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//

001-1.gat,137,78,0	script	Sarah	106,{
	if (TMW_Quest >= 8) goto L_Done;
	if (TMW_Quest == 7) goto L_Progress;
	if (TMW_Quest == 6) goto L_Start;
	if (TMW_Quest < 6) goto L_Convince_Sarah_First;

	// If this is shown, something is wrong with the above case handling.
	mes "Sarah looks confused.";
	close;

L_Convince_Sarah_First:
	mes "[Sarah]";
	mes "\"Boy, am I hungry or what!\"";
	mes "";
	mes "The girl suddenly looks at you suspiciously."
	next;
	mes "[Sarah]";
	mes "\"My mommy says not to talk to strangers!\";
	
L_Start:

	set @TEMP, rand(2);
	if(@TEMP == 0) goto L_Opening0;
	if(@TEMP == 1) goto L_Opening1;

L_Opening0:
	mes "[Sarah]";
	mes "\"[Cherry Cake] is the best!\"";
	next;
	goto L_Ask;

L_Opening1:
	mes "[Sarah]";
	mes "\"Mmm, [Cherry Cake]...  I love it!\"";
	next;
	goto L_Ask;

L_Ask:
	mes "\"Can you bring me a piece of [Cherry Cake]?  Pretty please?\"";
	menu
		"Yes.", L_Req0,
		"No.", L_No;

L_Req0:
	mes "[Sarah]";
	mes "\"Yippee!  Bring me a piece of [Cherry Cake], and I'll give you a nice hat!\"";
	next;
	goto L_Set;

L_Set:
	set TMW_Quest,7;
	mes "[Sarah]";
	mes "\"Please bring it to me!\"";
	close;

L_Progress:
	if (countitem("CherryCake") < 1) goto L_NotEnough;
	mes "[Sarah]";
	mes "\"Whee!\"";
	next;
	mes "You brought me [Cherry Cake]!  Here is your new hat, as promised.\"";
	emotion 9;
	getinventorylist;
	if ((@inventorylist_count - (countitem("CherryCake") == 1)) > 99) goto L_TooMany;
	delitem "CherryCake", 1;
	getitem "serfhat", 1;
	set TMW_Quest, 8;
	close;

L_NotEnough:
	mes "[Sarah]";
	mes "\"Oh, I'm starving!  Please bring me [Cherry Cake]!\"";
	close;

L_Done:
	mes "[Sarah]";
	mes "\"It was so tasty, I can't eat anything more...  Thank you!\"";
	emotion 9;
	close;

L_No:
	close;

L_TooMany:
	next;
	mes "[Sarah]";
	mes "\"You don't have room for my reward.  I'll wait until you do.\"";
	close;
}