The video is not mine I was using it as an example to give an idea of what I want in my game if that's what you meant. My game is still pretty bare-bones atm I'm just working out the UI and mechanics right now. Anyway maybe that could work? I'm trying to have it where it resets every time you come in.
So it would take some toying around to get this all done. But getting it to reset on entry would be as simple as having a switch flick off on the transition into the restaurant map. A "Game Start" switch if you like. You can then turn this back on in the conversation with your boss, or whatever other event you have that starts your shift.
Start by building out your counter event where you select the item you are carrying, you can start simply with a "Show Choice" which you can use to modify a variable. Later on you can use sprite changes and so forth to give you a more visual appearance. You will also want to change another switch on to represent carrying something. A "Holding Item" switch. The variable from the show choice will determine what you're holding.
Your NPC Guest event will need a couple pages, you will have to play with this, but your first page will likely have no conditions but use a randomized timer to set a switch and a variable for the NPC Event similar to your carry event. You will need one switch and one variable per NPC. The switch will be "Has Demand" and the variable will be which item the NPC wants.
The second page of your NPC Guest events you can set the page condition to "NPC Has Need" and use this for the interaction if the player doesnt have an item.
The third page of your NPC Guest events you can set the page conditions to "Holding Item" and "NPC Has Need" and then do a conditional branch to check to see if the NPC's need matches the "Holding Item".
This should get you most of the way there for a basic version. You might want to do some of this outside of the individual NPC events so that you can use the NPC event with timers for impatience and failing to provide the item in time.
You will also need an event at the counter to dispose of the item you are carrying. Which would basically turn off the is carrying switch.