code:
:: Sea Beach [nobr]
<<set $outside to 1>><<set $location to "beach">><<water>><<effects>><<set $bus to "seabeach">>

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

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

<</if>>

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

<</if>>

<<if $stress gte 10000>>
<<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsseabeach>>
	<<else>>

<<if $exposed lte 0 or $daystate is "night">>
<<link [[Leave the water (0:02)|Beach]]>><<pass 2>><</link>>

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

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

<</if>>

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

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<searocks>><<swimmingdifficultytext0>>

<<seadocks>><<swimmingdifficultytext0>>

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

<<set $eventskip to 0>>

:: Sea Rocks [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "searocks">>

You are swimming in the sea near some rocks, west of the beach.
<<if $daystate is "night">>
	<<if $weather is "rain">>
The dark water is hammered by rain all around you.
	<<else>>
The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
The surface is agitated by the deluge of rain.
	<<else>>
The water is calm and clear.
	<</if>>
<</if>>

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

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

<</if>>

<<if $stress gte 10000>>
<<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>

<<link [[Climb onto the rocks (0:02)|Rocks]]>><<pass 2>><</link>>

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

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seabeach>><<swimmingdifficultytext0>>

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

<<set $eventskip to 0>>

:: Rocks [nobr]
<<set $outside to 1>><<set $location to "sea">><<effects>>

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

There's a sheltered space atop one of the rocks.

<<storeactions "beachrocks">>

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

	<<if $rng gte 91 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small sea urchins have latched to your teats. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.
<<parasite nipples urchin>><<garousal>><<arousal 6>>

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

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

	<<if $rng gte 91 and $parasite.penis.name is undefined and $penisexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small sea urchin has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
<<parasite penis urchin>><<garousal>><<arousal 6>>

	<<elseif $rng gte 91 and $parasite.clit.name is undefined and $vaginaexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small sea urchin has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
<<parasite clit urchin>><<garousal>><<arousal 6>>

	<</if>>

<</if>>

<<if $stress gte 10000>>
<<passoutbeach>>
<<else>>

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

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

<</if>>

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

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

:: Sea Docks [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "seadocks">>

You are swimming in the sea near the docks, east of the beach.
<<if $daystate is "night">>
	<<if $weather is "rain">>
The dark water is hammered by rain all around you.
	<<else>>
The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
The surface is agitated by the deluge of rain.
	<<else>>
The docks bustle with activity. The water is calm and clear.
	<</if>>
<</if>>

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

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

<</if>>

<<if $stress gte 10000>>
<<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>

<<link [[Climb onto the docks (0:02)|Mer Street]]>><<pass 2>><</link>>

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

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seabeach>><<swimmingdifficultytext0>>

<<seacliffs>><<swimmingdifficultytext100>>

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

<<set $eventskip to 0>>

:: Sea Cliffs [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "seacliffs">>

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

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

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

<</if>>

<<if $stress gte 10000>>
<<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>
		<<set $swimmingdifficulty to random(1,100)>><<swimmingcheck>>
		<<if $swimmingcheck is "fail">>
		You try to swim against the tide, but it's too strong for you. You are swept out to sea.

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

		<<elseif $swimmingcheck is "pass">>

<<link [[Practice swimming (0:30)|Sea Cliffs]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>><<swimmingdifficultytext100>>

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seadocks>><<swimmingdifficultytext0>>

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

<<set $eventskip to 0>>

:: Sea [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "sea">>

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

	<<if $stress gte 10000>>
	<<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,100)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

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

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<set $sea += 10>><<pass 10>><<tiredness 2>><</link>><<gtiredness>><<swimmingdifficultytext100>>

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

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

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

	<<if $stress gte 10000>>
	<<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,100)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

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

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext200>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext100>>

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

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

	<<if $stress gte 10000>>
	<<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,200)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

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

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext300>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext100>>

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

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

	<<if $stress gte 10000>>
	<<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,300)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

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

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext400>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext200>>

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

<<elseif $sea gte 100>><<set $sea to 100>>
	You are swimming in the sea. You can see the town on the horizon.<<physique>>

	<<if $stress gte 10000>>
	<<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,400)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

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

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext300>>

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

<<set $eventskip to 0>>


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

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

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

<<elseif $daystate isnot "night" and $weather is "rain">>

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

<<elseif $daystate isnot "night">>

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

<<else>>

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

<</if>>

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

<<widget "eventssea">><<nobr>>

	<<if $rng gte 91>>
		<<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>>
	<<elseif $rng gte 81>>
		<<sea1>>
	<<elseif $rng gte 71>>
		<<searape>>
	<<elseif $rng gte 51>>
		<<sea5>>
	<<elseif $rng gte 36>>
		<<seatangle>>
	<<else>>
		<<sea2>>
	<</if>>

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

<<widget "eventdeepsea">><<nobr>>

	<<if $rng gte 86>>
		<<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>>
	<<elseif $rng gte 71>>
		<<sea1>>
	<<elseif $rng gte 56>>
		<<sea4>>
	<<elseif $rng gte 41>>
		<<seavore>>
	<<elseif $rng gte 25>>
		<<sea5>>
	<<else>>
		<<seatentacles>>
	<</if>>

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

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

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

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

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

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

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

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

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

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

<<link [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</link>>
<<else>>
Three dolphins swim up to you and nudge you playfully. You pet them back. <<lstress>><<ltrauma>><<stress -12>><<trauma -6>>

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

	<</if>>

<<destinationeventend>>
<</if>>

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

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

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

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

<<destinationeventend>>

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

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

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

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

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

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

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

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

<<widget "sea5">><<nobr>>

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

	You feel something soft touch your <<genitalsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<<elseif $squidcount is 1>>

	You feel something soft touch your <<breastsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<<elseif $squidcount is 2>>

	You feel something soft touch your <<breastsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<<elseif $squidcount is 3>>

	You feel something soft touch your <<bottomstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<<else>>

	You feel something soft touch your skin. You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<</if>>

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

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

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

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

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

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

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

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

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

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

<<destinationeventend>>

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

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

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

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

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

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

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

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

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

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

<<widget "seabeachquick">><<nobr>>

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

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

<<widget "seabeacheventend">><<nobr>>

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

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

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

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

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

<<widget "seadocksquick">><<nobr>>

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

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

<<widget "seadockseventend">><<nobr>>

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

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

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

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

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

<<widget "seacliffsquick">><<nobr>>

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

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

<<widget "seacliffseventend">><<nobr>>

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

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

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

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

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

<<widget "seamovequick">><<nobr>>

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

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

<<widget "seamoveeventend">><<nobr>>

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

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

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

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

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

<<widget "searocksquick">><<nobr>>

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

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

<<widget "searockseventend">><<nobr>>

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

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

repo_name: GayKitten/degrees

license: mit


code:
:: Clothing Shop [nobr]
<<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>>
<<set $outside to 0>><<set $location to "town">><<effects>>

You are in the clothing shop. It has a large selection of ordinary clothes, but you'll need to go elsewhere if you're looking for something exotic.

<<if $stress gte 10000>>
<<passoutshop>>
<<else>>
<<if $hour is 21>>
It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

<<if $exposed lte 0>>
<<link [[Go Outside|High Street]]>><</link>>

<<else>>
<<link [[Hide until it's over (1:00)|Clothing Shop]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<tryOnStats>>

<<if $daystate is "night">>
You are alone in the darkness.

<<elseif $exposed gte 1>>
You are hiding within a clothing stand to protect your dignity.

