#include "prc_inc_clsfunc" #include "prc_inc_breath" void main() { // Check for alcohol: if(!UseAlcohol()) { if(GetIsDrunk()) // PC has no drinks left, remove Drunken Rage effects for Breath of Flame: RemoveAlcoholEffects(); else { // PC has no alcohol in inventory or in system, exit: FloatingTextStringOnCreature("Breath of Flame not possible", OBJECT_SELF); SendMessageToPC(OBJECT_SELF, "You don't have any alcohol in your system or in your inventory."); return; } } // Breath of Flame: struct breath FlameBreath = CreateBreath(OBJECT_SELF, FALSE, 20.0, DAMAGE_TYPE_FIRE, 12, 3, ABILITY_CONSTITUTION, GetLevelByClass(CLASS_TYPE_DRUNKEN_MASTER), BREATH_NORMAL, 0); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(494), GetSpellTargetLocation()); ApplyBreath(FlameBreath, GetSpellTargetLocation()); }