#include "prc_inc_clsfunc" void main() { // Check for alcohol: if(!UseAlcohol()) { if(GetIsDrunk()) // PC has no drinks left, remove Drunken Rage effects for For Medicinal Purposes: RemoveAlcoholEffects(); else { // PC has no alcohol in inventory or in system, exit: FloatingTextStringOnCreature("For Medicinal Purposes not possible", OBJECT_SELF); SendMessageToPC(OBJECT_SELF, "For Medicinal Purposes not possible: You don't have any alcohol in your system or in your inventory."); return; } } int nHeal = d12(4) + GetLevelByClass(CLASS_TYPE_DRUNKEN_MASTER); effect eHeal = EffectHeal(nHeal); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, OBJECT_SELF); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_HEALING_L), OBJECT_SELF); }