<</if>>

[[View outfits|Outfit Shop]]

[[View tops|Top Shop]]

[[View bottoms|Bottom Shop]]

[[View under outfits|Under Outfit Shop]]

[[View under tops|Under Top Shop]]

[[View under bottoms|Under Bottom Shop]]

[[View Head Accessories|Head Shop]]

[[View Face Accessories|Face Shop]]

[[View Neck Accessories|Neck Shop]]

[[View Legwear|Legs Shop]]

[[View Shoes|Shoe Shop]]

<<if $clothingrebuy is 1>>
[[Disable automatic clothing Rebuy|Rebuy Shop]]

<<else>>
[[Enable automatic clothing rebuy|Rebuy Shop]]

<</if>>

<<if $daystate is "night" and $hour isnot 21 and $clothingshoptheft isnot 1>>
<<link [[Examine the cash register|Clothing Shop Register]]>><</link>>

<</if>>

<<if $daystate is "night" or $tryOn.value is 0>>
	<<link[[Leave|Shopping Centre Top]]>><<ShowUnderEquip>><<set $tryOn.autoReset to true>><</link>>

<<elseif $tryOn.value gt 0>>
	<<link[[Return clothes|$passage]]>><<clothingReset>><</link>>

	<<if $tryOn.value lt $money>>
		<<link[[Buy clothes|$passage]]>><<buyTryOnClothes "wear">><</link>>

		<<link[[Buy clothes and send to wardrobe|$passage]]>><<buyTryOnClothes "wardrobe">><</link>>

	<</if>>
	<<link[[Leave with stolen clothes|Stolen Clothing Shop Result]]>><</link>>

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

:: Clothing Shop Sneak [nobr]
<<set $outside to 0>><<effects>><<set $lock to 0>>

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Clothing Shop]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Shopping Centre Top]]>><</link>>

:: Rebuy Shop [nobr]
<<set $outside to 0>><<effects>>

<<if $clothingrebuy is 1>>

Disabling clothing rebuy will deactivate the chips in all your clothing. They will no longer attempt to buy replacements when destroyed, and will not charge you anything.

Would you like to disable automatic clothing rebuy?

<<link [[Yes|Clothing Shop]]>><<set $clothingrebuy to 0>><</link>>

<<else>>

Enabling clothing rebuy will activate chips in all your clothing. When damaged beyond repair, the clothes automatically order a replacement. The cost is the price of the garment, plus an additional 50% service fee. This will not work if you don't have enough money, which will be deducted immediately.

Would you like to enable this?

<<link [[Yes|Clothing Shop]]>><<set $clothingrebuy to 1>><</link>>

<</if>>
<<link [[No|Clothing Shop]]>><</link>>

:: Outfit Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<uppershopbuy>>
	<<else>>
		<<uppershopbuy "reset">>
	<</if>>
<<else>>
	<<uppershopbuy "reset">>
<</if>>
<<outfitshop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Top Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<uppershopbuy>>
	<<else>>
		<<uppershopbuy "reset">>
	<</if>>
<<else>>
	<<uppershopbuy "reset">>
<</if>>
<<uppershop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Bottom Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<lowershopbuy>>
	<<else>>
		<<lowershopbuy "reset">>
	<</if>>
<<else>>
	<<lowershopbuy "reset">>
<</if>>
<<lowershop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Under Outfit Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<underuppershopbuy>>
	<<else>>
		<<underuppershopbuy "reset">>
	<</if>>
<<else>>
	<<underuppershopbuy "reset">>
<</if>>
<<underoutfitshop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Under Top Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<underuppershopbuy>>
	<<else>>
		<<underuppershopbuy "reset">>
	<</if>>
<<else>>
	<<underuppershopbuy "reset">>
<</if>>
<<underuppershop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Under Bottom Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<underlowershopbuy>>
	<<else>>
		<<underlowershopbuy "reset">>
	<</if>>
<<else>>
	<<underlowershopbuy "reset">>
<</if>>
<<underlowershop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Head Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<headshopbuy>>
	<<else>>
		<<headshopbuy "reset">>
	<</if>>
<<else>>
	<<headshopbuy "reset">>
<</if>>
<<headshop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Face Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<faceshopbuy>>
	<<else>>
		<<faceshopbuy "reset">>
	<</if>>
<<else>>
	<<faceshopbuy "reset">>
<</if>>
<<faceshop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Neck Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<neckshopbuy>>
	<<else>>
		<<neckshopbuy "reset">>
	<</if>>
<<else>>
	<<neckshopbuy "reset">>
<</if>>
<<neckshop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Legs Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<legsshopbuy>>
	<<else>>
		<<legsshopbuy "reset">>
	<</if>>
<<else>>
	<<legsshopbuy "reset">>
<</if>>
<<legsshop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>

:: Shoe Shop [nobr]
<<set $outside to 0>><<effects>>

<input type="button" value="DEFAULT OPTIONS" onclick="SugarCube.Wikifier.wikifyEval('<<shopDefaultOptionsToggle>>');">

	<<shopDefaultOptions>>

<<if $clothes_choice and $clothes_choice_previous>>
	<<if $clothes_choice is $clothes_choice_previous>>
		<<feetshopbuy>>
	<<else>>
		<<feetshopbuy "reset">>
	<</if>>
<<else>>
	<<feetshopbuy "reset">>
<</if>>
<<feetshop>>

<<link [[Back to shop|Clothing Shop]]>><<unset $clothes_choice>><</link>>


code:
:: Shopping Centre Top [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $daystate is "day">>
You are on the top level of the shopping centre. It's not so busy up here, but you can hear a throng on the level below.

<<elseif $daystate is "dusk">>You are on the top level of the shopping centre. The shops are still open, but there are fewer people around as it nears closing time.

<<elseif $daystate is "dawn">>
You are on the top level of the shopping centre. The shops are opening but it's not yet busy.

<<elseif $daystate is "night">>
The building is closed for the night and seemingly deserted. It's probably illegal to be here right now.
<</if>>

<<if $phase is 1>>
<<set $phase to 0>>
You search through the cart. The only thing that might help is a small waist apron.

<<link [[Take it|Shopping Centre Top]]>><<lowerwear 4>><</link>>

<<link [[Leave it|Shopping Centre Top]]>><</link>>

<<else>>

<<if $stress gte 10000>>
<<passoutshop>>
<<else>>
<<if $hour is 21>>
It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

<<if $exposed lte 0>>
<<link [[Go Outside|High Street]]>><</link>>

<<else>>
<<link [[Hide until it's over (1:00)|Shopping Centre Top]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if $exposed gte 2>>
You feel so vulnerable with your privates exposed.
	<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
	<</if>>
	<<if $daystate is "night">>
	You must admit though that standing unclad in this often-crowded space is exhilarating. Still, you must find a way to fix your predicament.

	<<clothingshopicon>><<link [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>

	<<tailoricon>><<link [[Tailor Shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>

	<<link [[Main floor (0:02)|Shopping Centre]]>><<pass 2>><</link>>

	<<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>

	<<else>>
	You cower behind a maintenance door away from prying eyes. There's a staircase here leading to the roof. There's also a cart full of cleaning tools, perhaps you could find something to cover yourself in there?

	<<link [[Search cart (0:01)|Shopping Centre Top]]>><<pass 1>><<set $phase to 1>><</link>>

	<<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>
	<</if>>

<<elseif $exposed gte 1>>
You are dressed really inappropriately for public!
	<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
	<</if>>
	<<if $daystate is "night">>
	Fortunately there's no one around to see you in this state. Still, you must find a way to fix your predicament.

	<<clothingshopicon>><<link [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>

	<<tailoricon>><<link [[Tailor Shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>

	<<link [[Main floor (0:02)|Shopping Centre]]>><<pass 2>><</link>>

	<<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>

	<<else>>
	You are hiding behind an ajar maintenance door. You know there's a clothing shop nearby. You could make a run for it, but you're bound to be seen. There's also a staircase to the roof.

