#include "x2_inc_switches"
#include "x2_inc_restsys"
//This function starts the pc saving script simply delete the // below to activate.
//#include "pc_export_inc"
void main()
{
    // Init placeholders for ODBC gateway
//    SQLInit();
    // Init placeholders for chat gateway
//    InitSpeech();

   if (GetGameDifficulty() ==  GAME_DIFFICULTY_CORE_RULES || GetGameDifficulty() ==  GAME_DIFFICULTY_DIFFICULT)
   {
        // * Setting the switch below will enable a seperate Use Magic Device Skillcheck for
        // * rogues when playing on Hardcore+ difficulty. This only applies to scrolls
        SetModuleSwitch (MODULE_SWITCH_ENABLE_UMD_SCROLLS, TRUE);

       // * Activating the switch below will make AOE spells hurt neutral NPCS by default
       // SetModuleSwitch (MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS, TRUE);
   }

   // * AI: Activating the switch below will make the creaures using the WalkWaypoint function
   // * able to walk across areas
   // SetModuleSwitch (MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS, TRUE);

   // * Spells: Activating the switch below will make the Glyph of Warding spell behave differently:
   // * The visual glyph will disappear after 6 seconds, making them impossible to spot
      SetModuleSwitch (MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING, TRUE);

   // * Craft Feats: Want 50 charges on a newly created wand? We found this unbalancing,
   // * but since it is described this way in the book, here is the switch to get it back...
    SetModuleSwitch (MODULE_SWITCH_ENABLE_CRAFT_WAND_50_CHARGES, TRUE);

   // * Craft Feats: Use this to disable Item Creation Feats if you do not want
   // * them in your module
   // SetModuleSwitch (MODULE_SWITCH_DISABLE_ITEM_CREATION_FEATS, TRUE);

   // * Palemaster: Deathless master touch in PnP only affects creatures up to a certain size.
   // * We do not support this check for balancing reasons, but you can still activate it...
   // SetModuleSwitch (MODULE_SWITCH_SPELL_CORERULES_DMASTERTOUCH, TRUE);

   // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this
   // * did not fit into NWNs spell system and was confusing, so we took it out...
   // SetModuleSwitch (MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER, TRUE);

    // * Spellcasting: Some people don't like caster's abusing expertise to raise their AC
    // * Uncommenting this line will drop expertise mode whenever a spell is cast by a player
    // SetModuleSwitch (MODULE_VAR_AI_STOP_EXPERTISE_ABUSE, TRUE);


    // * Item Event Scripts: The game's default event scripts allow routing of all item related events
    // * into a single file, based on the tag of that item. If an item's tag is "test", it will fire a
    // * script called "test" when an item based event (equip, unequip, acquire, unacquire, activate,...)
    // * is triggered. Check "x2_it_example.nss" for an example.
    // * This feature is disabled by default.
   SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE);

   if (GetModuleSwitchValue (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
   {
        // * If Tagbased scripts are enabled, and you are running a Local Vault Server
        // * you should use the line below to add a layer of security to your server, preventing
        // * people to execute script you don't want them to. If you use the feature below,
        // * all called item scrips will be the prefix + the Tag of the item you want to execute, up to a
        // * maximum of 16 chars, instead of the pure tag of the object.
        // * i.e. without the line below a user activating an item with the tag "test",
        // * will result in the execution of a script called "test". If you uncomment the line below
        // * the script called will be "1_test.nss"
        // SetUserDefinedItemEventPrefix("1_");

   }

   // * This initializes Bioware's wandering monster system as used in Hordes of the Underdark
   // * You can deactivate it, making your module load faster if you do not use it.
   // * If you want to use it, make sure you set "x2_mod_def_rest" as your module's OnRest Script
   // SetModuleSwitch (MODULE_SWITCH_USE_XP2_RESTSYSTEM, TRUE);

   if (GetModuleSwitchValue(MODULE_SWITCH_USE_XP2_RESTSYSTEM) == TRUE)
   {

       // * This allows you to specify a different 2da for the wandering monster system.
       // SetWanderingMonster2DAFile("des_restsystem");

       //* Do not change this line.
       WMBuild2DACache();
   }
//IMPORTANT: you need to delete the // from the line below to activate autsave.
//pc_export_onmoduleload();

{
//This is a token generator script, so if you have items/npcs in the module
//with colorized names, This works for items as well, if bought in a store.
string sColor = GetName(GetObjectByTag("COLORS"));

SetCustomToken(1001, GetSubString(sColor, 0, 6)); //white
SetCustomToken(1002, GetSubString(sColor, 6, 6)); //yellow
SetCustomToken(1003, GetSubString(sColor, 12, 6)); //magenta
SetCustomToken(1004, GetSubString(sColor, 18, 6)); //cyan
SetCustomToken(1005, GetSubString(sColor, 24, 6)); //red
SetCustomToken(1006, GetSubString(sColor, 30, 6)); //green
SetCustomToken(1007, GetSubString(sColor, 36, 6)); //blue
}
}