activeSlave.hornColor = "copper",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Blue|Salon][$activeSlave.hornColor = "dark blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Brown|Salon][$activeSlave.hornColor = "dark brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Orchid|Salon][$activeSlave.hornColor = "dark orchid",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Deep Red|Salon][$activeSlave.hornColor = "deep red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Golden|Salon][$activeSlave.hornColor = "golden",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green-yellow|Salon][$activeSlave.hornColor = "green-yellow",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green|Salon][$activeSlave.hornColor = "green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Grey|Salon][$activeSlave.hornColor = "grey",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Jet Black|Salon][$activeSlave.hornColor = "jet black",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Blue|Salon][$activeSlave.hornColor = "neon blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Green|Salon][$activeSlave.hornColor = "neon green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Pink|Salon][$activeSlave.hornColor = "neon pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pink|Salon][$activeSlave.hornColor = "pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Ivory|Salon][$activeSlave.hornColor = "ivory",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Purple|Salon][$activeSlave.hornColor = "purple",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Red|Salon][$activeSlave.hornColor = "red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Sea Green|Salon][$activeSlave.hornColor = "sea green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Silver|Salon][$activeSlave.hornColor = "silver",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[White|Salon][$activeSlave.hornColor = "white",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<</if>>

/* HAIR */

<<if $activeSlave.bald != 1>>
	$His hair is $activeSlave.hColor.
	<<if $activeSlave.origHColor != $activeSlave.hColor>>
		[[Restore natural color|Salon][$activeSlave.hColor = $activeSlave.origHColor]] or //choose a new one://
	<<else>>
		//Choose a dye color before dyeing $his hair://
	<</if>>

	Colors:
		[[Auburn|Salon][$primaryHairColor = "auburn"]]
		| [[Black|Salon][$primaryHairColor = "black"]]
		| [[Blazing Red|Salon][$primaryHairColor = "blazing red"]]
		| [[Blonde|Salon][$primaryHairColor = "blonde"]]
		| [[Blue-Violet|Salon][$primaryHairColor = "blue-violet"]]
		| [[Blue|Salon][$primaryHairColor = "blue"]]
		| [[Brown|Salon][$primaryHairColor = "brown"]]
		| [[Burgundy|Salon][$primaryHairColor = "burgundy"]]
		| [[Chestnut|Salon][$primaryHairColor = "chestnut"]]
		| [[Chocolate|Salon][$primaryHairColor = "chocolate brown"]]
		| [[Copper|Salon][$primaryHairColor = "copper"]]
		| [[Dark Blue|Salon][$primaryHairColor = "dark blue"]]
		| [[Dark Brown|Salon][$primaryHairColor = "dark brown"]]
		| [[Dark Orchid|Salon][$primaryHairColor = "dark orchid"]]
		| [[Deep Red|Salon][$primaryHairColor = "deep red"]]
		| [[Ginger|Salon][$primaryHairColor = "ginger"]]
		| [[Golden|Salon][$primaryHairColor = "golden"]]
		| [[Green-yellow|Salon][$primaryHairColor = "green-yellow"]]
		| [[Green|Salon][$primaryHairColor = "green"]]
		| [[Grey|Salon][$primaryHairColor = "grey"]]
		| [[Hazel|Salon][$primaryHairColor = "hazel"]]
		| [[Jet Black|Salon][$primaryHairColor = "jet black"]]
		| [[Neon Blue|Salon][$primaryHairColor = "neon blue"]]
		| [[Neon Green|Salon][$primaryHairColor = "neon green"]]
		| [[Neon Pink|Salon][$primaryHairColor = "neon pink"]]
		| [[Pink|Salon][$primaryHairColor = "pink"]]
		| [[Platinum Blonde|Salon][$primaryHairColor = "platinum blonde"]]
		| [[Purple|Salon][$primaryHairColor = "purple"]]
		| [[Red|Salon][$primaryHairColor = "red"]]
		| [[Sea Green|Salon][$primaryHairColor = "sea green"]]
		| [[Silver|Salon][$primaryHairColor = "silver"]]
		| [[Strawberry-Blonde|Salon][$primaryHairColor = "strawberry-blonde"]]
		| [[White|Salon][$primaryHairColor = "white"]]

	Highlights:
		[[None|Salon][$secondaryHairColor = ""]]
		| [[Black|Salon][$secondaryHairColor = " with black highlights"]]
		| [[Blazing Red|Salon][$secondaryHairColor = " with blazing red highlights"]]
		| [[Blonde|Salon][$secondaryHairColor = " with blonde highlights"]]
		| [[Grey|Salon][$secondaryHairColor = " with grey highlights"]]
		| [[Neon Blue|Salon][$secondaryHairColor = " with neon blue highlights"]]
		| [[Neon Green|Salon][$secondaryHairColor = " with neon green highlights"]]
		| [[Neon Pink|Salon][$secondaryHairColor = " with neon pink highlights"]]
		| [[Rainbow|Salon][$secondaryHairColor = " with rainbow highlights"]]
		| [[Silver|Salon][$secondaryHairColor = " with silver highlights"]]
		| [[White|Salon][$secondaryHairColor = " with white highlights"]]

	<<if $primaryHairColor != 0>>

		[["Dye " + $his + " hair"|Salon][$activeSlave.hColor = ($primaryHairColor + $secondaryHairColor),cashX(forceNeg($modCost), "slaveMod", $activeSlave), $primaryHairColor = 0, $secondaryHairColor = ""]] $primaryHairColor $secondaryHairColor now?
	<</if>>

$His $activeSlave.hStyle hair is <<= lengthToEitherUnit($activeSlave.hLength)>> long. //General hairstyles will conform to hair length and clothing choices.//

	<<if $activeSlave.hLength > 1>>
		Style $his hair:
		[[Afro|Salon][$activeSlave.hStyle = "afro",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Braided|Salon][$activeSlave.hStyle = "braided",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Cornrows|Salon][$activeSlave.hStyle = "cornrows",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Curled|Salon][$activeSlave.hStyle = "curled",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dreadlocks|Salon][$activeSlave.hStyle = "dreadlocks",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Eary|Salon][$activeSlave.hStyle = "eary",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[In a bun|Salon][$activeSlave.hStyle = "bun",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[In a messy bun|Salon][$activeSlave.hStyle = "messy bun",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[In a ponytail|Salon][$activeSlave.hStyle = "ponytail",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[In tails|Salon][$activeSlave.hStyle = "tails",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Luxurious|Salon][$activeSlave.hStyle = "luxurious",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Messy|Salon][$activeSlave.hStyle = "messy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neat|Salon][$activeSlave.hStyle = "neat",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Permed|Salon][$activeSlave.hStyle = "permed",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Shaved sides|Salon][$activeSlave.hStyle = "strip",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Up|Salon][$activeSlave.hStyle = "up",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<<else>>
		//$His hair is too short to style meaningfully//
	<</if>>

	<<if $activeSlave.hLength > 1>>

		Cut and style $his hair:
		[[Shaved|Salon][$activeSlave.hStyle = "shaved",$activeSlave.hLength = 0,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Trimmed short|Salon][$activeSlave.hStyle = "trimmed",$activeSlave.hLength = 10,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Buzzcut|Salon][$activeSlave.hStyle = "buzzcut",$activeSlave.hLength = 1,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>

	Cut or lengthen $his hair:
	<<if $activeSlave.hLength > 5>>
		[[Very short|Salon][$activeSlave.hLength = 5,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>
	<<if $activeSlave.hLength > 10>>
		| [[Short|Salon][$activeSlave.hLength = 10,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>
	<<if $activeSlave.hLength > 30>>
		| [[Shoulder length|Salon][$activeSlave.hLength = 30,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>
	<<if $activeSlave.hLength > 60>>
		| [[Long|Salon][$activeSlave.hLength = 60,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>
	<<if $activeSlave.hLength > 100>>
		| [[Very long|Salon][$activeSlave.hLength = 100,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>
	<<if $activeSlave.hLength == 1>>
		| [[Apply hair growth stimulating treatment|Salon][$activeSlave.hLength = 1,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<<elseif $activeSlave.hLength < 150>>
		| [[Apply extensions|Salon][$activeSlave.hLength += 10,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>
		| Custom length: <<textbox "_newHLength" _oldHLength "Salon">>
			<<if $showInches == 1>>
				cm (<<= cmToInchString($activeSlave.hLength)>>)
			<<elseif $showInches == 2>>
				inches
			<<else>>
				cm
			<</if>>
			[[Apply|Salon][cashX(forceNeg($modCost), "slaveMod", $activeSlave), $activeSlave.hLength = (Number(_newHLength) || $activeSlave.hLength)]]

	Have $his hair carefully maintained at its current length:
	<<if $activeSlave.haircuts == 1>>
		[[Cease maintenance|Salon][$activeSlave.haircuts = 0]]
	<<else>>
		[[Begin maintenance|Salon][$activeSlave.haircuts = 1]]
	<</if>>
<<else>>
	<<if $activeSlave.hStyle == "bald">>
		$He is completely bald.
	<<else>>
		$His current wig is $activeSlave.hColor.
		<<if $activeSlave.hStyle != "bald">>
			[[Remove wig|Salon][$activeSlave.hStyle = "bald",$activeSlave.hLength = 0,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]] or //choose a new one://
		<<else>>
			//Choose a wig color://
		<</if>>