	<<link [[Dash to the clothing Shop (0:01)|Clothing Shop]]>><<pass 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>

	<</if>>

<<else>>

	<<if $daystate is "night">>
	<<clothingshopicon>><<link [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>

	<<tailoricon>><<link [[Tailor Shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>

	<<else>>
	<<clothingshopicon>><<link [[Clothing Shop (0:01)|Clothing Shop]]>><<pass 1>><</link>>

	<<tailoricon>><<link [[Tailor (0:01)|Tailor Shop]]>><<pass 1>><</link>>

	<</if>>

	<<link [[Go onto the roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>

	<<link [[Go downstairs (0:02)|Shopping Centre]]>><<pass 2>><</link>>

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

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

:: Widgets Passout Shop [widget]
<<widget "passoutshop">><<nobr>>
[[Everything fades to black...|Passout Shop]]
<</nobr>><</widget>>

:: Passout Shop [nobr]
You've pushed yourself too much.

<<passout>>
<<set $dangershop to 0>>
<<set $safeshop to 0>>
<<set $danger to random(1, 10000)>>

<<if $danger gte (9900 - $allure)>><<set $dangershop to random(1, 2)>><</if>>

<<if $danger lt (9900 - $allure)>><<set $safeshop to 1>><</if>>

<<if $dangershop is 1>>
[[Wake up|Abduction Shop]]
<<elseif $dangershop is 2>>
<<link [[Wake up|Molestation Shop]]>><<set $molestationstart to 1>><</link>>
<</if>>

<<if $safeshop is 1>><<ambulance>><</if>>

<<pass 1 hour>>

<<set $trauma +=10>><<set $stress -= 2000>>

:: Abduction Shop [nobr]
<<set $outside to 0>><<effects>>

<<if $phase is 0>><<set $phase to 1>>
<<set $drugged += 180>>
<<lowerruined>>
<<upperruined>>
<<underruined>>

<<underupperwear 1>>
<<underlowerwear 2>>

<<generate1>><<generate2>>
You feel light-headed as you regain consciousness. Your vision clears, and you find yourself facing out a window onto the High Street. You cannot move an inch, but you're stood upright. You feel straps against your skin, they must be holding you steady. They're also contorting your limbs into a specific pose; your hands are resting on your hips and your head is cocked to one side.

Once your bewilderment subsides, you notice you are wearing nothing but a string bikini. The implication suddenly dawns on you when a young blond woman stops in front of the window and stares. You feel blood rush to your face at the humiliation, but she moves on without a flicker of realisation on her face.

<<link [[Next|Abduction Shop]]>><<pass 1 hour>><<set $trauma += 20>><</link>>

<<elseif $phase is 1>>

An hour passes without event. More people look at you through the window but none realise you aren't a mannequin. Most people just pass you by without a glance.

You feel less groggy now, and can even twitch a bit. You'll regain control of your body soon, but that still leaves the straps.

Your musing is interrupted by a gentle prod on your backside. A <<person1>><<person>> walks in front of you. <<His>> eyes explore up and down your body, lingering on your bikini bottoms. <<He>> reaches a hand out.

<<link [[Try to say stop|Abduction Shop]]>><<set $trauma += 20>><<set $phase to 2>><</link>>

<<link [[Remain silent|Abduction Shop]]>><<set $trauma += 20>><<set $phase to 3>><</link>>

<<elseif $phase is 2>>

You can barely murmur, but it's enough. Startled, the <<person>> cries out and runs away. A moment later you hear another voice<<person2>> laugh. "A mannequin spoke?" <<he>> says. "You have an overactive imagination." A pair of hands clasp round your shoulders and spin you to face the inside of the shop. You see the <<person1>><<person>> along with a <<person2>><<person>> watching you.

"Hey sexy doll," the <<person>> prods your waist. Prods a little too hard; the force upsets your balance and you fall to the ground. The <<person1>><<person>> bursts into laughter.

Looking somewhat sheepish, the <<person2>><<person>> picks you up and tries to put you back into position. It's not an easy job to get you stable. Thinking you an object, <<he>> callously manhandles you, gripping you by whichever part of your body <<he>> thinks will help until <<he>> gets you to stay upright.

<<set $arousal += 200 * $breastsensitivity>>

Satisfied, <<he>> and the <<person1>><<person>> leave you be.

<<link [[Next|Abduction Shop]]>><<pass 2 hours>><<set $trauma += 40>><<set $phase to 4>><</link>>

<<elseif $phase is 3>>
<<lowerstrip>>

<<He>> prods your <<genitals>> through the thin fabric of the bikini. Curiosity unsated, <<he>> yanks the bikini bottoms, which easily come loose and fall to the ground. With your <<genitals>> exposed for all to see, <<he>> recommences <<his>> investigation into your private area. Before <<he>> becomes too confident a voice calls out, "What are you doing to that mannequin," it says. "You're such a pervert." Startled, the <<person>> ceases his adventure and moves away from you.

<<set $arousal += 400 * $genitalsensitivity>>

<<link [[Next|Abduction Shop]]>><<pass 2 hours>><<set $trauma += 40>><<set $phase to 5>><</link>>

<<elseif $phase is 5>>
<<set $phase to 0>>

You continue waiting, only now with your <<genitals>> on display. People react much the same way as before, only eyes now linger on your exposed <<genitalsstop>> A few people giggle.

After two hours you feel your focus has returned, but the tight straps and forced position have made you physically sore. You are considering trying to loosen your bonds when you are lifted from behind and carried into a back room.

As you are placed on the ground your bearer is revealed to be a tall man in his thirties. He talks while undoing your bindings. "Sorry for the short notice! The missing mannequin has shown up, so your services are no longer needed. You did a fine job though! Your payment is on the table there. You can keep the bikini too, it looks good on you." After removing your bindings he leaves the room, shutting the door behind him.

True to his word, there's £15 on the table, along with a bottle of water, a muffin with some sort of fruit in it, and the bottoms that were stripped from you.

<<set $hunger -= 500>><<set $thirst -= 500>><<clotheson>><<endevent>>

<<commercialquick>>

[[Go into the shop|Clothing Shop]]

<<elseif $phase is 4>>
<<set $phase to 0>>

After two hours you feel your focus has returned, but the tight straps and forced position have made you physically sore. You are considering trying to surreptitiously loosen your bonds when you are lifted from behind and carried into a back room.

As you are placed on the ground your bearer is revealed to be a tall man in his thirties. He talks while undoing your bindings. "Sorry for the short notice! The missing mannequin has shown up, so your services are no longer needed. You did a fine job though! Your payment is on the table there. You can keep the bikini too, it looks good on you." After removing your bindings he leaves the room, shutting the door behind him.

True to his word, there's £15 on the table, along with a bottle of water and a muffin with some sort of fruit in it.

<<set $hunger -= 500>><<set $thirst -= 500>><<endevent>>

<<commercialquick>>

<<if $daystate isnot "night">>
[[Go into the shop|Clothing Shop]]

<</if>>

<</if>>

:: Molestation Shop [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationshop">>
<<generate1>><<generate2>><<tailorinit>>
<<upperruined>>
<<lowerruined>>
<<underruined>>
You awaken to find yourself suspended and naked in a small room. Your wrists are tied together by a thin rope which hangs on a hook attached to the ceiling. <<person1>>A <<person>> holds a tape measure up to your chest while<<person2>> a <<person>> fondles your <<bottomstop>>
<<set $phase to 1>>
<</if>>
<<if $phase is 1>>
"Be still now dear." <<person1>><<He>> wraps the tape around your torso just beneath your armpits.
<<set $phase to 2>>
<<elseif $phase is 2>>
<<person1>><<He>> shifts the tape down your chest until it presses against your nipples.
<<set $arousal += 50 * $breastsensitivity>><<set $phase to 3>>
<<elseif $phase is 3>>
<<person1>><<He>> shifts the tape further down and takes a measurement of your midriff.
<<set $phase to 4>>
<<elseif $phase is 4>>
<<person1>><<He>> measures your <<bottomstop>>
<<set $phase to 5>>
<<elseif $phase is 5>>
<<person1>><<He>> prods your <<genitals>> with one end of the tape. You jerk in response to the sensation of metal touching such a sensitive area. <<He>> starts measuring your legs.
<<set $arousal += 50 * $genitalsensitivity>><<set $phase to 6>>
<<elseif $phase is 6>>
<<person1>>Satisfied, <<he>> drops the tape. "We have just the thing!"
<<set $phase to 7>>
<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>
		<<link [[Next->Molestation Shop Alarm]]>><</link>><<nexttext>>
		<<else>>
		No one comes to your aid.
		<<set $alarm to 0>>
		<<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

			<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next->Molestation Shop Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->Molestation Shop Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next->Molestation Shop]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->Molestation Shop Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->Molestation Shop Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->Molestation Shop]]>><</link>><<nexttext>>
	<</if>>

:: Molestation Shop Alarm
Double-click this passage to edit it.

