Plot 0
	name <High School Diary>

	% The PC will spot a ruined building which looks very familiar. Exploring it, the PC will
	% find an old diary which mentions him.

	% E1 is the scene for this episode; E2 is the scene for the next.
	element1 <Grab 3>
	element2 <Scene Town Target !Far 1>

	% E3 is the character who might recover the diary if the PC can't.
	element3 <Character !Near 1 Knowledge>

	% E4 is the diary, E5 is the bookshelf.
	element4 <Prefab>
	element5 <Prefab>

	% V1 = Initialization counter

	start <ifItemOK E4 else GoDelete if= V1 0 else GoCheckMessage V= 1 1 Compose EWM E1 .entry Compose GET E4 .getit ItemVar= E4 1 E2 ItemVar= E5 1 E4>
	.entry <ifYesNo 1 2 3 BLOCK goto GoStartCombat>
	.getit <S= 101 1 S+ 102 1 N= 3 E2 XRBadThing NAV_XRBLostLove XPV 150 History 4 AdvancePlot 0>
	GoDelete <S= 101 1 N= 3 E2 AdvancePlot 0>
	GoCheckMessage <if= V1 2 Print 5 V= 1 3>

	GoStartCombat <SavePos LoadD .scene PassVar 1 E5 PassVar 2 S103 PassVar 3 1 PassVar 4 5 Seekgate -1>
	.scene <SCENE_ItemTower.txt>

	Msg1 <As you draw near to \ELEMENT 1 , you notice an abandoned building which seems very familiar. Do you want to get out of your mecha and explore this place?>
	Msg2 <Explore the building.>
	Msg3 <Don't bother.>
	Msg4 <You recovered the diary of someone who once knew you.>
	Msg5 <This apartment building has been very badly damaged. Something awful must have happened here years ago.>

sub
	Persona 3
	rumor <!3 often finds valuable things when searching through old buildings.>
	greeting <NewChat Say 1 AddChat 1 AddChat 2>

	result1 <NewChat V= 1 Threat S103 30 Say 4 Memo 5 AddChat 3 AddChat 4>
	result2 <NewChat Say 2 Memo 3>
	result3 <NewChat Say 6 Cash+ -V1 GiveKeyItem E4 Trigger GET E4>
	result4 <NewChat Say 7>

	Msg1 <I enjoy searching through abandoned places... Sometimes I find things which are very interesting.>
	Msg1_1 <I love searching through abandoned buildings. Time causes all things to rust and decay... It's interesting to see how a once-new home can fall to bits over the years. Sometimes I even find valuable things.>
	CMsg1_1 <ifG 0 NPCRep E3 5 Accept>
	Msg2 <Then you should know that outside of town is an old apartment complex. You can find it as you enter the city. I found a couple of good things there but I'm certain there's even more left to be discovered.>
	Msg2_1 <You too? We should swap stories later. Well, the place I've been exploring lately is an old apartment complex. It's easy to find on the way into town. I'm sure there are interesting things on the upper floors.>
	CMsg2_1 <ifG NPCRep E3 3 0 Accept>
	Msg3 <\ELEMENT 3 said there's an abandoned building outside of \ELEMENT 1 .>
	Msg4 <As a matter of fact I have. Just recently I came across an old book... I can let you have it for the low price of $ \VAL V1 , if you're into that sort of thing.>
	Msg5 <\ELEMENT 3 in \ELEMENT 1 offered to sell you a book for $ \VAL V1 .>
	Msg6 <Here you go. It seems to be a diary or something. If you're interested in the past, I'm certain that this can help your studies.>
	Msg7 <Any money I receive will go into funding my next expedition.>

	Prompt1 <Find anything lately?>
	Prompt2 <I often do that too.>
	Prompt3 <I'll take it.>
	CPrompt3 <ifG PC$ V1 Accept>
	Prompt4 <That's more than I can afford.>

end
inv
	Treasure 5
	name <Diary>
	place <3>
	% V1 = The location for the next episode.
	use <Print 1>
	Clue37 <Print 2>
	Msg1 <The handwriting in this diary isn't yours, but it seems very familiar. Leafing through you notice that your name is mentioned several times. Could it be that this person was once in love with you..?>
	Msg2 <The last entry in the diary indicates that the writer was moving to \SCENE V1 .>

	STC Bookshelf-1
	% V1 = The item number for the diary.
	use <if# V1 0 else GoEmpty Print 2 GiveKeyItem V1 Trigger GET V1 V= 1 0>
	GoEmpty <Print 1>
	Msg1 <There's nothing else of interest in this bookcase.>
	Msg2 <Searching through this bookshelf, you find an old diary.>

end