		Colors:
		[[Auburn|Salon][$primaryHairColor = "auburn"]]
		| [[Black|Salon][$primaryHairColor = "black"]]
		| [[Blazing Red|Salon][$primaryHairColor = "blazing red"]]
		| [[Blonde|Salon][$primaryHairColor = "blonde"]]
		| [[Blue-Violet|Salon][$primaryHairColor = "blue-violet"]]
		| [[Blue|Salon][$primaryHairColor = "blue"]]
		| [[Brown|Salon][$primaryHairColor = "brown"]]
		| [[Burgundy|Salon][$primaryHairColor = "burgundy"]]
		| [[Chestnut|Salon][$primaryHairColor = "chestnut"]]
		| [[Chocolate|Salon][$primaryHairColor = "chocolate brown"]]
		| [[Copper|Salon][$primaryHairColor = "copper"]]
		| [[Dark Blue|Salon][$primaryHairColor = "dark blue"]]
		| [[Dark Brown|Salon][$primaryHairColor = "dark brown"]]
		| [[Dark Orchid|Salon][$primaryHairColor = "dark orchid"]]
		| [[Deep Red|Salon][$primaryHairColor = "deep red"]]
		| [[Ginger|Salon][$primaryHairColor = "ginger"]]
		| [[Golden|Salon][$primaryHairColor = "golden"]]
		| [[Green-yellow|Salon][$primaryHairColor = "green-yellow"]]
		| [[Green|Salon][$primaryHairColor = "green"]]
		| [[Grey|Salon][$primaryHairColor = "grey"]]
		| [[Hazel|Salon][$primaryHairColor = "hazel"]]
		| [[Jet Black|Salon][$primaryHairColor = "jet black"]]
		| [[Neon Blue|Salon][$primaryHairColor = "neon blue"]]
		| [[Neon Green|Salon][$primaryHairColor = "neon green"]]
		| [[Neon Pink|Salon][$primaryHairColor = "neon pink"]]
		| [[Pink|Salon][$primaryHairColor = "pink"]]
		| [[Platinum Blonde|Salon][$primaryHairColor = "platinum blonde"]]
		| [[Purple|Salon][$primaryHairColor = "purple"]]
		| [[Red|Salon][$primaryHairColor = "red"]]
		| [[Sea Green|Salon][$primaryHairColor = "sea green"]]
		| [[Silver|Salon][$primaryHairColor = "silver"]]
		| [[Strawberry-Blonde|Salon][$primaryHairColor = "strawberry-blonde"]]
		| [[White|Salon][$primaryHairColor = "white"]]

		Highlights:
		[[None|Salon][$secondaryHairColor = ""]]
		| [[Black|Salon][$secondaryHairColor = " with black highlights"]]
		| [[Blazing Red|Salon][$secondaryHairColor = " with blazing red highlights"]]
		| [[Blonde|Salon][$secondaryHairColor = " with blonde highlights"]]
		| [[Grey|Salon][$secondaryHairColor = " with grey highlights"]]
		| [[Neon Blue|Salon][$secondaryHairColor = " with neon blue highlights"]]
		| [[Neon Green|Salon][$secondaryHairColor = " with neon green highlights"]]
		| [[Neon Pink|Salon][$secondaryHairColor = " with neon pink highlights"]]
		| [[Rainbow|Salon][$secondaryHairColor = " with rainbow highlights"]]
		| [[Silver|Salon][$secondaryHairColor = " with silver highlights"]]
		| [[White|Salon][$secondaryHairColor = " with white highlights"]]

		<<if $primaryHairColor != 0>>

			[[Change|Salon][$activeSlave.hColor = ($primaryHairColor + $secondaryHairColor),cashX(forceNeg($modCost), "slaveMod", $activeSlave), $primaryHairColor = 0, $secondaryHairColor = ""]] $his wig color to $primaryHairColor $secondaryHairColor
		<</if>>
	<</if>>

	<<if $activeSlave.hStyle != "bald">>

		$His $activeSlave.hStyle wig is <<= lengthToEitherUnit($activeSlave.hLength)>> long.

		//General hairstyles will conform to hair length and clothing choices.//

		<<if $activeSlave.hLength == 0>><<set $activeSlave.hLength = 10>><</if>>

		Set wig length to:
		<<if $activeSlave.hLength != 10>>[[lengthToEitherUnit(10)|Salon][$activeSlave.hLength = 10,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]<</if>>
		<<if $activeSlave.hLength != 30>>[[lengthToEitherUnit(30)|Salon][$activeSlave.hLength = 30,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]<</if>>
		<<if $activeSlave.hLength != 60>>[[lengthToEitherUnit(60)|Salon][$activeSlave.hLength = 60,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]<</if>>
		<<if $activeSlave.hLength != 90>>[[lengthToEitherUnit(90)|Salon][$activeSlave.hLength = 90,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]<</if>>
		<<if $activeSlave.hLength != 120>>[[lengthToEitherUnit(120)|Salon][$activeSlave.hLength = 120,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]<</if>>
		<<if $activeSlave.hLength != 150>>[[lengthToEitherUnit(150)|Salon][$activeSlave.hLength = 150,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]<</if>>
	<<else>>
		$He is not wearing a wig.
	<</if>>

	<<if $activeSlave.hStyle != "bald">>
		Set wig style:
	<<else>>
		Give $him a wig:
	<</if>>
	[[Afro|Salon][$activeSlave.hStyle = "afro",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Braided|Salon][$activeSlave.hStyle = "braided",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Cornrows|Salon][$activeSlave.hStyle = "cornrows",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Curled|Salon][$activeSlave.hStyle = "curled",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Dreadlocks|Salon][$activeSlave.hStyle = "dreadlocks",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Eary|Salon][$activeSlave.hStyle = "eary",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[In a bun|Salon][$activeSlave.hStyle = "bun",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[In a messy bun|Salon][$activeSlave.hStyle = "messy bun",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[In a ponytail|Salon][$activeSlave.hStyle = "ponytail",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[In tails|Salon][$activeSlave.hStyle = "tails",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Luxurious|Salon][$activeSlave.hStyle = "luxurious",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Messy|Salon][$activeSlave.hStyle = "messy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Neat|Salon][$activeSlave.hStyle = "neat",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Permed|Salon][$activeSlave.hStyle = "permed",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Shaved sides|Salon][$activeSlave.hStyle = "strip",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	| [[Up|Salon][$activeSlave.hStyle = "up",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<</if>>

/* MAKEUP */

<<makeupDescription>>
<<if $activeSlave.makeup > 0>>
	[[Remove|Salon][$activeSlave.makeup = 0,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<</if>>

Apply makeup:
[[Nice|Salon][$activeSlave.makeup = 1,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Gorgeous|Salon][$activeSlave.makeup = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Slutty|Salon][$activeSlave.makeup = 4,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Color-coordinate with hair|Salon][$activeSlave.makeup = 3,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

[[Neon|Salon][$activeSlave.makeup = 5,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Neon, color-coordinate with hair|Salon][$activeSlave.makeup = 6,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

[[Metallic|Salon][$activeSlave.makeup = 7,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Metallic, color-coordinate with hair|Salon][$activeSlave.makeup = 8,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

/* NAILS */

<<nailsDescription>>

<<if $activeSlave.amp != 1>>

Treat nails:
[[Clip|Salon][$activeSlave.nails = 0,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Extend|Salon][$activeSlave.nails = 1,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Sharp, claw-like|Salon][$activeSlave.nails = 3,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Bright, glittery|Salon][$activeSlave.nails = 4,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Streetwalker-style|Salon][$activeSlave.nails = 5,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Color-coordinate with hair|Salon][$activeSlave.nails = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

[[Neon|Salon][$activeSlave.nails = 6,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Neon, color-coordinate with hair|Salon][$activeSlave.nails = 7,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

[[Metallic|Salon][$activeSlave.nails = 8,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Metallic, color-coordinate with hair|Salon][$activeSlave.nails = 9,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<</if>>

/* SKIN */
<<set $dyedSkin = ["dyed red", "dyed green", "dyed blue", "dyed pink", "dyed gray", "tiger striped", "camouflage patterned"]>>

$His skin is $activeSlave.skin.

<<if ($dyedSkin.indexOf($activeSlave.skin) != -1)>>
	[[Remove coloring|Salon][$activeSlave.skin = $activeSlave.origSkin,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<<elseif (($activeSlave.skin == "sun tanned") || ($activeSlave.skin == "spray tanned"))>>
	[[Remove tanning|Salon][$activeSlave.skin = $activeSlave.origSkin,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<</if>>

<<if ($dyedSkin.indexOf($activeSlave.skin) == -1)>>

	<<if ($activeSlave.skin == "sun tanned" || $activeSlave.skin == "spray tanned")>>
		$His skin tanning must be removed before any advanced procedure to change $his skin color.
	<<else>>
		Change skin tone:
		<<set _needsSpacers = 0>>
		<<if (skinToneLevel($activeSlave.skin) > 1)>>
			<<if _needsSpacers == 1>> | <</if>>
			[[Bleach|Salon][$activeSlave.skin = changeSkinTone($activeSlave.skin, -2), cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
			<<set _needsSpacers = 1>>
		<</if>>
		<<if (skinToneLevel($activeSlave.skin) > 8)>>
			<<if _needsSpacers == 1>> | <</if>>
			[[Lighten|Salon][$activeSlave.skin = changeSkinTone($activeSlave.skin, -1), cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
			<<set _needsSpacers = 1>>
		<</if>>
		<<if (skinToneLevel($activeSlave.skin) < 18)>>
			<<if _needsSpacers == 1>> | <</if>>
			[[Darken|Salon][$activeSlave.skin = changeSkinTone($activeSlave.skin, 1), cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
			<<set _needsSpacers = 1>>
		<</if>>
		<<if (skinToneLevel($activeSlave.skin) < 25)>>
			<<if _needsSpacers == 1>> | <</if>>
			[[Blacken|Salon][$activeSlave.skin = changeSkinTone($activeSlave.skin, 2), cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
			<<set _needsSpacers = 1>>
		<</if>>
	<</if>>

	<<set _needsSpacers = 0>>
	<<if ($activeSlave.skin != "sun tanned")>>
		<<if (skinToneLevel($activeSlave.skin) < 6)>>
			$His skin is so light in color that any attempt at natural tanning is more likely to damage $his skin.
		<<elseif (skinToneLevel($activeSlave.skin) > 20)>>
			$His skin is so dark in color that any attempt at natural tanning is not likely to appear on $his skin.
		<<else>>
			[["Sun tan " + $his + " skin"|Salon][$activeSlave.skin = "sun tanned", cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
			<<set _needsSpacers = 1>>
		<</if>>
	<</if>>
	<<if ($activeSlave.skin != "spray tanned")>>
		<<if _needsSpacers == 1>> | <</if>>
		[["Spray tan " + $his + " skin"|Salon][$activeSlave.skin = "spray tanned", cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>
<</if>>

