Sync bol for module releas
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@ -1,80 +0,0 @@
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/**
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* Enricher qui permet de transformer un texte en un lien de lancer de dés
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* Pour une syntaxe de type @jet[x]{y}(z) avec x la caractéristique, y le titre et z l'avantage
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* x de type rob, dex, int, per, vol pour les caractéristiques
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* et de type oeil, verbe, san, bourse, magie pour les ressources
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* y est le titre du jet et permet de décrire l'action
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* z est l'avantage du jet, avec pour valeurs possibles : --, -, +, ++
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*/
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export function setupTextEnrichers() {
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CONFIG.TextEditor.enrichers = CONFIG.TextEditor.enrichers.concat([
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{
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// eslint-disable-next-line no-useless-escape
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pattern: /\@jet\[(.+?)\]{(.*?)}\((.*?)\)/gm,
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enricher: async (match, options) => {
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const a = document.createElement("a")
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a.classList.add("ask-roll-journal")
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const target = match[1]
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const title = match[2]
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const avantage = match[3]
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let type = "resource"
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if (["rob", "dex", "int", "per", "vol"].includes(target)) {
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type = "save"
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}
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let rollAvantage = "normal"
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if (avantage) {
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switch (avantage) {
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case "++":
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rollAvantage = "++"
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break
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case "+":
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rollAvantage = "+"
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break
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case "-":
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rollAvantage = "-"
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break
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case "--":
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rollAvantage = "--"
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break
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default:
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break
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}
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}
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a.dataset.rollType = type
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a.dataset.rollTarget = target
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a.dataset.rollTitle = title
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a.dataset.rollAvantage = rollAvantage
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a.innerHTML = `
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<i class="fas fa-dice-d20"></i> ${getLibelle(target)}${rollAvantage !== "normal" ? rollAvantage : ""}
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`
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return a
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},
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},
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])
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}
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const mapLibelles = {
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rob: "ROB",
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dex: "DEX",
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int: "INT",
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per: "PER",
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vol: "VOL",
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oeil: "OEIL",
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verbe: "VERBE",
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san: "SANTE MENTALE",
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bourse: "BOURSE",
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magie: "MAGIE",
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}
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/**
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* Retourne le libellé associé à la valeur qui sera affiché dans le journal
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* @param {string} value
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*/
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function getLibelle(value) {
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if (mapLibelles[value]) {
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return mapLibelles[value]
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}
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return null
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}
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@ -1,82 +0,0 @@
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export class Macros {
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/**
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* Creates a macro based on the type of data dropped onto the hotbar.
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*
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* @param {Object} dropData The data object representing the item dropped.
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* @param {string} dropData.type The type of the dropped item (e.g., "Actor", "JournalEntry", "roll").
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* @param {string} dropData.uuid The UUID of the dropped item.
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* @param {string} [dropData.actorId] The ID of the actor (required if type is "roll").
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* @param {string} [dropData.rollType] The type of roll (required if type is "roll").
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* @param {string} [dropData.rollTarget] The target of the roll (required if type is "roll").
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* @param {string} [dropData.value] The value of the roll (required if type is "roll").
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* @param {number} slot The hotbar slot where the macro will be created.
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*
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* @returns {Promise<void>} A promise that resolves when the macro is created.
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*/
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static createCthulhuEternalMacro = async function (dropData, slot) {
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switch (dropData.type) {
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case "Actor":
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const actor = await fromUuid(dropData.uuid)
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const actorCommand = `game.actors.get("${actor.id}").sheet.render(true)`
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this.createMacro(slot, actor.name, actorCommand, actor.img)
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break
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case "JournalEntry":
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const journal = await fromUuid(dropData.uuid)
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const journalCommand = `game.journal.get("${journal.id}").sheet.render(true)`
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this.createMacro(slot, journal.name, journalCommand, journal.img ? journal.img : "icons/svg/book.svg")
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break
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case "roll":
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const rollCommand =
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dropData.rollType === "save"
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? `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}', '=');`
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: `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}');`
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const rollName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${game.i18n.localize(`TENEBRIS.Manager.${dropData.rollTarget}`)}`
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this.createMacro(slot, rollName, rollCommand, "icons/svg/d20-grey.svg")
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break
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case "rollDamage":
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const weapon = game.actors.get(dropData.actorId).items.get(dropData.rollTarget)
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const rollDamageCommand = `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}');`
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const rollDamageName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${weapon.name}`
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this.createMacro(slot, rollDamageName, rollDamageCommand, weapon.img)
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break
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case "rollAttack":
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const rollAttackCommand = `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollValue}', '${dropData.rollTarget}');`
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const rollAttackName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${dropData.rollTarget}`
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this.createMacro(slot, rollAttackName, rollAttackCommand, "icons/svg/d20-grey.svg")
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break
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default:
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// Handle other cases or do nothing
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break
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}
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}
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/**
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* Create a macro
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* All macros are flaged with a tenebris.macro flag at true
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* @param {*} slot
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* @param {*} name
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* @param {*} command
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* @param {*} img
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*/
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static createMacro = async function (slot, name, command, img) {
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let macro = game.macros.contents.find((m) => m.name === name && m.command === command)
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if (!macro) {
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macro = await Macro.create(
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{
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name: name,
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type: "script",
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img: img,
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command: command,
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flags: { "tenebris.macro": true },
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},
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{ displaySheet: false },
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)
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game.user.assignHotbarMacro(macro, slot)
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}
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}
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}
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@ -9,24 +9,5 @@
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*/
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export function handleSocketEvent({ action = null, data = {} } = {}) {
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console.debug("handleSocketEvent", action, data)
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switch (action) {
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case "fortune":
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return CthulhuEternalFortune.handleSocketEvent(data)
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case "askRoll":
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return _askRoll(data)
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}
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}
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/**
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* Handles the socket event to ask for a roll.
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*
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* @param {Object} [options={}] The options object.
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* @param {string} [options.userId] The ID of the user who initiated the roll.
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*/
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export function _askRoll({ userId } = {}) {
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console.debug(`handleSocketEvent _askRoll from ${userId} !`)
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const currentUser = game.user._id
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if (userId === currentUser) {
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foundry.audio.AudioHelper.play({ src: "/systems/fvtt-cthulhu-eternal/sounds/drums.wav", volume: 0.8, autoplay: true, loop: false }, false)
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}
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}
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@ -3,9 +3,9 @@ export default class CthulhuEternalUtils {
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static registerSettings() {
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game.settings.register("fvtt-cthulhu-eternal", "settings-era", {
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name: game.i18n.localize("CHTUHLUETERNAL.Settings.era"),
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hint: game.i18n.localize("CHTUHLUETERNAL.Settings.eraHint"),
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default: true,
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name: game.i18n.localize("CTHULHUETERNAL.Settings.era"),
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hint: game.i18n.localize("CTHULHUETERNAL.Settings.eraHint"),
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default: "jazz",
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scope: "world",
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type: String,
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choices: SYSTEM.AVAILABLE_SETTINGS,
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