//
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;
}