Dye or paint:
[[Blue|Salon][$activeSlave.skin = "dyed blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Camouflage|Salon][$activeSlave.skin = "camouflage patterned",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Gray|Salon][$activeSlave.skin = "dyed gray",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Green|Salon][$activeSlave.skin = "dyed green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Pink|Salon][$activeSlave.skin = "dyed pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Red|Salon][$activeSlave.skin = "dyed red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Tiger Stripes|Salon][$activeSlave.skin = "tiger striped",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

<<if $activeSlave.tail != "none">>

	$His tail is $activeSlave.tailColor.
	<<if $activeSlave.tailColor != $activeSlave.hColor>>
		[[Match current hair|Salon][$activeSlave.tailColor = $activeSlave.hColor]] or //choose a new one://
	<<else>>
		//Choose a dye color before dyeing $his tail://
	<</if>>

	Colors:
		[[Auburn|Salon][$primaryTailColor = "auburn"]]
		| [[Black|Salon][$primaryTailColor = "black"]]
		| [[Blazing Red|Salon][$primaryTailColor = "blazing red"]]
		| [[Blonde|Salon][$primaryTailColor = "blonde"]]
		| [[Blue-Violet|Salon][$primaryTailColor = "blue-violet"]]
		| [[Blue|Salon][$primaryTailColor = "blue"]]
		| [[Brown|Salon][$primaryTailColor = "brown"]]
		| [[Burgundy|Salon][$primaryTailColor = "burgundy"]]
		| [[Chestnut|Salon][$primaryTailColor = "chestnut"]]
		| [[Chocolate|Salon][$primaryTailColor = "chocolate brown"]]
		| [[Copper|Salon][$primaryTailColor = "copper"]]
		| [[Dark Blue|Salon][$primaryTailColor = "dark blue"]]
		| [[Dark Brown|Salon][$primaryTailColor = "dark brown"]]
		| [[Dark Orchid|Salon][$primaryTailColor = "dark orchid"]]
		| [[Deep Red|Salon][$primaryTailColor = "deep red"]]
		| [[Ginger|Salon][$primaryTailColor = "ginger"]]
		| [[Golden|Salon][$primaryTailColor = "golden"]]
		| [[Green-yellow|Salon][$primaryTailColor = "green-yellow"]]
		| [[Green|Salon][$primaryTailColor = "green"]]
		| [[Grey|Salon][$primaryTailColor = "grey"]]
		| [[Hazel|Salon][$primaryTailColor = "hazel"]]
		| [[Jet Black|Salon][$primaryTailColor = "jet black"]]
		| [[Neon Blue|Salon][$primaryTailColor = "neon blue"]]
		| [[Neon Green|Salon][$primaryTailColor = "neon green"]]
		| [[Neon Pink|Salon][$primaryTailColor = "neon pink"]]
		| [[Pink|Salon][$primaryTailColor = "pink"]]
		| [[Platinum Blonde|Salon][$primaryTailColor = "platinum blonde"]]
		| [[Purple|Salon][$primaryTailColor = "purple"]]
		| [[Red|Salon][$primaryTailColor = "red"]]
		| [[Sea Green|Salon][$primaryTailColor = "sea green"]]
		| [[Silver|Salon][$primaryTailColor = "silver"]]
		| [[Strawberry-Blonde|Salon][$primaryTailColor = "strawberry-blonde"]]
		| [[White|Salon][$primaryTailColor = "white"]]

	Highlights:
		[[None|Salon][$secondaryTailColor = ""]]
		| [[Black|Salon][$secondaryTailColor = " with black highlights"]]
		| [[Blazing Red|Salon][$secondaryTailColor = " with blazing red highlights"]]
		| [[Blonde|Salon][$secondaryTailColor = " with blonde highlights"]]
		| [[Grey|Salon][$secondaryTailColor = " with grey highlights"]]
		| [[Neon Blue|Salon][$secondaryTailColor = " with neon blue highlights"]]
		| [[Neon Green|Salon][$secondaryTailColor = " with neon green highlights"]]
		| [[Neon Pink|Salon][$secondaryTailColor = " with neon pink highlights"]]
		| [[Rainbow|Salon][$secondaryTailColor = " with rainbow highlights"]]
		| [[Silver|Salon][$secondaryTailColor = " with silver highlights"]]
		| [[White|Salon][$secondaryTailColor = " with white highlights"]]

	<<if $primaryTailColor != 0>>

		[["Dye " + $his + " tail"|Salon][$activeSlave.tailColor = ($primaryTailColor + $secondaryTailColor),cashX(forceNeg($modCost), "slaveMod", $activeSlave), $primaryTailColor = 0, $secondaryTailColor = ""]] $primaryTailColor $secondaryTailColor now?
	<</if>>
<</if>>

/* MARKS */

<<if ($activeSlave.markings == "beauty mark")>>

	$He has a prominent mole on $his face, which
	<<if $activeSlave.face > 40>>
		qualifies as a beauty mark and enhances $his attractiveness due to $his facial beauty.
	<<elseif $activeSlave.face < -10>>
		makes $him even less attractive.
	<<else>>
		qualifies as a beauty mark since $he's pretty, having no significant impact on $his beauty.
	<</if>>
	[[Remove it|Salon][$activeSlave.markings = "none",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<</if>>
<<if ($activeSlave.markings == "birthmark")>>

	$He has a large birthmark, which
	<<if $activeSlave.prestige > 0 || $activeSlave.pornPrestige > 1>>
		enhances $his attractiveness due to $his prestige.
	<<else>>
		detracts from $his attractiveness.
	<</if>>
	[[Bleach it|Salon][$activeSlave.markings = "none",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<</if>>

/* EYEBROW HAIR */

<<if $activeSlave.eyebrowHStyle != "bald">>

$His <<if $activeSlave.eyebrowFullness != "natural" && $activeSlave.eyebrowHStyle != "natural">>$activeSlave.eyebrowFullness, $activeSlave.eyebrowHStyle<</if>> eyebrows
	<<if $activeSlave.eyebrowHStyle == "shaved">>
		would be $activeSlave.eyebrowHColor if present.
	<<else>>
		are $activeSlave.eyebrowHColor.
	<</if>>
	<<if $activeSlave.eyebrowHColor != $activeSlave.hColor>>
		[[Match the hair?|Salon][$activeSlave.eyebrowHColor = $activeSlave.hColor,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>

	Dye $his eyebrow hair:
		[[Auburn|Salon][$activeSlave.eyebrowHColor = "auburn",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Black|Salon][$activeSlave.eyebrowHColor = "black",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blazing Red|Salon][$activeSlave.eyebrowHColor = "blazing red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blonde|Salon][$activeSlave.eyebrowHColor = "blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue-Violet|Salon][$activeSlave.eyebrowHColor = "blue-violet",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue|Salon][$activeSlave.eyebrowHColor = "blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Brown|Salon][$activeSlave.eyebrowHColor = "brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Burgundy|Salon][$activeSlave.eyebrowHColor = "burgundy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Chestnut|Salon][$activeSlave.eyebrowHColor = "chestnut",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Chocolate|Salon][$activeSlave.eyebrowHColor = "chocolate brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Copper|Salon][$activeSlave.eyebrowHColor = "copper",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Blue|Salon][$activeSlave.eyebrowHColor = "dark blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Brown|Salon][$activeSlave.eyebrowHColor = "dark brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Orchid|Salon][$activeSlave.eyebrowHColor = "dark orchid",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Deep Red|Salon][$primaryHairColor = "deep red"]]
		| [[Ginger|Salon][$activeSlave.eyebrowHColor = "ginger",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Golden|Salon][$activeSlave.eyebrowHColor = "golden",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green-yellow|Salon][$activeSlave.eyebrowHColor = "green-yellow",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green|Salon][$activeSlave.eyebrowHColor = "green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Grey|Salon][$activeSlave.eyebrowHColor = "grey",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Hazel|Salon][$activeSlave.eyebrowHColor = "hazel",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Jet Black|Salon][$activeSlave.eyebrowHColor = "jet black",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Blue|Salon][$activeSlave.eyebrowHColor = "neon blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Green|Salon][$activeSlave.eyebrowHColor = "neon green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Pink|Salon][$activeSlave.eyebrowHColor = "neon pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pink|Salon][$activeSlave.eyebrowHColor = "pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Platinum Blonde|Salon][$activeSlave.eyebrowHColor = "platinum blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Purple|Salon][$activeSlave.eyebrowHColor = "purple",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Red|Salon][$activeSlave.eyebrowHColor = "red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Sea Green|Salon][$activeSlave.eyebrowHColor = "sea green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Silver|Salon][$activeSlave.eyebrowHColor = "silver",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Strawberry-Blonde|Salon][$activeSlave.eyebrowHColor = "strawberry-blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[White|Salon][$activeSlave.eyebrowHColor = "white",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

	Style $his eyebrow hair:
		[[Natural|Salon][$activeSlave.eyebrowHStyle = "natural",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Curved|Salon][$activeSlave.eyebrowHStyle = "curved",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Elongated|Salon][$activeSlave.eyebrowHStyle = "elongated",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[High-Arched|Salon][$activeSlave.eyebrowHStyle = "high-arched",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Rounded|Salon][$activeSlave.eyebrowHStyle = "rounded",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Shaved|Salon][$activeSlave.eyebrowHStyle = "shaved",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Shortened|Salon][$activeSlave.eyebrowHStyle = "shortened",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Slanted Inwards|Salon][$activeSlave.eyebrowHStyle = "slanted inwards",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Slanted Outwards|Salon][$activeSlave.eyebrowHStyle = "slanted outwards",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Straight|Salon][$activeSlave.eyebrowHStyle = "straight",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

	Shape $his eyebrow hair:
		[[Natural|Salon][$activeSlave.eyebrowFullness = "natural",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Bushy|Salon][$activeSlave.eyebrowFullness = "bushy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Thick|Salon][$activeSlave.eyebrowFullness = "thick",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Tapered|Salon][$activeSlave.eyebrowFullness = "tapered",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Threaded|Salon][$activeSlave.eyebrowFullness = "threaded",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Thin|Salon][$activeSlave.eyebrowFullness = "thin",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pencil-Thin|Salon][$activeSlave.eyebrowFullness = "pencil-thin",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
<<else>>

