function registerSettings() {

    (async () => {
        /**
         * @member useDefaultBindings
         * @property {String} name - Bind Foundry External Functions
         * @property {String} hint - Enabling this lets you use some premade helper functions in your ink script. Declare them using the EXTERNAL keyword.
         * @proprty {Boolean} default - true
         */
        await game.settings.register('foundry-ink', 'useDefaultBindings', {
            name: settingL10n('bindings-library.name'),
            hint: settingL10n('bindings-library.hint'),
            scope: 'world',
            config: true,
            type: Boolean,
            default: true
        });

        /**
         * @member hookSyntax
         * @property {String} name - Use Hook Registration Syntax
         * @property {String} hint - Enabling this turns on hook syntax in the text of choices.
         * @property {Boolean} default - true
         */
        await game.settings.register('foundry-ink', 'hookSyntax', {
            name: settingL10n('hook-syntax.name'),
            hint: settingL10n('hook-syntax.hint'),
            scope: 'world',
            config: true,
            type: Boolean,
            default: true
        });

        /**
         * @member chatRender
         * @property {String} name - ChatMessage Renderer
         * @property {String} hint - Enabling this renderer will output ink stories to the chat window.
         * @property {Boolean} default - true
         */
        await game.settings.register('foundry-ink', 'chatRender', {
            name: settingL10n('chat-render.name'),
            hint: settingL10n('chat-render.hint'),
            scope: 'world',
            config: true,
            type: Boolean,
            default: true
        });

        /**
         * @member consoleRender
         * @property {String} name - Console Renderer
         * @property {String} hint - Enabling this renderer will output ink stories to the F12 debug console.
         * @property {Boolean} default - false
         */
        await game.settings.register('foundry-ink', 'consoleRender', {
            name: settingL10n('console-render.name'),
            hint: settingL10n('console-render.hint'),
            scope: 'world',
            config: true,
            type: Boolean,
            default: false
        });

        /**
         * @member dialogueSyntax
         * @property {String} name - Dialogue Indication Syntax
         * @property {String} hint - If your ink script uses a common syntax to indicate speakers of dialogue, then you can use this drop down to select it.
         * @property {String} default - None
         * 
         * @property {Array} choices - A dropdown selector
         * @property {String} choices.None - None
         * @property {String} choices.inline - Inline (`<SPEAKER>: ...`)
         * @property {String} choices.tag - Tag (`... #Dialogue: <SPEAKER>`)
         * 
         */
        await game.settings.register('foundry-ink', 'dialogueSyntax', {
            name: settingL10n('dialogue-syntax.name'),
            hint: settingL10n('dialogue-syntax.hint'),
            scope: 'world',
            config: true,
            type: String,
            default: settingL10n('dialogue-syntax.none'),
            choices: [settingL10n('dialogue-syntax.none'), settingL10n('dialogue-syntax.inline'), settingL10n('dialogue-syntax.tag')]
        });
    })();
}
/**
 * Registers settings used by Ink in the Foundry, which can be accessed in the Module Settings tab of Foundry's Configure Settings Window.
 * 
 * @module settings
 */
Registers settings used by Ink in the Foundry, which can be accessed in the Module Settings tab of Foundry's Configure Settings Window.

