void main()
{
    object oPC = GetPCSpeaker();
    int iGoodEvil = GetGoodEvilValue(oPC);
    int iLawChaos = GetLawChaosValue(oPC);

    SendMessageToPC(oPC, "ALIGNMENT_CHAOTIC = " + IntToString(ALIGNMENT_CHAOTIC));
    SendMessageToPC(oPC, "ALIGNMENT_EVIL = " + IntToString(ALIGNMENT_EVIL));
    SendMessageToPC(oPC, "ALIGNMENT_GOOD = " + IntToString(ALIGNMENT_GOOD));
    SendMessageToPC(oPC, "ALIGNMENT_LAWFUL = " + IntToString(ALIGNMENT_LAWFUL));
    SendMessageToPC(oPC, "ALIGNMENT_NEUTRAL = " + IntToString(ALIGNMENT_NEUTRAL));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_CE = " + IntToString(IP_CONST_ALIGNMENT_CE));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_CG = " + IntToString(IP_CONST_ALIGNMENT_CG));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_CN = " + IntToString(IP_CONST_ALIGNMENT_CN));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_LE = " + IntToString(IP_CONST_ALIGNMENT_LE));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_LG = " + IntToString(IP_CONST_ALIGNMENT_LG));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_LN = " + IntToString(IP_CONST_ALIGNMENT_LN));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_NE = " + IntToString(IP_CONST_ALIGNMENT_NE));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_NG = " + IntToString(IP_CONST_ALIGNMENT_NG));
    SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_TN = " + IntToString(IP_CONST_ALIGNMENT_TN));

    FloatingTextStringOnCreature("Good/Evil=" + IntToString(iGoodEvil) + ", Law/Chaos=" + IntToString(iLawChaos), oPC);
}

void SetAlignment(object oTarget, int iLawfulChaotic, int iGoodEvil)
{

///set Lawful / Chaotic scale
    if (iLawfulChaotic == ALIGNMENT_LAWFUL)
        {
        SendMessageToPC(oTarget, "LawfulChaotic="+IntToString(ALIGNMENT_LAWFUL));
        AdjustAlignment(oTarget, ALIGNMENT_LAWFUL, 100);
        AdjustAlignment(oTarget, ALIGNMENT_CHAOTIC, 15);
        }
    else if (iLawfulChaotic == ALIGNMENT_CHAOTIC)
        {
        SendMessageToPC(oTarget, "LawfulChaotic="+IntToString(ALIGNMENT_CHAOTIC));
        AdjustAlignment(oTarget, ALIGNMENT_CHAOTIC, 100);
        AdjustAlignment(oTarget, ALIGNMENT_LAWFUL, 15);
        }
    else
        {
        SendMessageToPC(oTarget, "LawfulChaotic="+IntToString(ALIGNMENT_NEUTRAL));
        AdjustAlignment(oTarget, ALIGNMENT_LAWFUL, 100);
        AdjustAlignment(oTarget, ALIGNMENT_CHAOTIC, 50);
        }

///set Good / Evil scale
    if (iGoodEvil == ALIGNMENT_GOOD)
        {
       SendMessageToPC(oTarget, "GoodEvil="+IntToString(ALIGNMENT_GOOD));
        AdjustAlignment(oTarget, ALIGNMENT_GOOD, 100);
        AdjustAlignment(oTarget, ALIGNMENT_EVIL, 15);
        }
    else if (iGoodEvil == ALIGNMENT_EVIL)
        {
        SendMessageToPC(oTarget, "GoodEvil="+IntToString(ALIGNMENT_EVIL));
        AdjustAlignment(oTarget, ALIGNMENT_EVIL, 100);
        AdjustAlignment(oTarget, ALIGNMENT_GOOD, 15);
        }
    else
        {
        SendMessageToPC(oTarget, "GoodEvil="+IntToString(ALIGNMENT_NEUTRAL));
        AdjustAlignment(oTarget, ALIGNMENT_GOOD, 100);
        AdjustAlignment(oTarget, ALIGNMENT_EVIL, 50);
        }

}

