// 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."; goto L_Close; L_Convince_Sarah_First: mes "[Sarah]"; mes "\"Boy, am I hungry or what!\""; next; mes "\"The girl suddenly looks at you suspiciously.\""; next; mes "\"My mommy says not to talk to strangers!\""; goto L_Close; 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_Close; 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!\""; goto L_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 EMOTE_TONGUE; getinventorylist; if ((@inventorylist_count - (countitem("CherryCake") == 1)) > 99) goto L_TooMany; delitem "CherryCake", 1; getitem "serfhat", 1; set TMW_Quest, 8; goto L_Close; L_NotEnough: mes "[Sarah]"; mes "\"Oh, I'm starving! Please bring me Cherry Cake!\""; goto L_Close; L_Done: mes "[Sarah]"; mes "\"It was so tasty, I can't eat anything more... Thank you!\""; emotion EMOTE_TONGUE; goto L_Close; L_Close: set @TEMP, 0; close; L_TooMany: next; mes "[Sarah]"; mes "\"You don't have room for my reward. I'll wait until you do.\""; goto L_Close; }