70 lines
3.0 KiB
Plaintext
70 lines
3.0 KiB
Plaintext
void main()
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{
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object oPC = GetPCSpeaker();
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int iGoodEvil = GetGoodEvilValue(oPC);
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int iLawChaos = GetLawChaosValue(oPC);
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SendMessageToPC(oPC, "ALIGNMENT_CHAOTIC = " + IntToString(ALIGNMENT_CHAOTIC));
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SendMessageToPC(oPC, "ALIGNMENT_EVIL = " + IntToString(ALIGNMENT_EVIL));
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SendMessageToPC(oPC, "ALIGNMENT_GOOD = " + IntToString(ALIGNMENT_GOOD));
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SendMessageToPC(oPC, "ALIGNMENT_LAWFUL = " + IntToString(ALIGNMENT_LAWFUL));
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SendMessageToPC(oPC, "ALIGNMENT_NEUTRAL = " + IntToString(ALIGNMENT_NEUTRAL));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_CE = " + IntToString(IP_CONST_ALIGNMENT_CE));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_CG = " + IntToString(IP_CONST_ALIGNMENT_CG));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_CN = " + IntToString(IP_CONST_ALIGNMENT_CN));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_LE = " + IntToString(IP_CONST_ALIGNMENT_LE));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_LG = " + IntToString(IP_CONST_ALIGNMENT_LG));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_LN = " + IntToString(IP_CONST_ALIGNMENT_LN));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_NE = " + IntToString(IP_CONST_ALIGNMENT_NE));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_NG = " + IntToString(IP_CONST_ALIGNMENT_NG));
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SendMessageToPC(oPC, "IP_CONST_ALIGNMENT_TN = " + IntToString(IP_CONST_ALIGNMENT_TN));
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FloatingTextStringOnCreature("Good/Evil=" + IntToString(iGoodEvil) + ", Law/Chaos=" + IntToString(iLawChaos), oPC);
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}
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void SetAlignment(object oTarget, int iLawfulChaotic, int iGoodEvil)
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{
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///set Lawful / Chaotic scale
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if (iLawfulChaotic == ALIGNMENT_LAWFUL)
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{
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SendMessageToPC(oTarget, "LawfulChaotic="+IntToString(ALIGNMENT_LAWFUL));
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AdjustAlignment(oTarget, ALIGNMENT_LAWFUL, 100);
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AdjustAlignment(oTarget, ALIGNMENT_CHAOTIC, 15);
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}
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else if (iLawfulChaotic == ALIGNMENT_CHAOTIC)
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{
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SendMessageToPC(oTarget, "LawfulChaotic="+IntToString(ALIGNMENT_CHAOTIC));
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AdjustAlignment(oTarget, ALIGNMENT_CHAOTIC, 100);
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AdjustAlignment(oTarget, ALIGNMENT_LAWFUL, 15);
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}
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else
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{
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SendMessageToPC(oTarget, "LawfulChaotic="+IntToString(ALIGNMENT_NEUTRAL));
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AdjustAlignment(oTarget, ALIGNMENT_LAWFUL, 100);
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AdjustAlignment(oTarget, ALIGNMENT_CHAOTIC, 50);
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}
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///set Good / Evil scale
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if (iGoodEvil == ALIGNMENT_GOOD)
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{
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SendMessageToPC(oTarget, "GoodEvil="+IntToString(ALIGNMENT_GOOD));
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AdjustAlignment(oTarget, ALIGNMENT_GOOD, 100);
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AdjustAlignment(oTarget, ALIGNMENT_EVIL, 15);
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}
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else if (iGoodEvil == ALIGNMENT_EVIL)
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{
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SendMessageToPC(oTarget, "GoodEvil="+IntToString(ALIGNMENT_EVIL));
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AdjustAlignment(oTarget, ALIGNMENT_EVIL, 100);
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AdjustAlignment(oTarget, ALIGNMENT_GOOD, 15);
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}
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else
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{
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SendMessageToPC(oTarget, "GoodEvil="+IntToString(ALIGNMENT_NEUTRAL));
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AdjustAlignment(oTarget, ALIGNMENT_GOOD, 100);
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AdjustAlignment(oTarget, ALIGNMENT_EVIL, 50);
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}
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}
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