$His eyebrows are completely hairless.
<</if>>

/* PUBIC HAIR */

<<if $activeSlave.pubicHStyle != "bald" && $activeSlave.pubicHStyle != "hairless" && $activeSlave.physicalAge >= 12>>

$His
	<<if $activeSlave.pubicHStyle == "in a strip">>
		pubic hair, which is shaved into a strip,
	<<else>>
		$activeSlave.pubicHStyle pubic hair
	<</if>>
	<<if $activeSlave.pubicHStyle == "waxed">>
		would be $activeSlave.pubicHColor if present.
	<<else>>
		is $activeSlave.pubicHColor.
	<</if>>
	<<if $activeSlave.pubicHColor != $activeSlave.hColor>>
		[[Match the curtains?|Salon][$activeSlave.pubicHColor = $activeSlave.hColor,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>

	Dye $his pubic hair:
		[[Auburn|Salon][$activeSlave.pubicHColor = "auburn",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Black|Salon][$activeSlave.pubicHColor = "black",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blazing Red|Salon][$activeSlave.pubicHColor = "blazing red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blonde|Salon][$activeSlave.pubicHColor = "blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue-Violet|Salon][$activeSlave.pubicHColor = "blue-violet",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue|Salon][$activeSlave.pubicHColor = "blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Brown|Salon][$activeSlave.pubicHColor = "brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Burgundy|Salon][$activeSlave.pubicHColor = "burgundy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Chestnut|Salon][$activeSlave.pubicHColor = "chestnut",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Chocolate|Salon][$activeSlave.pubicHColor = "chocolate brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Copper|Salon][$activeSlave.pubicHColor = "copper",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Blue|Salon][$activeSlave.pubicHColor = "dark blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Brown|Salon][$activeSlave.pubicHColor = "dark brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Orchid|Salon][$activeSlave.pubicHColor = "dark orchid",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Deep Red|Salon][$primaryHairColor = "deep red"]]
		| [[Ginger|Salon][$activeSlave.pubicHColor = "ginger",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Golden|Salon][$activeSlave.pubicHColor = "golden",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green-yellow|Salon][$activeSlave.pubicHColor = "green-yellow",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green|Salon][$activeSlave.pubicHColor = "green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Grey|Salon][$activeSlave.pubicHColor = "grey",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Hazel|Salon][$activeSlave.pubicHColor = "hazel",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Jet Black|Salon][$activeSlave.pubicHColor = "jet black",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Blue|Salon][$activeSlave.pubicHColor = "neon blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Green|Salon][$activeSlave.pubicHColor = "neon green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Pink|Salon][$activeSlave.pubicHColor = "neon pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pink|Salon][$activeSlave.pubicHColor = "pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Platinum Blonde|Salon][$activeSlave.pubicHColor = "platinum blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Purple|Salon][$activeSlave.pubicHColor = "purple",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Red|Salon][$activeSlave.pubicHColor = "red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Sea Green|Salon][$activeSlave.pubicHColor = "sea green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Silver|Salon][$activeSlave.pubicHColor = "silver",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Strawberry-Blonde|Salon][$activeSlave.pubicHColor = "strawberry-blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[White|Salon][$activeSlave.pubicHColor = "white",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

	Style $his pubic hair:
		[[Waxed|Salon][$activeSlave.pubicHStyle = "waxed",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Landing strip|Salon][$activeSlave.pubicHStyle = "in a strip",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neat|Salon][$activeSlave.pubicHStyle = "neat",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Bushy in the front|Salon][$activeSlave.pubicHStyle = "bushy in the front and neat in the rear",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Bushy|Salon][$activeSlave.pubicHStyle = "bushy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Very Bushy|Salon][$activeSlave.pubicHStyle = "very bushy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

<<else>>

$His groin is completely hairless.
<</if>>

/* UNDERARM HAIR */

<<if $activeSlave.underArmHStyle != "bald" && $activeSlave.underArmHStyle != "hairless" && $activeSlave.physicalAge >= 12>>

$His $activeSlave.underArmHStyle underarm hair
	<<if $activeSlave.underArmHStyle == "waxed">>
		would be $activeSlave.underArmHColor if present.
	<<else>>
		is $activeSlave.underArmHColor.
	<</if>>
	<<if $activeSlave.underArmHColor != $activeSlave.hColor>>
		[[Match the hair?|Salon][$activeSlave.underArmHColor = $activeSlave.hColor,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>

	Dye $his armpit hair:
		[[Auburn|Salon][$activeSlave.underArmHColor = "auburn",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Black|Salon][$activeSlave.underArmHColor = "black",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blazing Red|Salon][$activeSlave.underArmHColor = "blazing red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blonde|Salon][$activeSlave.underArmHColor = "blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue-Violet|Salon][$activeSlave.underArmHColor = "blue-violet",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue|Salon][$activeSlave.underArmHColor = "blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Brown|Salon][$activeSlave.underArmHColor = "brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Burgundy|Salon][$activeSlave.underArmHColor = "burgundy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Chestnut|Salon][$activeSlave.underArmHColor = "chestnut",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Chocolate|Salon][$activeSlave.underArmHColor = "chocolate brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Copper|Salon][$activeSlave.underArmHColor = "copper",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Blue|Salon][$activeSlave.underArmHColor = "dark blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Brown|Salon][$activeSlave.underArmHColor = "dark brown",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dark Orchid|Salon][$activeSlave.underArmHColor = "dark orchid",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Deep Red|Salon][$primaryHairColor = "deep red"]]
		| [[Ginger|Salon][$activeSlave.underArmHColor = "ginger",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Golden|Salon][$activeSlave.underArmHColor = "golden",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green-yellow|Salon][$activeSlave.underArmHColor = "green-yellow",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green|Salon][$activeSlave.underArmHColor = "green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Grey|Salon][$activeSlave.underArmHColor = "grey",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Hazel|Salon][$activeSlave.underArmHColor = "hazel",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Jet Black|Salon][$activeSlave.underArmHColor = "jet black",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Blue|Salon][$activeSlave.underArmHColor = "neon blue",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Green|Salon][$activeSlave.underArmHColor = "neon green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neon Pink|Salon][$activeSlave.underArmHColor = "neon pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pink|Salon][$activeSlave.underArmHColor = "pink",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Platinum Blonde|Salon][$activeSlave.underArmHColor = "platinum blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Purple|Salon][$activeSlave.underArmHColor = "purple",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Red|Salon][$activeSlave.underArmHColor = "red",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Sea Green|Salon][$activeSlave.underArmHColor = "sea green",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Silver|Salon][$activeSlave.underArmHColor = "silver",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Strawberry-Blonde|Salon][$activeSlave.underArmHColor = "strawberry-blonde",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[White|Salon][$activeSlave.underArmHColor = "white",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

	Style $his armpit hair:
		[[Waxed|Salon][$activeSlave.underArmHStyle = "waxed",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Shaved|Salon][$activeSlave.underArmHStyle = "shaved",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Neat|Salon][$activeSlave.underArmHStyle = "neat",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Bushy|Salon][$activeSlave.underArmHStyle = "bushy",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

<<else>>

$His underarms are completely hairless.
<</if>>

repo_name: Fekenol/fc


code:
:: Scheduled Event

<<set $showEncyclopedia = 0>>

<<if $expired == 1>>
	<<set $activeSlave = getSlave($expiree), $expiree = 0>>
	<<= removeActiveSlave() >>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].indenture == 0>>
			<<set $expiree = $slaves[$i].ID>>
			<<break>>
		<</if>>
	<</for>>
<</if>>
<<set $expired = 0>>

<<if $retired == 1>>
	<<set $activeSlave = getSlave($retiree), $retiree = 0>>
	<<= removeActiveSlave() >>
	<<for $i = 0; $i < $slaves.length; $i++>>
		<<if $slaves[$i].indenture < 0>>
			<<if $slaves[$i].actualAge >= $retirementAge && $PhysicalRetirementAgePolicy != 1>>
				<<set $retiree = $slaves[$i].ID>>
				<<break>>
			<</if>>
			<<if $slaves[$i].physicalAge >= $retirementAge && $PhysicalRetirementAgePolicy == 1>>
				<<set $retiree = $slaves[$i].ID>>
				<<break>>
			<</if>>
			<<if $SexMilestoneRetirement == 1>>
				<<if $slaves[$i].counter.oral + $slaves[$i].counter.anal + $slaves[$i].counter.vaginal + $slaves[$i].counter.penetrative + $slaves[$i].counter.mammary >= $retirementSex>>
					<<set $retiree = $slaves[$i].ID>>
					<<break>>
				<</if>>
			<</if>>
			<<if $MilkMilestoneRetirement == 1>>
				<<if $slaves[$i].counter.milk >= $retirementMilk>>
					<<set $retiree = $slaves[$i].ID>>
					<<break>>
				<</if>>
			<</if>>
			<<if $CumMilestoneRetirement == 1>>
				<<if $slaves[$i].counter.cum >= $retirementCum>>
					<<set $retiree = $slaves[$i].ID>>
					<<break>>
				<</if>>
			<</if>>
			<<if $BirthsMilestoneRetirement == 1>>
				<<if $slaves[$i].counter.births >= $retirementBirths>>
					<<set $retiree = $slaves[$i].ID>>
					<<break>>
				<</if>>
			<</if>>
			<<if $KillsMilestoneRetirement == 1>>
				<<if $slaves[$i].counter.pitKills >= $retirementKills>>
					<<set $retiree = $slaves[$i].ID>>
					<<break>>
				<</if>>
			<</if>>
		<</if>>
	<</for>>
<</if>>
<<set $retired = 0>>

/* birth scheduled event */
<<if $birthed == 1>>
	<<set $birthee = 1>>
<</if>>
<<set $birthed = 0>>

/* burst scheduled event */
<<if $burst == 1>>
	<<set $burstee = 1>>
<</if>>
<<set $burst = 0>>