:: Molestation Shop Ejaculation [nobr]
<<effects>>

Their bodies shudder in unison as they reach orgasm.

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face.<<person1>> The <<person>> recovers quickly however. <<He>> speaks in a mocking tone as <<he>> unties you. "We were going to give you something nice to wear, but I don't see why we should if you're going to be so disrespectful." With that, <<he>> shoves you outside, slamming the door behind you.

<<elseif $enemyanger gte 1>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face. <<person1>> The <<person>> recovers quickly however. <<He>> throws a couple of towels at you then shoves you out outside, slamming the door behind you.

<<upperwear 3>>
<<lowerwear 3>>
<<else>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face.<<person1>> The <<person>> recovers quickly however. <<He>> smiles, "We have just the thing." After a brief rummage through an assortment of garments <<he>> produces a sundress. <<He>> cuts your bonds and throws the dress over your head before shoving you through the door.

<<set $rightarm to 0>><<set $leftarm to 0>>

<<upperwear 1>>

<</if>>

<<tearful>> you struggle to your feet. You know you're not out of danger yet.

<<endcombat>>
<<set $stress -= 1000>>
<<commercialquick>>

:: Molestation Shop Escape [nobr]
<<effects>>

"You ungrateful little trollop!" Angry, they lower you off the hook and shove you outside, slamming the door behind you. <<tearful>> you struggle to your feet.

<<stealclothes>>

<<clotheson>>
<<endcombat>><<set $stress -= 1000>>

<<commercialquick>>

:: Shopping Centre [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $daystate is "day">>
You are on the main floor of the shopping centre. It's crowded with shoppers.

<<elseif $daystate is "dusk">>
You are on the main floor of the shopping centre. The shops are still open, but there are fewer people around as it nears closing time.

<<elseif $daystate is "dawn">>
You are on the main floor of the shopping centre. The shops are opening but it's not yet busy.

<<elseif $daystate is "night">>
You are on the main floor of the shopping centre. It's probably illegal to be here right now.
<</if>>

<<if $stress gte 10000>>
<<passoutshop>>
<<else>>
<<if $hour is 21>>
It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

<<if $exposed lte 0>>
<<link [[Go Outside|High Street]]>><</link>>

<<else>>
<<link [[Hide until it's over (1:00)|Shopping Centre]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>

<<if $exposed gte 2>>
You feel so vulnerable with your privates exposed.
	<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
	<</if>>
	<<if $daystate is "night">>
	You must admit though that standing unclad in this often-crowded space is exhilarating. Still, you must find a way to fix your predicament.

	<<else>>
	<<set $trauma += 20>>
	Your face aflame with embarrassment, you run into the women's restroom.

	<</if>>

<<elseif $exposed gte 1>>
You are dressed really inappropriately for public!
	<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
	<</if>>
	<<if $daystate is "night">>
	Fortunately there's no one around to see you in this state. Still, you must find a way to fix your predicament.

	<<else>>
	<<set $trauma += 20>>
		Your face aflame with embarrassment, you run into the women's restroom.
		<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<</if>>

<</if>>

<<if $daystate is "night">>
	<<hairdressericon>><<link [[Hairdressers (0:01)|Hairdressers Lock]]>><<pass 1>><</link>>

	<<petshopicon>><<link [[Pet Shop (0:01)|Pet Shop Lock]]>><<pass 1>><</link>>

	<<link [[Go upstairs (0:02)|Shopping Centre Top]]>><<pass 2>><</link>>

	<<link [[Go outside (0:02)|Shopping Centre Entrance Sneak]]>><<pass 2>><</link>>

<<elseif $exposed gte 1>>
	<<link [[Restroom|Shopping Centre Restroom]]>><</link>>

<<else>>
	<<if $edenshopping is 0 and $money gte 5000>>
	<<link [[Buy Eden's supplies (0:30) (£50)|Eden Supplies]]>><<pass 30>><<set $money -= 5000>><</link>>

	<</if>>
	<<hairdressericon>><<link [[Hairdressers (0:01)|Hairdressers]]>><<pass 1>><</link>>

	<<petshopicon>><<link [[Pet Shop (0:01)|Pet Shop]]>><<pass 1>><</link>>

	<<link [[Go Upstairs (0:02)|Shopping Centre Top]]>><<pass 2>><</link>>

	<<link [[High Street (0:02)|High Street]]>><<pass 2>><</link>>

<</if>>

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

:: Shopping Centre Entrance Sneak [nobr]
<<set $outside to 0>><<effects>><<set $lock to 100>>

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|High Street]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Shopping Centre]]>><</link>>

:: Shopping Centre Restroom [nobr]
You are alone in the women's restroom.

<<towelup>>
You find some towels. They make a poor substitute for actual clothing but it'll keep you covered. You need to find something more solid as soon as you can.

[[Leave|Shopping Centre]]

:: Shopping Centre Sneak [nobr]
<<set $outside to 0>><<effects>><<set $lock to 100>>

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Shopping Centre]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|High Street]]>><</link>>

:: Hairdressers Lock [nobr]
<<set $outside to 0>><<effects>><<set $lock to 0>>

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Hairdressers]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Shopping Centre]]>><</link>>

:: Hairdressers [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You are in the hairdressers. Here you can have your hair cut or dyed.

<<if $daystate is "night">>
You are alone in the darkness.
<<elseif $exposed gte 1>>
You hide in a cupboard to protect your dignity.
<<else>>
There's a seat available.
<</if>>

<<if $stress gte 10000>>
<<passoutshop>>
<<else>>
<<if $hour is 21>>
It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

<<if $exposed lte 0>>
<<link [[Go Outside|High Street]]>><</link>>

<<else>>
<<link [[Hide until it's over (1:00)|Hairdressers]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>

<<if $daystate is "night" and $hour isnot 21 and $hairdresserstheft isnot 1>>
<<link [[Examine the cash register|Hairdressers Register]]>><</link>>

<</if>>

<<if $exposed lte 1 and $daystate isnot "night" and $hour isnot 21>>
[[Take a seat|Hairdressers Seat]]

<</if>>
[[Leave|Shopping Centre]]

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

:: Hairdressers Seat [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

	<<if $hairlength gte 900>>
	<<set $hairlengthstage to "feet">>
	<<elseif $hairlength gte 700>>
	<<set $hairlengthstage to "thighs">>
	<<elseif $hairlength gte 600>>
	<<set $hairlengthstage to "navel">>
	<<elseif $hairlength gte 400>>
	<<set $hairlengthstage to "chest">>
	<<elseif $hairlength gte 200>>
	<<set $hairlengthstage to "shoulder">>
	<<else>>
	<<set $hairlengthstage to "short">>
	<</if>>

	<<if $fringelength gte 900>>
	<<set $fringelengthstage to "feet">>
	<<elseif $fringelength gte 700>>
	<<set $fringelengthstage to "thighs">>
	<<elseif $fringelength gte 600>>
	<<set $fringelengthstage to "navel">>
	<<elseif $fringelength gte 400>>
	<<set $fringelengthstage to "chest">>
	<<elseif $fringelength gte 200>>
	<<set $fringelengthstage to "shoulder">>
	<<else>>
	<<set $fringelengthstage to "short">>
	<</if>>

<<if $phase is 0>>
<<generate1>><<person1>>You take a seat, and a hairdresser soon appears behind you. "What'll it be hun?" A sign by the mirror reads:

"Hair cut: £30

Hair dye: £60"

<<elseif $phase is 1>>
The hairdresser snips away, locks floating to the ground all around you. After a short while, <<he>> stands back while brandishing a mirror for you to examine <<his>> handiwork. "Anything else dear?"