@module settings
Registers settings used by Ink in the Foundry which can be accessed in the Module Settings tab of Foundry ' s Configure Settings Window . @module settings
function registerSettings() {
    (async () => {
        await game.settings.register('foundry-ink', 'useDefaultBindings', {
            name: settingL10n('bindings-library.name'),
            hint: settingL10n('bindings-library.hint'),
            scope: 'world',
            config: true,
            type: Boolean,
            default: true
        });
        await game.settings.register('foundry-ink', 'hookSyntax', {
            name: settingL10n('hook-syntax.name'),
            hint: settingL10n('hook-syntax.hint'),
            scope: 'world',
            config: true,
            type: Boolean,
            default: true
        });
        await game.settings.register('foundry-ink', 'chatRender', {
            name: settingL10n('chat-render.name'),
            hint: settingL10n('chat-render.hint'),
            scope: 'world',
            config: true,
            type: Boolean,
            default: true
        });
        await game.settings.register('foundry-ink', 'consoleRender', {
            name: settingL10n('console-render.name'),
            hint: settingL10n('console-render.hint'),
            scope: 'world',
            config: true,
            type: Boolean,
            default: false
        });
        await game.settings.register('foundry-ink', 'dialogueSyntax', {
            name: settingL10n('dialogue-syntax.name'),
            hint: settingL10n('dialogue-syntax.hint'),
            scope: 'world',
            config: true,
            type: String,
            default: settingL10n('dialogue-syntax.none'),
            choices: [settingL10n('dialogue-syntax.none'), settingL10n('dialogue-syntax.inline'), settingL10n('dialogue-syntax.tag')]
        });
    })();
}
function registerSettings ( ) { ( async ( ) => { await game . settings . register ( 'foundry-ink' , 'useDefaultBindings' , { name : settingL10n ( 'bindings-library.name' ) , hint : settingL10n ( 'bindings-library.hint' ) , scope : 'world' , config : true , type : Boolean , default : true } ) ; await game . settings . register ( 'foundry-ink' , 'hookSyntax' , { name : settingL10n ( 'hook-syntax.name' ) , hint : settingL10n ( 'hook-syntax.hint' ) , scope : 'world' , config : true , type : Boolean , default : true } ) ; await game . settings . register ( 'foundry-ink' , 'chatRender' , { name : settingL10n ( 'chat-render.name' ) , hint : settingL10n ( 'chat-render.hint' ) , scope : 'world' , config : true , type : Boolean , default : true } ) ; await game . settings . register ( 'foundry-ink' , 'consoleRender' , { name : settingL10n ( 'console-render.name' ) , hint : settingL10n ( 'console-render.hint' ) , scope : 'world' , config : true , type : Boolean , default : false } ) ; await game . settings . register ( 'foundry-ink' , 'dialogueSyntax' , { name : settingL10n ( 'dialogue-syntax.name' ) , hint : settingL10n ( 'dialogue-syntax.hint' ) , scope : 'world' , config : true , type : String , default : settingL10n ( 'dialogue-syntax.none' ) , choices : [ settingL10n ( 'dialogue-syntax.none' ) , settingL10n ( 'dialogue-syntax.inline' ) , settingL10n ( 'dialogue-syntax.tag' ) ] } ) ; } ) ( ) ; }
Registers settings used by Ink in the Foundry, which can be accessed in the Module Settings tab of Foundry's Configure Settings Window.
Registers settings used by Ink in the Foundry which can be accessed in the Module Settings tab of Foundry ' s Configure Settings Window .
/**
         * @member useDefaultBindings
         * @property {String} name - Bind Foundry External Functions
         * @property {String} hint - Enabling this lets you use some premade helper functions in your ink script. Declare them using the EXTERNAL keyword.
         * @proprty {Boolean} default - true
         */ /**
         * @member hookSyntax
         * @property {String} name - Use Hook Registration Syntax
         * @property {String} hint - Enabling this turns on hook syntax in the text of choices.
         * @property {Boolean} default - true
         */ /**
         * @member chatRender
         * @property {String} name - ChatMessage Renderer
         * @property {String} hint - Enabling this renderer will output ink stories to the chat window.
         * @property {Boolean} default - true
         */ /**
         * @member consoleRender
         * @property {String} name - Console Renderer
         * @property {String} hint - Enabling this renderer will output ink stories to the F12 debug console.
         * @property {Boolean} default - false
         */ /**
         * @member dialogueSyntax
         * @property {String} name - Dialogue Indication Syntax
         * @property {String} hint - If your ink script uses a common syntax to indicate speakers of dialogue, then you can use this drop down to select it.
         * @property {String} default - None
         * 
         * @property {Array} choices - A dropdown selector
         * @property {String} choices.None - None
         * @property {String} choices.inline - Inline (`<SPEAKER>: ...`)
         * @property {String} choices.tag - Tag (`... #Dialogue: <SPEAKER>`)
         * 
         */