<<if $TFS.schoolUpgrade == 3 && $TFS.compromiseWeek == $week-1>>
	<<set $fcnn.push("...Ladies: Do you want dick so much that you want to HAVE a dick? If yes, join the Futanari Sisters today! Learn more at...")>>
<</if>>
<<if $week == 30>>
	<<set $fcnn.push("...is where I'll be when the bombs hit. Survival is my first...")>>
	<<set $fcnn.push("...time to prepare for major shortages is now, since there's no likelihood...")>>
	<<set $fcnn.push("...construction of shelters accelerated last quarter, due to fears...")>>
	<<set $fcnn.push("...major drought across the entire hemisphere shows no signs of...")>>
	<<set $fcnn.push("...medical organization offered no explanation, stating that...")>>
	<<set $fcnn.push("...just ahead, FCNN Special Report: Immortality and You — Breakthroughs in 'Bodyswapping' technology and what they mean for...")>>
<<elseif $week == 50>>
	<<set $fcnn.push("...tested a thermonuclear device of some five megatons last night...")>>
	<<set $fcnn.push("...heavy fighting for the third week in the capital city of...")>>
	<<set $fcnn.push("...economic recovery looking increasingly unlikely in the event of...")>>
	<<set $fcnn.push("...complete exhaustion of safe water reserves across...")>>
	<<set $fcnn.push("...climate refugees streamed across the border despite...")>>
	<<set $fcnn.push("...released a statement today, explaining their refusal to intervene against the pillaging of several Free Cities in Northern...")>>
	<<set $fcnn.push("...denies allegations of ordering last week's combined arms assault on the arcology known as...")>>
	<<set $fcnn.push("...Coming Up: Ghost Cities — The truth about recent surge of depopulated metropolitan areas in...")>>
<<elseif $week == 70>>
	<<set $fcnn.push("...second low-order nuclear detonation in the city of...")>>
	<<set $fcnn.push("...total societal collapse induced by rising sea levels declared today in...")>>
	<<set $fcnn.push("...likelihood of containing Influenza-M was downgraded to a lower...")>>
	<<set $fcnn.push("...threatened immediate use of chemical weapons should those forces not withdraw...")>>
	<<set $fcnn.push("...relief organizations unable to deal with casualties from nuclear exchange between...")>>
	<<set $fcnn.push("...guerrilla fighting intensifies in escalating proxy war between 'Paternalist' and 'Degradationist' Free Cities in the region of...")>>
	<<set $fcnn.push("...Coming Up- FCNN Special Report about the unprecedented scale of slave insurrections across...")>>
	<<set $fcnn.push("...invasive plant growth epidemic contested by persistent droughts in eastern...")>>
<<elseif $week == 90>>
	<<set $fcnn = ["FCNN service has been temporarily suspended. Please stand by."]>>
<</if>>

<<if $secExp == 1>>
	<<include "attackGenerator">>
<</if>>

<<if $rivalOwner == -1>>
	<<goto "P rival initiation">>
<<elseif $slaveRebellion == 1 && $secExp == 1>>
	<<goto "rebellionOptions">>
<<elseif $citizenRebellion == 1 && $secExp == 1>>
	<<goto "rebellionOptions">>
<<elseif $attackThisWeek == 1 && $secExp == 1>>
	<<goto "attackOptions">>
<<elseif $PC.labor == 1>>
	<<goto "SE Player Birth">>
<<elseif ($independenceDay == 1) && (Math.trunc(($week-23)/52) == ($week-23)/52)>>
	<<goto "SE independence day">>
<<elseif ($weddingPlanned > 0)>>
	<<set _wedding = 0>>
	<<if ($weddingPlanned > 0)>>
		<<set _wedding = 1>>
		<<goto "SE wedding">>
	<</if>>
	<<if _wedding == 0>>
		<<set $weddingPlanned = 0, $marrying = []>>
		<<run cashX(10000, "event")>>
		<<goto "Scheduled Event">>
	<</if>>
<<elseif $playerBred == 1 && ($PC.preg == 0 || $PC.preg == -1) && $PC.pregWeek == 0 && $PC.vagina == 1>>
	<<goto "P insemination">>
<<elseif ($retiree != 0)>>
	<<goto "SE retirement">>
<<elseif ($expiree != 0)>>
	<<goto "SE expiration">>
<<elseif ($burstee != 0)>>
	<<set $burst = 0>>
	<<goto "SE Burst">>
<<elseif ($slaveDeath != 0)>>
	<<set $slaveDeath = 0>>
	<<goto "SE Death">>
<<elseif ($birthee != 0)>>
	<<set $birthed = 0>>
	<<goto "SE Birth">>
<<elseif ($FCTVshow == 1)>>
	<<if $week > 50 && $FCTVremote < 2>>
		<<goto "SE FCTV Remote">>
	<<else>>
		<<set $FCTVshow = 0, $activeSlave = 0>>
		<<goto "SE FCTV Watch">>
	<</if>>
<<elseif ($Recruiter != 0 && $recruiterEugenics == 0 && $recruiterProgress >= 13)>>
	<<goto "SE recruiter success">>
<<elseif ($Recruiter != 0 && $recruiterEugenics == 1 && $recruiterProgress >= (13 + ($IntelligenceEugenicsSMR+$HeightEugenicsSMR+$FaceEugenicsSMR)*6))>>
	<<goto "SE recruiter success">>
<<elseif ($customSlaveOrdered == 1)>>
	<<goto "SE custom slave delivery">>
<<elseif ($JFCOrder == 1 && $JFCReorder != 1)>>
	<<goto "JobFulfillmentCenterDelivery">>
<<elseif ($huskSlaveOrdered == 1)>>
	<<goto "SE husk slave delivery">>
<<elseif ($Lurcher != 0) && ($CoursingAssociation != 0) && (Math.trunc($week/4) == ($week/4)) && ($coursed != 1)>>
	<<goto "SE coursing">>
<<elseif ($RaidingMercenaries != 0) && ($week > ($raided + 6))>>
	<<goto "SE raiding">>
<<elseif ((($fighterIDs.length > 1) && ($pitBG == 0)) || (($fighterIDs.length > 0) && ($Bodyguard != 0) && ($pitBG == 1)) || (($pitAnimal > 0) && ($fighterIDs.length > 0)) || (($killChoice == 2))) && ($pitFought == 0)>>
	<<if $pitLethal == 1>><<goto "SE lethal pit">><<else>><<goto "SE nonlethal pit">><</if>>
<<elseif ($bioreactorPerfectedID != 0) && ($bioreactorsAnnounced != 1)>>
	<<goto "P bioreactor perfected">>
<<elseif ($TSS.schoolPresent == 1) && ($TSS.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($GRI.schoolPresent == 1) && ($GRI.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($SCP.schoolPresent == 1) && ($SCP.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($LDE.schoolPresent == 1) && ($LDE.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($TGA.schoolPresent == 1) && ($TGA.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($HA.schoolPresent == 1) && ($HA.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($TCR.schoolPresent == 1) && ($TCR.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($TFS.schoolPresent == 1) && ($TFS.schoolProsperity <= -10)>>
	<<goto "RES Failure">>
<<elseif ($TFS.schoolPresent == 1) && ($organFarmUpgrade != 0) && ($TFS.farmUpgrade == 0)>>
	<<goto "TFS Farm Upgrade">>

/* Nicea */
<<elseif ($nicaea == 1) && ($organFarmUpgrade != 0) && ($TFS.farmUpgrade == 0)>>
	<<goto "TFS Farm Upgrade">>
<<elseif ($nicaeaHeld != 1) && ($arcologies[0].FSChattelReligionist != "unset") && ($nicaeaAnnounceable == 1) && ($nicaeaAnnounced != 1)>>
	<<goto "SE nicaea announcement">>
<<elseif ($nicaeaHeld != 1) && ($arcologies[0].FSChattelReligionist != "unset") && ($nicaeaPreparation == 1)>>
	<<if $nicaeaInvolvement != 0>>
		<<goto "SE nicaea preparation">>
	<<else>>
		<<set $nicaeaPreparation = 0>>
		<<if $plot == 1>><<goto "Nonrandom Event">><<else>><<goto "Random Nonindividual Event">><</if>>
	<</if>>
<<elseif ($nicaeaHeld != 1) && ($arcologies[0].FSChattelReligionist != "unset") && ($nicaeaInvolvement >= 0)>>
	<<set $nicaeaRollA = random(-1,0), $nicaeaRollB = random(-1,0), $nicaeaRollC = random(-1,0)>>
	<<set $nicaeaFocus = either("owners", "slaves")>>
	<<set $nicaeaAssignment = either("please you", "serve the public", "whore")>>
	<<set $nicaeaAchievement = either("devotion", "slaves", "trust")>>
	<<goto "SE nicaea council">>
<<else>>
	<<run delete $JFCReorder>>
	<<goto "Nonrandom Event">>
<</if>>


code:
:: Schoolroom [nobr]

<<set $nextButton = "Back to Main", $nextLink = "Main", $returnTo = "Schoolroom", $showEncyclopedia = 1, $encyclopedia = "Schoolroom", $schoolroomSlaves = $SchlRiIDs.length>>