<<elseif $phase is 2>>
The hairdresser asks you to tilt your head back. <<He>> applies a liquid smelling of artificial chemicals to your hair, then begins rinsing it out in a small basin. <<He>> is soon blowing you dry and brandishing a mirror for you to see your hair back in its natural $naturalhaircolour colour.

<<elseif $phase is 3>>
The hairdresser begins carefully applying your chosen colour. It's not long before <<he>> brandishes a mirror for you to see your newly <<haircolourtext>> hair from all angles.

<</if>>

<<set $phase to 0>>
<<if $money gte 3000 and $hairlength gte 50>>

Have your sides cut to your:

	<<set _lengthNames to ["Ears", "Chin", "Shoulders", "Upper chest", "Middle chest", "Upper stomach", "Navel", "Thighs", "Knees", "Ankles"]>>
	<<for _i to 0; _i lt _lengthNames.length; _i++>>
		<<if $hairlength gte 100 * (_i + 1)>>
			<<print ''+_lengthNames[_i]+''>>
		<<else>>
			<<break>>
		<</if>>

	<</for>>

<</if>>
<<if $money gte 3000 and $fringelength gte 50>>

Have your fringe cut until it's:

	<<set _lengthNames to ["Very short", "Short", "Standard", "Long", "Very long"]>>
	<<for _i to 0; _i lt _lengthNames.length; _i++>>
		<<if $fringelength gte 100 + (200 * _i)>>
			<<print ''+_lengthNames[_i]+''>>
		<<else>>
			<<break>>
		<</if>>

	<</for>>

<</if>>

<<if $money gte 6000>>

Have your hair dyed:

	<<set _lengthNames to ["Red", "Black", "Blond", "Platinum blond", "Strawberry blond", "Brown", "Light brown", "Ginger", "Blue", "Green", "Teal", "Pink", "Hot pink", "Soft pink", "Crimson", "Purple", "White", "Snow white", "Deep Blue"]>>
	<<set $hairdressersHairColour to ["red", "black", "blond", "platinumblond", "strawberryblond", "brown", "lightbrown", "ginger", "blue", "green", "teal", "pink", "hotpink", "softpink", "crimson", "purple", "white", "snowwhite", "deepblue"]>>
	<<for _i to 0; _i lt _lengthNames.length; _i++>>
		<<if $haircolour isnot $hairdressersHairColour[_i] and $naturalhaircolour isnot $hairdressersHairColour[_i]>>
			<<print ''+_lengthNames[_i]+''>>

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

<</if>>

<<if $haircolour isnot $naturalhaircolour>>
<<link [[Have your hair dye removed (0:20)|Hairdressers Seat]]>><<set $phase to 2>><<pass 20>><<set $haircolour to $naturalhaircolour>><</link>>

<</if>>

<<link [[Leave|Hairdressers]]>><<endevent>><</link>>


code:
:: Pet Shop Lock [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>><<set $lock to 200>>
<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Pet Shop]]>><<pass 10>><<crimeup 20>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Shopping Centre]]>><</link>>

:: Pet Shop [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<set _container to $container.home>><<set _pregnancy to $sexStats.anus.pregnancy>>
You are in the pet shop. <<if $daystate is "night">>Most of the animals are sleeping at the moment<<else>>A handful of the small animals turn to look in your direction<</if>>. They all look cute but you doubt Bailey will let you keep any.

<<if $seenPets isnot true and $daystate isnot "night">>
	<<set $seenPets to true>><<stress -10>>

	You have a look around the shop and pet some of the cats and dogs in the shop.<<lstress>>

<</if>>
<<if $daystate is "night" and $hour isnot 21 and $petshoptheft isnot 1>>
	<<link [[Examine the cash register|Pet Shop Register]]>><</link>>

<</if>>
<<if _pregnancy.seenDoctor gte 2 and $daystate isnot "night">>
	<<set _container to $container.home>>
	<<if $boughtItem isnot undefined>>

		<<generate1>><<person1>>You ask shop owner for the <<print $boughtItem>>. "Certainly <<if $player.appearance is "m">>sir<<else>>madam<</if>>" <<he>> says with a smile. "I will have it delivered to your home as soon as I can."<<endevent>>

		<<PetShopBoughtItem>>
	<</if>>

	Capacity Upgrades:

	<<if (_pregnancy.motherStatus is 0 and _container.upgrades.capacity lt 1) or (_pregnancy.motherStatus gt 0 and _container.upgrades.capacity lt 4)>>

		<<if _pregnancy.motherStatus gte 0 and _container.upgrades.capacity is 0>>
			<<if $money gte 20000>>

<<link [[Buy Small Fish Tank £200|$passage]]>><<set $boughtItem to "Small Fish Tank">><</link>>

			<<elseif _container.upgrades.capacity lt 1>>

You don't have £200 for the Small Fish Tank.

			<</if>>
		<</if>>
		<<if _pregnancy.motherStatus gte 1>>
			<<if $money gte 50000 and _container.upgrades.capacity lt 2>>

<<link [[Buy Fish Tank £500|$passage]]>><<set $boughtItem to "Fish Tank">><</link>>

			<<elseif _container.upgrades.capacity lt 2>>

You don't have £500 for the Fish Tank.

			<</if>>
			<<if $money gte 100000 and _container.upgrades.capacity lt 3>>

<<link [[Buy Large Fish Tank £1,000|$passage]]>><<set $boughtItem to "Large Fish Tank">><</link>>

			<<elseif _container.upgrades.capacity lt 3>>

You don't have £1,000 for the Large Fish Tank.

			<</if>>
			<<if $money gte 500000 and _container.upgrades.capacity lt 4>>

<<link [[Buy Huge Fish Tank £5,000|$passage]]>><<set $boughtItem to "Huge Fish Tank">><</link>>

			<<elseif _container.upgrades.capacity lt 4>>

You don't have £5,000 for the Huge Fish Tank.

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

	<<else>>
		You have the best tank available.

	<</if>>
	<<if _pregnancy.motherStatus gte 1 and _container.upgrades.capacity gt 1>>

		Food Upgrades:

		<<if _container.upgrades.foodStorage lt 3>>

			<<if $money gte 50000 and _container.upgrades.foodStorage lt 1>>

<<link [[Buy Small Automatic Feeder £500|$passage]]>><<set $boughtItem to "Small Automatic Feeder">><</link>>

			<<elseif _container.upgrades.foodStorage lt 1>>

You don't have £500 for the Small Automatic Feeder.

			<</if>>
			<<if $money gte 150000 and _container.upgrades.foodStorage lt 2>>

<<link [[Buy Automatic Feeder £1,500|$passage]]>><<set $boughtItem to "Automatic Feeder">><</link>>

			<<elseif _container.upgrades.foodStorage lt 2>>

You don't have £1,500 for the Automatic Feeder.

			<</if>>
			<<if $money gte 750000 and _container.upgrades.foodStorage lt 3>>

<<link [[Buy Large Automatic Feeder £7,500|$passage]]>><<set $boughtItem to "Large Automatic Feeder">><</link>>

			<<elseif _container.upgrades.foodStorage lt 3>>

You don't have £7,500 for the Large Automatic Feeder.

