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); } }