<<if $schoolroomName != "the Schoolroom">>
	<<set $schoolroomNameCaps = $schoolroomName.replace("the ", "The ")>>
<</if>>
<<schoolAssignmentFilter>>
$schoolroomNameCaps is well-equipped, with wallscreens to display lessons. These are currently
<<switch $schoolroomDecoration>>
<<case "Roman Revivalist">>
	showing the story of a famous Roman slave who sacrificed her life for the life of her <<= properMaster()>>.
<<case "Aztec Revivalist">>
	showing the reenactment of a legendary story of a slave who ascended by offering her blood to the gods, and was granted eternal life.
<<case "Egyptian Revivalist">>
	showing an interpretation of Egyptian history that attributes many great monuments to the enlightened use slave labor.
<<case "Edo Revivalist">>
	showing an interpretation of Japanese cultural history that emphasizes a serf's duty to her social superiors.
<<case "Arabian Revivalist">>
	showing an interpretation of Arabian cultural history that focuses on thriving slave markets and vibrant harems.
<<case "Chinese Revivalist">>
	showing an interpretation of Chinese cultural history that focuses on concubinage, palace etiquette, and social order.
<<case "Chattel Religionist">>
	displaying a passage from the holy book that supports slavery.
<<case "Degradationist">>
	displaying a rote recitation of a slave's proper acceptance of her subhuman status.
<<case "Repopulation Focus">>
	reviewing a number of sexual positions to accommodate a heavily pregnant girl.
<<case "Eugenics">>
	reviewing ways to better your owner's standing intermixed with exaggerated pregnancy horror stories focused on slave pregnancy.
<<case "Asset Expansionist">>
	reviewing techniques that allow two slaves with huge breasts to inspect and moisturize each others' hard to reach areas.
<<case "Transformation Fetishist">>
	offering a brief primer on surgical recovery, with practical techniques to make it quicker.
<<case "Gender Radicalist">>
	going over how to keep one's asspussy ready for intercourse at any time, including how to schedule regular enemata and pre-lubrication.
<<case "Gender Fundamentalist">>
	going over the trifecta that is the standard approach of sex slaves: a blowjob, followed by vaginal, finished with anal.
<<case "Physical Idealist">>
	offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own protein intake.
<<case "Supremacist">>
	reviewing the scientific evidence for $arcologies[0].FSSupremacistRace superiority.
<<case "Subjugationist">>
	reviewing the scientific evidence for $arcologies[0].FSSubjugationistRace inferiority.
<<case "Paternalist">>
	reviewing a lesson on time-management skills, and the students are taking notes on their own tablets.
<<case "Pastoralist">>
	reviewing how to help fellow slaves with huge, lactating breasts.
<<case "Maturity Preferentialist">>
	going over daily sets of exercises designed to keep mature slaves' holes as tight as possible.
<<case "Youth Preferentialist">>
	reviewing social cues that young slaves who have been enslaved through their entire adulthood might not understand.
<<case "Body Purist">>
	offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own caloric intake.
<<case "Slimness Enthusiast">>
	offering a brief primer on the arcology's nutritional system which will allow slaves to double check their own caloric intake.
<<case "Hedonistic">>
	exposing slaves to new, fascinating forms of pleasure; both for others and for themselves.
<<default>>
	reviewing the often complex subject of how to address citizens other that one's owner.
<</switch>>

<<if $schoolroomSlaves > 2>>
	$schoolroomNameCaps is busy with slaves, repeating their lessons out loud to drill the instruction home. A few students are maintaining uncomfortable positions in the corner as punishment for poor work.
<<elseif $schoolroomSlaves > 0>>
	$schoolroomNameCaps is sparsely populated, the few students repeating their lessons out loud to drill the instruction home. One girl is maintaining an uncomfortable position in the corner as punishment for poor work.
<<elseif $Schoolteacher != 0>>
	<<setLocalPronouns $Schoolteacher>>
	$Schoolteacher.slaveName is alone in $schoolroomName, and has nothing to do but work on $his lesson plans.
<<else>>
	None of your slaves are learning in $schoolroomName.
	[[Decommission the schoolroom|Main][$schoolroom = 0, $schoolroomUpgradeSkills = 0, $schoolroomUpgradeLanguage = 0, $schoolroomUpgradeRemedial = 0, $schoolroomDecoration = "standard"]]
<</if>>

<<if $schoolroomSlaves > 0>>
	<<if $Schoolteacher != 0>><<set _X = 1>><<else>><<set _X = 0>><</if>>
	<<set _NewPop = $schoolroomSlaves+$dormitoryPopulation+_X>>
	<<link "Remove all slaves" "Schoolroom">>
		<<if $Schoolteacher != 0>>
			<<= assignJob($Schoolteacher, "rest")>>
		<</if>>
		<<for $schoolroomSlaves > 0>>
			<<= assignJob($slaves[$slaveIndices[$SchlRiIDs[0]]], "take classes")>>
		<</for>>
	<</link>>
	<<if _NewPop > $dormitory>>
		@@.red;Dormitory capacity will be exceeded.@@
	<</if>>
<</if>>

<<set _Tmult0 = Math.trunc($schoolroom*1000*$upgradeMultiplierArcology)>>

$schoolroomNameCaps has room to house $schoolroom slaves while they learn. There <<if $schoolroomSlaves == 1>>is<<else>>are<</if>> currently $schoolroomSlaves <<if $schoolroomSlaves != 1>>s<</if>> learning in $schoolroomName.
[[Expand the schoolroom|Schoolroom][cashX(forceNeg(_Tmult0), "capEx"), $schoolroom += 5, $PC.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>//

<<if $schoolroomUpgradeSkills == 1>>
	$schoolroomNameCaps provides slaves with some intermediate skills, including a solid foundation in sex, efficient and safe prostitution, and the rudiments of courtesanship.
<<else>>
	<<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology)>>
	$schoolroomNameCaps inculcates the basic skills necessary to a sex slave. [[Upgrade the curriculum to cover some intermediate skills|Schoolroom][cashX(forceNeg(_Tmult1), "capEx"), $schoolroomUpgradeSkills = 1]] //Costs <<print cashFormat(_Tmult1)>>//
<</if>>

<<set _Tmult2 = Math.trunc(5000*$upgradeMultiplierArcology*$HackingSkillMultiplier)>>
<<if $schoolroomUpgradeLanguage == 1>>
	$schoolroomNameCaps boasts state of the art linguistic interfaces that allow it to teach the basics of the arcology's lingua franca with increased success.
<<else>>
	$schoolroomNameCaps includes only basic language classes in its curriculum. [[Install advanced linguistic interfaces to efficiently teach the arcology's lingua franca|Schoolroom][cashX(forceNeg(_Tmult2), "capEx"), $schoolroomUpgradeLanguage = 1, $PC.hacking += 0.1]] //Costs <<print cashFormat(_Tmult2)>>//
<</if>>

<<if $schoolroomUpgradeRemedial == 1>>
	$schoolroomNameCaps has been upgraded with advanced teaching tools to help even the stupidest slave learn at an acceptable pace. Intelligent slaves won't learn much faster as a result, but idiots will benefit a great deal.
<<else>>
	$schoolroomNameCaps teaches idiots using standard methods. [[Purchase specialized materials to help stupid slaves learn good|Schoolroom][cashX(forceNeg(_Tmult2), "capEx"), $schoolroomUpgradeRemedial = 1]] //Costs <<print cashFormat(_Tmult2)>>//
<</if>>

<<if $Schoolteacher != 0>>
	<<set $Flag = 2>>
	<<include "Slave Summary">>
<<else>>
	You do not have a slave serving as a Schoolteacher. [[Appoint one|Schoolteacher Select]]
<</if>>

	<button class="tablinks" onclick="opentab(event, 'assign')" id="tab assign">Assign a slave</button>
	<button class="tablinks" onclick="opentab(event, 'remove')" id="tab remove">Remove a slave</button>

		<<if $schoolroomSlaves > 0>>
			<<schoolAssignmentFilter>>
			<<set $Flag = 1>>
			<<include "Slave Summary">>
			<<resetAssignmentFilter>>
		<<else>>

//$schoolroomNameCaps is empty for the moment.
//
		<</if>>

		<<if ($schoolroom <= $schoolroomSlaves)>>
			''$schoolroomNameCaps is full and cannot hold any more slaves''
		<<elseif ($slaves.length > $schoolroomSlaves)>>
			<<resetAssignmentFilter>>
			<<set $Flag = 0>>
			<<include "Slave Summary">>
		<</if>>

<<if ($tabChoice.Schoolroom == "assign")>>

<<else>>

<</if>>

Rename $schoolroomName: <<textbox "$schoolroomName" $schoolroomName "Schoolroom">> //Use a noun or similar short phrase//


code:
:: Schoolroom Report [nobr]

<<SlaveSort $SchlRiIDs>>
<<set _DL = $SchlRiIDs.length, $schoolroomSlaves = _DL, _SL = $slaves.length, _idleBonus = 0, _FLsFetish = 0>>

<<if $schoolroomDecoration != "standard">>
	<<set _devBonus = 1>>
<<else>>
	<<set _devBonus = 0>>
<</if>>