			<</if>>

		<<elseif _pregnancy.motherStatus gte 1>>
			You have the best feeder available.

		<</if>>
	<</if>>
	<<if _container.upgrades.capacity gt 2>>

		Decoration Upgrades:

		<<if _container.upgrades.luxury lt 1 or (_container.upgrades.capacity gt 3 and _container.upgrades.luxury lt 2)>>

			<<if $money gte 500000 and _container.upgrades.luxury lt 1>>

<<link [[Buy Standard Decorations £5,000|$passage]]>><<set $boughtItem to "Standard Decorations">><</link>>

			<<elseif _container.upgrades.luxury lt 1>>

You don't have £5,000 for the Standard Decorations.

			<</if>>
			<<if $money gte 1500000 and _container.upgrades.luxury lt 2 and _container.upgrades.capacity gt 3>>

<<link [[Buy Exotic Decorations £15,000|$passage]]>><<set $boughtItem to "Exotic Decorations">><</link>>

			<<elseif _container.upgrades.luxury lt 2 and _container.upgrades.capacity gt 3>>

You don't have £15,000 for the Exotic Decorations.

			<</if>>

		<<else>>
			You have the best decorations available.

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

<<link [[Leave|Shopping Centre]]>><</link>>

:: Widgets PetShopBoughtItem [widget]

<<widget "PetShopBoughtItem">><<nobr>>
	<<if $boughtItem isnot undefined>>
		<<set _container to $container.home>>
		<<switch $boughtItem>>
		<<case "Small Fish Tank">>
			<<set $money -= 20000>><<set _container.upgrades.capacity to 1>><<set _container.maxCount to 2>><<set _container.name to "Small Fish Tank">>
		<<case "Fish Tank">>
			<<set $money -= 50000>><<set _container.upgrades.capacity to 2>><<set _container.maxCount to 3>><<set _container.name to "Fish Tank">>
		<<case "Large Fish Tank">>
			<<set $money -= 100000>><<set _container.upgrades.capacity to 3>><<set _container.maxCount to 4>><<set _container.name to "Large Fish Tank">>
		<<case "Huge Fish Tank">>
			<<set $money -= 500000>><<set _container.upgrades.capacity to 4>><<set _container.maxCount to 5>><<set _container.name to "Huge Fish Tank">>
		<<case "Small Automatic Feeder">>
			<<set $money -= 50000>><<set _container.upgrades.foodStorage to 1>><<set _container.maxDaysWithoutFood to 7>><<set _container.feederName to "Small Automatic Feeder">>
		<<case "Automatic Feeder">>
			<<set $money -= 150000>><<set _container.upgrades.foodStorage to 2>><<set _container.maxDaysWithoutFood to 14>><<set _container.feederName to "Automatic Feeder">>
		<<case "Large Automatic Feeder">>
			<<set $money -= 750000>><<set _container.upgrades.foodStorage to 3>><<set _container.maxDaysWithoutFood to 30>><<set _container.feederName to "Large Automatic Feeder">>
		<<case "Standard Decorations">>
			<<set $money -= 500000>><<set _container.upgrades.luxury to 1>><<set _container.decorations to "Standard Decorations">>
		<<case "Exotic Decorations">>
			<<set $money -= 1500000>><<set _container.upgrades.luxury to 2>><<set _container.decorations to "Exotic Decorations">>
		<</switch>>
		<<unset $boughtItem>>
	<</if>>
<</nobr>><</widget>>


code:
:: Stolen Clothing Shop Result [nobr]

<<ShowUnderEquip>>
<<if $skulduggery lt 100>>
	A security guard watches the entrance. There's no other way out, so you put everything back before leaving.
	<<clothingReset>>
<<else>>
	A security guard watches the entrance, but you stroll by without arousing suspicion.<<crime>>
	<<set _crime to ($tryOn.value / 100)>>
	<<crimeup _crime>>
<</if>>

<<link [[Next|Shopping Centre Top]]>><<set $tryOn.autoReset to true>><</link>>


code:
:: Tailor Shop[nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You are in the tailor shop. It has cloth of various colours hanging on racks.

The tailor is known for the ability to fix even the most tattered clothing, and for offering to repair the lower half of outfits for free.

<<if $sewingKit isnot 1>>
		Looks like the shop has a new machine for sale in the display.

	<</if>>
	<<if $sewingBought is 1>>
		"Thank you for your purchase. I'll have this delivered to your room by the time you get back."

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

<<set $tailor_cost to 0>>
<<set _time to 0>>
<<set _outfitTime to 0>>

<<for _e to 0; _e lt $clothing_number; _e++>>
<<activeclothes>>
	<<if _active_clothes is "lower" or _active_clothes is "under_lower">>
		<<if $worn[_active_clothes].one_piece is 1>>
			<<if $worn[_active_clothes].integrity lt $worn[_active_clothes].integrity_max>>
				<<set _outfitTime += 5>>
			<</if>>
			<<continue>>
		<</if>>
	<</if>>
	<<if $worn[_active_clothes].integrity lt $worn[_active_clothes].integrity_max>>
		<<set $tailor_cost += Math.trunc($worn[_active_clothes].cost * ($worn[_active_clothes].integrity / $worn[_active_clothes].integrity_max))>>
		<<set _time += 5>>
	<</if>>
<</for>>

<<if $stress gte 10000>>
	<<passoutshop>>
<<else>>
	<<if $hour is 21>>
	It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

		<<if $exposed lte 0>>
			<<link [[Go Outside|High Street]]>><</link>>

		<<else>>
			<<link [[Hide until it's over (1:00)|Tailor Shop]]>><<pass 1 hour>><</link>>
		<</if>>
	<<else>>
		<<if $daystate is "night">>
			You are alone in the darkness.

			<<if $hour isnot 21 and $tailortheft isnot 1>>
			<<link [[Examine the cash register|Tailor Register]]>><</link>>

			<</if>>

		<<elseif $exposed gte 1>>

			You are hiding behind bolts of cloth to protect your dignity.

		<<else>>

			<<if $tailor_cost gte 1 and $money gte $tailor_cost>>
				The tailor offers to fix all your clothes for £<<print Math.trunc($tailor_cost / 100)>>.<<if $tailor_cost % 100 lte 9>>0<</if>><<print $tailor_cost % 100>>.

				<<print'<<link [[Fix Clothes (0:'+(_time lt 10 ? "0":"")+_time+')|Fix Clothes]]>><<set $money -= $tailor_cost>><<pass _time>><</link>>'>>

				<<set _options to true>>
			<<elseif $money lt $tailor_cost>>
				You don't have enough cash to repair your clothes. (£<<print Math.trunc($tailor_cost / 100)>>.<<if $tailor_cost % 100 lte 9>>0<</if>><<print $tailor_cost % 100>>.)

				<<set _options to true>>
			<</if>>

			<<if ($worn.upper.set is $worn.lower.set and $worn.lower.integrity lt $worn.lower.integrity_max) or ($worn.under_upper.set is $worn.under_lower.set and $worn.under_lower.integrity lt $worn.under_lower.integrity_max)>>
				The tailor will repair the lower halves of outfits for free.

				<<print '<<link [[Fix Clothes (0:'+(_outfitTime lt 10 ? "0":"")+_outfitTime+')|Fix Lower]]>><<pass _outfitTime>><</link>>'>>

				<<set _options to true>>
			<</if>>

			<<if _options isnot true>>
				Your clothes are fully repaired already.

			<</if>>

			<<if $sewingKit isnot 1 and $dev is 1>>
				<<link [[Approach the Display Cabinet|Tailor Shop Sewing Machine]]>><</link>>

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

		[[Leave|Shopping Centre Top]]
	<</if>>
<</if>>

:: Fix Clothes[nobr]

Your clothes have been fixed.