<<if $Schoolteacher != 0>>
	<<set _FLs = $slaveIndices[$Schoolteacher.ID]>>

	<<if ($slaves[_FLs].health < -80)>>
		<<set $slaves[_FLs].health += 20>>
	<<elseif ($slaves[_FLs].health < -40)>>
		<<set $slaves[_FLs].health += 15>>
	<<elseif ($slaves[_FLs].health < 0)>>
		<<set $slaves[_FLs].health += 10>>
	<<elseif ($slaves[_FLs].health < 90)>>
		<<set $slaves[_FLs].health += 7>>
	<</if>>
	<<if ($slaves[_FLs].devotion <= 60)>>
		<<set $slaves[_FLs].devotion++>>
	<</if>>
	<<if ($slaves[_FLs].trust < -30)>>
		<<set $slaves[_FLs].trust++>>
	<</if>>
	<<set $slaves[_FLs].devotion += _devBonus>>
	<<if $slaves[_FLs].livingRules != "luxurious">>
		<<set $slaves[_FLs].livingRules = "luxurious">>
	<</if>>
	<<if $slaves[_FLs].fetishStrength <= 95>>
		<<if $slaves[_FLs].fetish != "dom">>
			<<if fetishChangeChance($slaves[_FLs]) > random(0,100)>>
				<<set _FLsFetish = 1, $slaves[_FLs].fetishKnown = 1, $slaves[_FLs].fetish = "dom">>
			<</if>>
		<<elseif $slaves[_FLs].fetishKnown == 0>>
			<<set _FLsFetish = 1, $slaves[_FLs].fetishKnown = 1>>
		<<else>>
			<<set _FLsFetish = 2, $slaves[_FLs].fetishStrength += 4>>
		<</if>>
	<</if>>
	<<set $Schoolteacher = $slaves[_FLs]>>
	<<setLocalPronouns $Schoolteacher>>
	    $Schoolteacher.slaveName is serving as your Schoolteacher.<<if $Schoolteacher.relationship == -3 && $Schoolteacher.devotion > 50>> As your loving wife, $he tries $his best to teach $his pupils how to please you.<</if>>
	<<if (_FLsFetish == 1)>>
		$He's allowed and even expected to use $his students for $his own sexual gratification, and in their own way $his students are complicit, offering sexual favors for an easier time in the classroom. Before long, $he's running a hungry eye over the tits and asses of new trainees; $he is now @@.lightcoral;more dominant.@@
	<<elseif (_FLsFetish == 2)>>
		Every new student in class is a new target for $his personal educational attention. @@.lightsalmon;$He becomes more dominant.@@
	<</if>>
	<<if setup.schoolteacherCareers.includes($Schoolteacher.career)>>
		$He has experience with students and learning from $his life before $he was a slave, making $him more effective.
		<<set _idleBonus++>>
	<<elseif $Schoolteacher.skill.teacher >= $masteredXP>>
		$He has experience with students and learning from working for you, making $him more effective.
		<<set _idleBonus++>>
	<<else>>
		<<set $slaves[_FLs].skill.teacher += random(1,Math.ceil(($Schoolteacher.intelligence+$Schoolteacher.intelligenceImplant)/15) + 8)>>
	<</if>>
	<<if ($Schoolteacher.visualAge > 35)>>
		$His age earns $him the respect of $his students.
		<<set _idleBonus++>>
	<</if>>
	<<if ($Schoolteacher.intelligence > 15)>>
		$He's intelligent enough to be a good teacher.
		<<set _idleBonus++>>
	<</if>>
	<<if ($Schoolteacher.intelligenceImplant >= 15)>>
		Since $he's educated $himself, $he understands $his students.
		<<set _idleBonus++>>
	<</if>>
	<<if ($Schoolteacher.face > 40)>>
		$His students want to be just like their beautiful teacher.
		<<set _idleBonus++>>
	<</if>>
	<<for _dI = 0; _dI < _DL; _dI++>>
		<<set $i = $slaveIndices[$SchlRiIDs[_dI]]>>
		<<setLocalPronouns $slaves[$i] 2>>
		<<if $Schoolteacher.rivalryTarget == $slaves[$i].ID>>
			Ever since $his <<print rivalryTerm($Schoolteacher)>>, was enrolled, $he began stalking the classroom carrying a large paddle, much to $slaves[$i].slaveName's terror.
			<<set $slaves[$i].devotion -= 4, $slaves[$i].trust -= 4>>
			<<if random(1,100) > 35>>
				<<set $Schoolteacher.rivalry++, $slaves[_FLs].rivalry++, $slaves[$i].rivalry++>>
			<</if>>
		<<elseif $Schoolteacher.relationshipTarget == $slaves[$i].ID>>
			$He dedicates most of $his attention to $his <<print relationshipTerm($Schoolteacher)>>, $slaves[$i].slaveName, making sure _he2 understands that day's lesson.
			<<set $slaves[$i].devotion += 2, $slaves[$i].trust += 2>>
		<<elseif $familyTesting == 1 && areRelated($Schoolteacher, $slaves[$i]) > 0>>
			$He makes sure to spend extra time teaching $his <<print relativeTerm($Schoolteacher.ID,$slaves[$i].ID)>>, $slaves[$i].slaveName.
			<<set $slaves[$i].trust++>>
		<<elseif $Schoolteacher.relationTarget == $slaves[$i].ID && $familyTesting == 0>>
			$He makes sure to spend extra time teaching $his $slaves[$i].relation, $slaves[$i].slaveName.
			<<set $slaves[$i].trust++>>
		<</if>>
	<</for>>
	<<if (_DL < $schoolroom)>>
		<<set _seed = random(1,10)+(($schoolroom-_DL)*(random(150,170)+(_idleBonus*10)))>>
		<<run cashX(_seed, "school", $Schoolteacher)>>

    Since $he doesn't have enough students to occupy all of $his time, $schoolroomName takes in citizens' slaves on a contract basis and $he teaches them too, earning @@.yellowgreen;<<print cashFormat(_seed)>>.@@
	<</if>>
	<<if (_DL > 0)>>

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

<<if (_DL > 0)>>
	    <<if (_DL == 1)>>''There is one slave studying in $schoolroomName.''<<else>>''There are _DL slaves studying in $schoolroomName.''<</if>>
<</if>>

<<if ($Schoolteacher != 0)>>
	<<set $i = _FLs>> /* apply following SA passages to facility leader */
	<<if $showEWD != 0>>

		/* 000-250-006 */
		<<if $seeImages && $seeReportImages>>

			<<SlaveArt $slaves[_FLs] 0 0>>

		<</if>>
		/* 000-250-006 */
		''__@@.pink;$slaves[_FLs].slaveName@@__'' is serving as your Schoolteacher.

		<<= saChoosesOwnClothes($slaves[$i])>>
		<<include "SA rules">>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>

<<include "SA devotion">>
	<<else>>
		<<silently>>
		<<set _chosenClothes = saChoosesOwnClothes($slaves[$i])>>
		<<include "SA rules">>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>
		<<include "SA devotion">>
		<</silently>>
	<</if>>
	<<set $Schoolteacher = $slaves[_FLs]>>
<</if>>

<<set _restedSlaves = 0>>
<<for _dI = 0; _dI < _DL; _dI++>>
	<<set $i = $slaveIndices[$SchlRiIDs[_dI]]>>
	<<setLocalPronouns $slaves[$i] 2>>
	<<set $slaves[$i].devotion += _devBonus>>
	<<if ($slaves[$i].health < -80)>>
		<<set $slaves[$i].health += 20>>
	<<elseif ($slaves[$i].health < -40)>>
		<<set $slaves[$i].health += 10>>
	<<elseif ($slaves[$i].health < 0)>>
		<<set $slaves[$i].health += 7>>
	<<elseif ($slaves[$i].health < 90)>>
		<<set $slaves[$i].health += 3>>
	<</if>>
	<<if $slaves[$i].livingRules != "normal">>
		<<set $slaves[$i].livingRules = "normal">>
	<</if>>
	/% Education done? Has to be here before we run the SA's or there will be double entries for slave %/
	<<if $slaves[$i].fetish == "mindbroken">>
		<<= removeJob($slaves[$i], "learn in the schoolroom")>>
		<<set _restedSlaves++, _dI--, _DL-->>
		<<continue>>
	<<else>>
		<<if ($slaves[$i].intelligenceImplant >= 30)>>
		<<if ($slaves[$i].voice == 0) || ($slaves[$i].accent <= 1) || (($schoolroomUpgradeLanguage == 0) && ($slaves[$i].accent <= 2))>>
		<<if ($slaves[$i].skill.oral > 30) || (($schoolroomUpgradeSkills == 0) && ($slaves[$i].skill.oral > 10))>>
		<<if ($slaves[$i].skill.whoring > 30) || (($schoolroomUpgradeSkills == 0) && ($slaves[$i].skill.whoring > 10))>>
		<<if ($slaves[$i].skill.entertainment > 30) || (($schoolroomUpgradeSkills == 0) && ($slaves[$i].skill.entertainment > 10))>>
		<<if ($slaves[$i].skill.anal > 30) || (($schoolroomUpgradeSkills == 0) && ($slaves[$i].skill.anal > 10))>>
		<<if ($slaves[$i].skill.vaginal > 30) || (($schoolroomUpgradeSkills == 0) && ($slaves[$i].skill.vaginal > 10)) || ($slaves[$i].vagina < 0)>>

''__@@.pink;$slaves[$i].slaveName@@__'' can learn little from further classes, so @@.yellow;_his2 assignment has defaulted to rest.@@
			<<= removeJob($slaves[$i], "learn in the schoolroom")>>
			<<set _restedSlaves++, _dI--, _DL-->>
			<<continue>>
		<</if>>
		<</if>>
		<</if>>
		<</if>>
		<</if>>
		<</if>>
		<</if>>
	<</if>>
	<<if $showEWD != 0>>

		/* 000-250-006 */
		<<if $seeImages && $seeReportImages>>

				<<SlaveArt $slaves[$i] 0 0>>

		<</if>>
		/* 000-250-006 */
		<<setLocalPronouns $slaves[$i]>>
		''__@@.pink;$slaves[$i].slaveName@@__''
		<<if $slaves[$i].choosesOwnAssignment == 2>>
			<<include "SA chooses own job">>
		<<else>>
			is studying in $schoolroomName.
		<</if>>

    $He <<include "SA take classes">>

		<<= saChoosesOwnClothes($slaves[$i])>>
		<<include "SA rules">>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>

<<include "SA devotion">>
	<<else>>
		<<silently>>
		<<include "SA chooses own job">>
		<<include "SA take classes">>
		<<set _chosenClothes = saChoosesOwnClothes($slaves[$i])>>
		<<include "SA rules">>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>
		<<include "SA devotion">>
		<</silently>>
	<</if>>
<</for>>
<<if (_restedSlaves > 0)>>

	<<if (_restedSlaves == 1)>>
		One slave has
	<<else>>
		_restedSlaves slaves have
	<</if>>
	@@.green;learned@@ all they can, and will be released from the schoolroom before the end of the week.
<</if>>
<<if $schoolroomDecoration != "standard">>

    $schoolroomNameCaps's $schoolroomDecoration atmosphere @@.hotpink;has a minor impact on the students.@@
<</if>>
<<if _DL > 0 || $Schoolteacher != 0>>

<</if>>


code:
:: Schoolteacher Select [nobr]

<<set $nextButton = "Back", $nextLink = "Schoolroom", $showEncyclopedia = 1, $encyclopedia = "Schoolteacher">>
<<showallAssignmentFilter>>
<<if ($Schoolteacher != 0)>>
	<<set $Schoolteacher = getSlave($Schoolteacher.ID)>>
	<<setLocalPronouns $Schoolteacher>>
	''__@@.pink;<<= SlaveFullName($Schoolteacher)>>@@__'' is serving as your Schoolteacher.

$He will help teach your slaves.
<<else>>
	You have not selected a Schoolteacher.
<</if>>

''Appoint a Schoolteacher from your devoted slaves:''

[[None|Schoolteacher Workaround][$i = -1]]

<<assignmentFilter>>

	<<showallAssignmentFilter>>
	<<include "Slave Summary">>
	<<resetAssignmentFilter>>


code:
:: Schoolteacher Workaround [silently]

<<if $Schoolteacher != 0>>
	<<= removeJob($Schoolteacher, "be the Schoolteacher")>>
<</if>>
<<if $i > -1>>
	<<= assignJob($slaves[$i], "be the Schoolteacher")>>
	<<set $slaves[$i].livingRules = "luxurious">>
	<<set $Schoolteacher = $slaves[$i]>>
<</if>>

<<goto "Schoolroom">>


code:
:: SE Birth [nobr]

/*
Refactoring this passage. Main idea for structure:

1. Making all checks about where and how slave give birth (health too).
2. Showing scene (widget with preparations)
3. Make calculation of birth process. All live babies will be added to slave property .curBabies as array. They will be in it as long as slave not give next birth. Enough time for any processing.
4. Showing scene of birth based on calculation (broodmother and normal is merged in one scene, just with variations).
5. Dealing with babies — they are in separate array, no need to mess with mother .pregType or .preg now.
6. Setting up postpartum
7. Dealing with mother critical states.

I need to break single passage to several widgets, as it's been overcomplicated monster with too many nested if's — true horror for me. :) At least for testing and bugfixing time, later it can be merged back, if needed for processing speed up.

*/
<<set $nextButton = "Continue">>
<<set $nextLink = "Scheduled Event">>

<<if $legendaryWombID != 0>>
	<<set $legendaryWombID = 0>>
<</if>>

<<for $i = 0; $i < $slaves.length; $i++>>
	<<if $slaves[$i].labor == 1>>
		<<if ndef $slaves[$i].counter.laborCount>>
			<<set $slaves[$i].counter.laborCount = 0>>
			<<if $slaves[$i].counter.birthsTotal > 0 && $slaves[$i].counter.laborCount == 0>>
				<<set $slaves[$i].counter.laborCount = $slaves[$i].counter.birthsTotal>> /*we do not have a way to know multiples birth count for backward compatibility code. :( */
			<</if>>
		<</if>>
		<<set $dispositionId = _.uniqueId('babyDisposition-')>>
		Birth report: @@.coral;<<= SlaveFullName($slaves[$i])>>@@

		<<seBirthPreCheck>>
		<<seBirthPreScene>>
		<<if $slaveDead != 1>>
			<<seBirthCalc>>
			<<seBirthMainScene>>
			<<seBirthBabies>>
			<<if $DefaultBirthDestination != "individually decided fates" && $universalRulesChildrenBecomeBreeders < 1>>
				$His <<if _curBabies > 1>>babies were<<else>>baby was<</if>> sent to $DefaultBirthDestination. $slaves[$i].slaveName
				<<switch $DefaultBirthDestination>>
					<<case "an orphanage">>
						<<if $slaves[$i].devotion > 95>>
							worships you so completely that $he will not resent this.
						<<elseif $slaves[$i].devotion > 50>>
							is devoted to you, but $he will @@.mediumorchid;struggle to accept this.@@
							<<set $slaves[$i].devotion -= 2>>
						<<elseif $slaves[$i].devotion > 20>>
							has accepted being a sex slave, but $he will @@.mediumorchid;resent this intensely.@@
							<<set $slaves[$i].devotion -= 3>>
						<<else>>
							will of course @@.mediumorchid;hate you for this.@@
							<<set $slaves[$i].devotion -= 4>>
						<</if>>
						<<set $slaveOrphanageTotal += _curBabies>>
					<<case "a citizen school">>
						<<if $slaves[$i].devotion > 95>>
							loves you already, but <<print $he>>'ll @@.hotpink;love you even more@@ for this.
						<<elseif $slaves[$i].devotion > 50>>
							knows about these and will be @@.hotpink;overjoyed.@@ $He will miss $his child<<if _curBabies > 1>>ren<</if>>, but $he expected that.
						<<elseif $slaves[$i].devotion > 20>>
							will naturally miss $his child<<if _curBabies > 1>>ren<</if>>, but will @@.hotpink;take comfort@@ in the hope that $his offspring will have a better life.
						<<else>>
							will naturally retain some resentment over being separated from $his child<<if _curBabies > 1>>ren<</if>>, but this should be balanced by hope that $his offspring will have a better life.
						<</if>>
						<<set $slaves[$i].devotion += 4, $citizenOrphanageTotal += _curBabies>>
					<<case "a private school">>
						<<if $slaves[$i].devotion > 95>>
							will @@.hotpink;worship you utterly@@ for this.
						<<elseif $slaves[$i].devotion > 50>>
							understands that this is the best possible outcome for the offspring of slave, and will be @@.hotpink;overjoyed.@@
						<<elseif $slaves[$i].devotion > 20>>
							will miss $his child<<if _curBabies > 1>>ren<</if>>, but will be @@.hotpink;very grateful,@@ since <<print $he>>'ll understand this is the best possible outcome for a slave mother.
						<<else>>
							will resent being separated from $his child<<if _curBabies > 1>>ren<</if>>, but @@.hotpink;should understand and be grateful@@ that this is the best possible outcome here.
						<</if>>
						The child<<if _curBabies > 1>>ren<</if>> will be raised privately, with expert care and tutoring, an expensive proposition.
						<<set $slaves[$i].devotion += 6, $privateOrphanageTotal += _curBabies>>
					<<case "breeder schools">>
						<<if $slaves[$i].fetish == "mindbroken" || $slaves[$i].fuckdoll > 0>>
							has few thoughts about the matter.
						<<elseif $slaves[$i].devotion > 95>>
							loves you already, but $he'll @@.hotpink;love you even more@@ for this. $He can't wait to see $his child<<if _curBabies > 1>>ren<</if>> proudly furthering your cause.
							<<set $slaves[$i].devotion += 4>>
						<<elseif $slaves[$i].devotion > 50>>
							heard about these and will be @@.hotpink;happy that $his child<<if $slaves[$i].pregType > 1>>ren<</if>> will have a purpose in your society other than slavery.@@ $He will miss $his child<<if $slaves[$i].pregType > 1>>ren<</if>>, but $he expected that.
							<<set $slaves[$i].devotion += 4>>
						<<elseif $slaves[$i].devotion > 20>>
							will naturally miss $his child<<if _curBabies > 1>>ren<</if>>, but will is broken enough to hope that $his offspring will have a better life, or at least an enjoyable one.
						<<else>>
							will of course @@.mediumorchid;hate you for this.@@ The mere thought of $his <<if $minimumSlaveAge > $fertilityAge>>$minimumSlaveAge<<else>>$fertilityAge<</if>> year old daughter<<if _curBabies > 1>>s<</if>> swollen with life, and proud of it, fills $him with @@.gold;disdain.@@
							<<set $slaves[$i].devotion -= 4, $slaves[$i].trust -= 4>>
						<</if>>
						<<set $breederOrphanageTotal += _curBabies>>
					<<case "the market">>
						<<if $slaves[$i].prestige > 1 || $slaves[$i].pornPrestige > 2>>
							<<set _babyCost = random(-12,100)>>
							<<if $slaves[$i].prematureBirth > 0>><<set _babyCost = random(-32,40)>><</if>>
						<<else>>
							<<set _babyCost = random(-12,12)>>
							<<if $slaves[$i].prematureBirth > 0>><<set _babyCost = -45>><</if>>
						<</if>>
						$His <<if _curBabies > 1>>babies<<else>>baby<</if>> were sold for <<if _curBabies > 1>>a total of <</if>>@@.yellowgreen;<<print cashFormat(_curBabies*(50+_babyCost))>>.@@<<if $slaves[$i].prematureBirth == 1>> A low price due to the added costs of caring for them.<</if>>
						<<if $slaves[$i].devotion > 95>>
							$He adheres to your thoughts so strongly that even though you backed out of caring for $his child<<if _curBabies > 1>>ren<</if>>, $he still truly believes you are doing $him an honor.
						<<elseif $slaves[$i].devotion > 50>>
							$He is @@.mediumorchid;deeply hurt@@ by your sudden decision to sell $his child<<if _curBabies > 1>>ren<</if>> instead of having <<if _curBabies > 1>>them<<else>>it<</if>> cared for. $His trust in your words @@.gold;wavers@@ as $he thinks of $his child<<if _curBabies > 1>>ren<</if>>'s future.
							<<set $slaves[$i].trust -= 5, $slaves[$i].devotion -= 5>>
						<<elseif $slaves[$i].devotion > 20>>
							$He is @@.mediumorchid;devastated@@ by your sudden decision to sell $his child<<if _curBabies > 1>>ren<</if>> instead of having <<if _curBabies > 1>>them<<else>>it<</if>> cared for. $His mind struggles to comprehend @@.gold;such betrayal.@@
							<<set $slaves[$i].trust -= 10, $slaves[$i].devotion -= 10>>
						<<else>>
							For a moment, $he saw a glimmer of good in you; @@.mediumorchid;$he was clearly wrong.@@ $His mind struggles to comprehend @@.gold;why $he could ever even thing of trusting such a person.@@
							<<set $slaves[$i].trust -= 30, $slaves[$i].devotion -= 30>>
						<</if>>
						<<run cashX(_curBabies*(50+_babyCost), "babyTransfer")>>
				<</switch>>
			<</if>>
			<<seBirthPostpartum>>
			<<seBirthCritical>>
			<<set $slaves[$i].labor = 0>>
			<<set $slaves[$i].induce = 0>>
			<<set $slaves[$i].counter.laborCount++>>
		<<else>>
			<<set $activeSlave = $slaves[$i]>>
			<<= removeActiveSlave() >>
			<<set $slaveDead = 0>>
		<</if>>

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

<<set $reservedChildren = FetusGlobalReserveCount("incubator")>>
<<set $reservedChildrenNursery = FetusGlobalReserveCount("nursery")>>

<<set $birthee = 0>>
<<set $birthed = 0>>