<<set $worn.upper.integrity = $worn.upper.integrity_max>>
<<set $worn.lower.integrity = $worn.lower.integrity_max>>
<<set $worn.under_upper.integrity = $worn.under_upper.integrity_max>>
<<if !$worn.under_lower.type.includes("chastity")>>
	<<set $worn.under_lower.integrity = $worn.under_lower.integrity_max>>
<</if>>
<<set $worn.head.integrity = $worn.head.integrity_max>>
<<set $worn.face.integrity = $worn.face.integrity_max>>
<<set $worn.neck.integrity = $worn.neck.integrity_max>>
<<set $worn.legs.integrity = $worn.legs.integrity_max>>
<<set $worn.feet.integrity = $worn.feet.integrity_max>>
[[Back|Tailor Shop]]

:: Fix Lower[nobr]

Your lower clothes have been fixed.

<<if $worn.upper.set is $worn.lower.set>>
<<set $worn.lower.integrity = $worn.lower.integrity_max>>
<</if>>

<<if $worn.under_upper.set is $worn.under_lower.set>>
<<set $worn.under_lower.integrity = $worn.under_lower.integrity_max>>
<</if>>

[[Back|Tailor Shop]]

:: Tailor Shop Sneak [nobr]
<<set $outside to 0>><<effects>><<set $lock to 0>>

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Tailor Shop]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Shopping Centre Top]]>><</link>>

:: Tailor Shop Sewing Machine[nobr]
<<effects>>
	You approach the display, inside it lies a sewing machine. An advertisement poster hangs beside the display, it reads:

	THE SEWINATOR-9000 tm

	- Dog Chewed Your Undies? ~Tentacles~ Tore Your Clothes? No Problem!

	- Can Fix Any Piece of Clothing in One minute!

	- Requires No Skill! Even Bailey Could Use It!

	- Comes With a Lifetime Supply of Cloth For Repairs!

	- Only £1000.00!

	<<if $money gte 100000>>
		<<link [[Purchase Sewing Machine - Repair your clothes in your room! £1000|Tailor Shop]]>><<set $money -= 100000>><<set $sewingKit to 1>><<set $sewingBought to 1>><</link>>

	<</if>>
		<<link [[Go Back|Tailor Shop]]>><</link>>


code:
:: Widgets tryOnClothes [widget]
<<widget "tryOnInit">><<nobr>>
<<set $tryOn to {
	"autoReset":true,
	"value":0,
	"ShowUnderEquip": {"upper": null, "under": null}
}>>
<</nobr>><</widget>>

<<widget "tryOnReset">><<nobr>>
<<set $tryOn to {
	"autoReset":false,
	"value":0,
	"ownedStored":{
		"face":clone($worn.face),
		"feet":clone($worn.feet),
		"head":clone($worn.head),
		"legs":clone($worn.legs),
		"lower":clone($worn.lower),
		"neck":clone($worn.neck),
		"under_lower":clone($worn.under_lower),
		"under_upper":clone($worn.under_upper),
		"upper":clone($worn.upper)
	},
	"tryingOn":{
		"face":null,
		"feet":null,
		"head":null,
		"legs":null,
		"lower":null,
		"neck":null,
		"under_lower":null,
		"under_upper":null,
		"upper":null
	},
	"type": {},
	"showUnderEquip": {"upper": null, "under": null}
}>>
<</nobr>><</widget>>

<<widget "tryOnStats">><<nobr>>
<<if $tryOn.showUnderEquip.upper is null>>
	<<link [[Show Under Clothes|$passage]]>><<ShowUnderEquip "hide">><</link>>

<<else>>
	<<link [[Re-equip Upper Clothes|$passage]]>><<ShowUnderEquip>><</link>>

<</if>>
<<if $tryOn.value gt 0>>
	Clothes you are trying on total to £<<print $tryOn.value / 100>>. This includes:

	<<if $passage is "Clothing Shop">>
		<<set _itemTypes to ["face","feet","head","legs","upper","lower","neck","under_upper","under_lower"]>>

		<<for _i to 0; _i lt _itemTypes.length; _i++>>
			<<if $tryOn.tryingOn[_itemTypes[_i]] isnot null>>
				<<set _show to true>>
				<<if _itemTypes[_i] is "under_lower" or _itemTypes[_i] is "lower">>
					<<if $tryOn.tryingOn[_itemTypes[_i]].set isnot _itemTypes[_i]>>
						<<set _show to false>>
					<</if>>
				<</if>>
				<<if _show is true>>

						<<set _color to $tryOn.tryingOn[_itemTypes[_i]].colour>>
						<<if $tryOn.tryingOn[_itemTypes[_i]].colour isnot 0>>
						<<print '(_color)'>>
						<</if>>
						<<print $tryOn.tryingOn[_itemTypes[_i]].name_cap>> with a price tag of £<<print $tryOn.tryingOn[_itemTypes[_i]].cost / 100>>
						<<switch _itemTypes[_i]>>
						<<case "face">> | <<link [[Remove|$passage]]>><<clothingReset "face">><</link>>
						<<case "feet">> | <<link [[Remove|$passage]]>><<clothingReset "feet">><</link>>
						<<case "head">> | <<link [[Remove|$passage]]>><<clothingReset "head">><</link>>
						<<case "legs">> | <<link [[Remove|$passage]]>><<clothingReset "legs">><</link>>
						<<case "upper">> | <<link [[Remove|$passage]]>><<clothingReset "upper">><</link>>
						<<case "lower">> | <<link [[Remove|$passage]]>><<clothingReset "lower">><</link>>
						<<case "neck">> | <<link [[Remove|$passage]]>><<clothingReset "neck">><</link>>
						<<case "under_upper">> | <<link [[Remove|$passage]]>><<clothingReset "under_upper">><</link>>
						<<case "under_lower">> | <<link [[Remove|$passage]]>><<clothingReset "under_lower">><</link>>
						<</switch>>

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

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

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

<<widget "buyTryOnClothes">><<nobr>>
<<if $args[0]>>
	<<ShowUnderEquip>>
	<<set _itemTypes to ["face","feet","head","legs","upper","lower","neck","under_upper","under_lower"]>>
	<<set $money -= $tryOn.value>>
	<<switch $args[0]>>
		<<case "wear">>
			<<for _i to 0; _i lt _itemTypes.length; _i++>>
				<<setType _itemTypes[_i]>>
				<<if $tryOn.tryingOn[_itemTypes[_i]] isnot null>>
					/*Send previously equipped clothes to wardrobe*/
					<<if $tryOn.type["upper"] isnot null>>
						<<if $tryOn.ownedStored[$tryOn.type.upper].set is $tryOn.ownedStored[$tryOn.type.lower].set>>
							<<wardrobeSend $tryOn.ownedStored[$tryOn.type.upper] $tryOn.type.upper>>
							<<set $tryOn.ownedStored[$tryOn.type.upper] to null>>
							<<wardrobeSend $tryOn.ownedStored[$tryOn.type.lower] $tryOn.type.lower>>
							<<set $tryOn.ownedStored[$tryOn.type.lower] to null>>
						<<else>>
							<<wardrobeSend $tryOn.ownedStored[_itemTypes[_i]] _itemTypes[_i]>>
						<</if>>
					<<else>>
						<<wardrobeSend $tryOn.ownedStored[_itemTypes[_i]] _itemTypes[_i]>>
					<</if>>
				<</if>>
			<</for>>
		<<case "wardrobe">>
			<<for _i to 0; _i lt _itemTypes.length; _i++>>
				<<if $tryOn.tryingOn[_itemTypes[_i]] isnot null>>
					/*Send New Clothes to wardrobe*/
					<<wardrobeSend $tryOn.tryingOn[_itemTypes[_i]] _itemTypes[_i]>>
				<</if>>
				/*Re-equip previously equipped clothes*/
				<<set $worn[_itemTypes[_i]] to clone($tryOn.ownedStored[_itemTypes[_i]])>>
			<</for>>
	<</switch>>
	<<set $tryOn.autoReset to true>>
<</if>>
<</nobr>><</widget>>

<<widget "clothingReset">><<nobr>>
<<if $args[0]>>
	<<set _itemType to $args[0]>>
	<<setType _itemType>>
	<<if $tryOn.type.upper isnot null>>
		<<if $tryOn.type.upper is "upper">>
			<<ShowUnderEquip>>
		<</if>>
		<<if ($tryOn.ownedStored[$tryOn.type.upper].set is $tryOn.ownedStored[$tryOn.type.lower].set) or ($worn[$tryOn.type.upper].set is $worn[$tryOn.type.lower].set)>>
			<<set $worn[$tryOn.type.upper] to clone($tryOn.ownedStored[$tryOn.type.upper])>>
			<<set $worn[$tryOn.type.lower] to clone($tryOn.ownedStored[$tryOn.type.lower])>>
			<<removeTryingOn $tryOn.type.upper>>
			<<removeTryingOn $tryOn.type.lower>>
		<<else>>
			<<set $worn[_itemType] to clone($tryOn.ownedStored[_itemType])>>
			<<removeTryingOn _itemType>>
		<</if>>
	<<else>>
		<<set $worn[_itemType] to clone($tryOn.ownedStored[_itemType])>>
		<<removeTryingOn _itemType>>
	<</if>>
<<else>>
	<<set _itemTypes to ["face","feet","head","legs","upper","lower","neck","under_upper","under_lower"]>>
	<<for _i to 0; _i lt _itemTypes.length; _i++>>
		<<if $tryOn.ownedStored[_itemTypes[_i]] isnot null>>
			<<set $worn[_itemTypes[_i]] to clone($tryOn.ownedStored[_itemTypes[_i]])>>
		<</if>>
	<</for>>
	<<set $tryOn.autoReset to true>>
<</if>>
<</nobr>><</widget>>

<<widget "tryOnWear">><<nobr>>
<<if $args[0] and $args[1]>>
	<<set _itemType to $args[1]>>
	<<setType _itemType>>
	<<set _item to clone($clothes[_itemType][$args[0]])>>
	<<if $colouraction isnot undefined>>
		<<set _item.colour to $colouraction>>
	<</if>>
	<<if $accessorycolouraction isnot undefined>>
		<<set _item.accessory_colour to $accessorycolouraction>>
	<</if>>
	<<set _itemUnder to null>>
	<<if $tryOn.type.upper isnot null>>
		<<if _item.set isnot _itemType>>
			<<for _i to 0; _i lt $clothes[$tryOn.type.lower].length; _i++>>
				<<if _item.set is $clothes[$tryOn.type.lower][_i].set>>
					<<set _itemUnder to clone($clothes[$tryOn.type.lower][_i])>>
					<<if $colouraction isnot undefined>>
						<<set _itemUnder.colour to $colouraction>>
					<</if>>
					<<if $accessorycolouraction isnot undefined>>
						<<set _itemUnder.accessory_colour to $accessorycolouraction>>
					<</if>>
					<<break>>
				<</if>>
			<</for>>
		<</if>>

		/*Unequip relevant items*/
		<<if ($worn[$tryOn.type.upper].set isnot $tryOn.type.upper and $worn[$tryOn.type.upper].set is $worn[$tryOn.type.lower].set) or _itemUnder isnot null>>
			<<set $worn[$tryOn.type.upper] to clone($clothes[$tryOn.type.upper][0])>>
			<<set $worn[$tryOn.type.lower] to clone($clothes[$tryOn.type.lower][0])>>
			<<removeTryingOn $tryOn.type.upper>>
			<<removeTryingOn $tryOn.type.lower>>
		<<else>>
			<<removeTryingOn _itemType>>
			<<set $worn[_itemType] to clone($clothes[_itemType][0])>>
		<</if>>
	<<else>>
		<<set $worn[_itemType] to clone($clothes[_itemType][0])>>
		<<removeTryingOn _itemType>>
	<</if>>

	/*Equip items*/
	<<set $worn[_itemType] to clone(_item)>>
	<<set $tryOn.tryingOn[_itemType] to _item>>
	<<set $tryOn.value += $tryOn.tryingOn[_itemType].cost>>

	<<if _itemUnder isnot null>>
		<<set $worn[$tryOn.type.lower] to clone(_itemUnder)>>
		<<set $tryOn.tryingOn[$tryOn.type.lower] to clone(_itemUnder)>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "updateOwned">><<nobr>>
<<if $args[0]>>
	<<setType $args[0]>>
	<<if $tryOn.type.upper isnot null>>
		<<if $tryOn.ownedStored[$tryOn.type.upper].set is $tryOn.ownedStored[$tryOn.type.lower].set>>
			<<set $tryOn.ownedStored[$tryOn.type.upper] to $clothes[$tryOn.type.upper][0]>>
			<<set $tryOn.ownedStored[$tryOn.type.lower] to $clothes[$tryOn.type.lower][0]>>
		<</if>>
		<<if $worn[$tryOn.type.upper].set is $worn[$tryOn.type.lower].set>>
			<<set $tryOn.ownedStored[$tryOn.type.upper] to clone($worn[$tryOn.type.upper])>>
			<<set $tryOn.ownedStored[$tryOn.type.lower] to clone($worn[$tryOn.type.lower])>>
		<<else>>
			<<set $tryOn.ownedStored[$args[0]] to clone($worn[$args[0]])>>
		<</if>>
	<<else>>
		<<set $tryOn.ownedStored[$args[0]] to clone($worn[$args[0]])>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "setType">><<nobr>>
<<if $args[0]>>
	<<switch $args[0]>>
		<<case "upper" "lower">>
			<<set $tryOn.type["upper"] to "upper">>
			<<set $tryOn.type["lower"] to "lower">>
		<<case "under_upper" "under_lower">>
			<<set $tryOn.type["upper"] to "under_upper">>
			<<set $tryOn.type["lower"] to "under_lower">>
		<<default>>
			<<set $tryOn.type["upper"] to null>>
			<<set $tryOn.type["lower"] to null>>
	<</switch>>
<</if>>
<</nobr>><</widget>>

<<widget "removeTryingOn">><<nobr>>
<<if $tryOn.tryingOn[$args[0]] isnot null>>
	<<set $tryOn.value -= $tryOn.tryingOn[$args[0]].cost>>
	<<set $tryOn.tryingOn[$args[0]] to null>>
<</if>>
<</nobr>><</widget>>

<<widget "wardrobeSend">><<nobr>>
<<if $args[0] and $args[1]>>
	/*Deal with outfits*/
	<<if $args[0].name isnot "naked">>
		<<set $wardrobe[$args[1]].push(clone($args[0]))>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "ShowUnderEquip">><<nobr>>
<<switch $args[0]>>
	<<case "hide">>
		<<if $tryOn.showUnderEquip.upper is null>>
			<<set $dontHide to true>>
			<<set $tryOn.showUnderEquip.upper to clone($worn.upper)>>
			<<set $tryOn.showUnderEquip.lower to clone($worn.lower)>>
			<<set $worn.upper to clone($clothes.upper[0])>>
			<<set $worn.lower to clone($clothes.lower[0])>>
		<</if>>
	<<default>>
		<<if $tryOn.showUnderEquip.upper isnot null>>
			<<set $dontHide to false>>
			<<set $worn.upper to clone($tryOn.showUnderEquip.upper)>>
			<<set $worn.lower to clone($tryOn.showUnderEquip.lower)>>
			<<set $tryOn.showUnderEquip.upper to null>>
			<<set $tryOn.showUnderEquip.lower to null>>
		<</if>>
<</switch>>
<</nobr>><</widget>>