text: // Namespace DCC Configuration Values
  const DCC = {}
  
  // ASCII Artwork
  DCC.ASCII = `_______________________________
  ______  _____  _____ 
  |  _  \\/  __ \\/  __ \\
  | | | || /  \\/| /  \\/
  | | | || |    | |    
  | |/ / | \\__/\\| \\__/\\
  |___/   \\____/ \\____/
  _______________________________`
  
  /**
   * The set of Ability Scores used within the system
   * @type {Object}
   */
  DCC.abilities = {
    str: 'DCC.AbilityStr',
    agl: 'DCC.AbilityAgl',
    sta: 'DCC.AbilitySta',
    per: 'DCC.AbilityPer',
    int: 'DCC.AbilityInt',
    lck: 'DCC.AbilityLck'
  }
  
  /**
   * The set of Ability Score Modifiers used within the system
   * @type {Object}
   */
  DCC.abilities.modifiers = {
    0: -3,
    1: -3,
    2: -3,
    3: -3,
    4: -2,
    5: -2,
    6: -1,
    7: -1,
    8: -1,
    9: 0,
    10: 0,
    11: 0,
    12: 0,
    13: 1,
    14: 1,
    15: 1,
    16: 2,
    17: 2,
    18: 3,
    19: 3,
    20: 4,
    21: 4,
    22: 5,
    23: 5,
    24: 6
  }
  
  /* -------------------------------------------- */
  
  /**
   * Character alignment options
   * @type {Object}
   */
  DCC.alignments = {
    l: 'DCC.AlignmentL',
    n: 'DCC.AlignmentN',
    c: 'DCC.AlignmentC'
  }
  
  /* -------------------------------------------- */
  
  /**
   * Character saving throws
   * @type {Object}
   */
  DCC.saves = {
    ref: 'DCC.SavesReflex',
    frt: 'DCC.SavesFortitude',
    wil: 'DCC.SavesWill'
  }
  
  /* -------------------------------------------- */
  
  /**
   * Item entity types
   * @type {Object}
   */
  DCC.items = {
    weapon: 'DCC.Weapon',
    ammunition: 'DCC.Ammunition',
    armor: 'DCC.Armor',
    equipment: 'DCC.Equipment',
    mount: 'DCC.Mount',
    spell: 'DCC.Spell',
    skill: 'DCC.Skill',
    treasure: 'DCC.Treasure'
  }
  
  /* -------------------------------------------- */
  
  /**
   * This Object defines the various lengths of time which can occur in D&D5e
   * @type {Object}
   */
  DCC.timePeriods = {
    inst: 'DCC.TimeInst',
    turn: 'DCC.TimeTurn',
    round: 'DCC.TimeRound',
    minute: 'DCC.TimeMinute',
    hour: 'DCC.TimeHour',
    day: 'DCC.TimeDay',
    month: 'DCC.TimeMonth',
    year: 'DCC.TimeYear',
    perm: 'DCC.TimePerm',
    spec: 'DCC.Special'
  }
  
  /* -------------------------------------------- */
  
  /**
   * This describes the ways that an ability can be activated
   * @type {Object}
   */
  DCC.abilityActivationTypes = {
    none: 'DCC.None',
    action: 'DCC.Action',
    minute: DCC.timePeriods.minute,
    hour: DCC.timePeriods.hour,
    day: DCC.timePeriods.day,
    special: DCC.timePeriods.spec
  }
  
  /* -------------------------------------------- */
  
  // Creature Sizes
  DCC.actorSizes = {
    tiny: 'DCC.SizeTiny',
    sm: 'DCC.SizeSmall',
    med: 'DCC.SizeMedium',
    lg: 'DCC.SizeLarge',
    huge: 'DCC.SizeHuge',
    grg: 'DCC.SizeGargantuan'
  }
  
  DCC.tokenSizes = {
    tiny: 1,
    sm: 1,
    med: 1,
    lg: 2,
    huge: 3,
    grg: 4
  }
  
  /* -------------------------------------------- */
  
  /**
   * The set of equipment types for armor, clothing, and other objects which can ber worn by the character
   * @type {Object}
   */
  DCC.equipmentTypes = {
    light: 'DCC.EquipmentLight',
    medium: 'DCC.EquipmentMedium',
    heavy: 'DCC.EquipmentHeavy',
    bonus: 'DCC.EquipmentBonus',
    natural: 'DCC.EquipmentNatural',
    shield: 'DCC.EquipmentShield',
    clothing: 'DCC.EquipmentClothing'
  }
  
  /* -------------------------------------------- */
  
  /**
   * The valid currency denominations supported by the DCC system
   * @type {Object}
   */
  DCC.currencies = {
    pp: 'DCC.CurrencyPP',
    ep: 'DCC.CurrencyEP',
    gp: 'DCC.CurrencyGP',
    sp: 'DCC.CurrencySP',
    cp: 'DCC.CurrencyCP'
  }
  
  /**
   * The currencies supported by the DCC system ranked by value from low to high
   * @type {Array}
   */
  DCC.currencyRank = [
    'cp', 'sp', 'gp', 'ep', 'pp'
  ]
  
  /**
   * The currencies supported by the DCC system expressed in terms of the lowest denomination
   * @type {Object}
   */
  DCC.currencyValue = {
    pp: 10000,
    ep: 1000,
    gp: 100,
    sp: 10,
    cp: 1
  }
  
  /* -------------------------------------------- */
  
  DCC.distanceUnits = {
    none: 'DCC.None',
    self: 'DCC.DistSelf',
    touch: 'DCC.DistTouch',
    ft: 'DCC.DistFt',
    mi: 'DCC.DistMi',
    spec: 'DCC.Special',
    any: 'DCC.DistAny'
  }
  
  /* -------------------------------------------- */
  
  /**
   * Configure aspects of encumbrance calculation so that it could be configured by modules
   * @type {Object}
   */
  DCC.encumbrance = {
    currencyPerWeight: 50,
    strMultiplier: 15
  }
  
  /* -------------------------------------------- */
  
  /**
   * This Object defines the types of single or area targets which can be applied in D&D5e
   * @type {Object}
   */
  DCC.targetTypes = {
    none: 'DCC.None',
    self: 'DCC.TargetSelf',
    creature: 'DCC.TargetCreature',
    ally: 'DCC.TargetAlly',
    enemy: 'DCC.TargetEnemy',
    object: 'DCC.TargetObject',
    space: 'DCC.TargetSpace',
    radius: 'DCC.TargetRadius',
    sphere: 'DCC.TargetSphere',
    cylinder: 'DCC.TargetCylinder',
    cone: 'DCC.TargetCone',
    square: 'DCC.TargetSquare',
    cube: 'DCC.TargetCube',
    line: 'DCC.TargetLine',
    wall: 'DCC.TargetWall'
  }
  
  /* -------------------------------------------- */
  
  /**
   * Map the subset of target types which produce a template area of effect
   * The keys are DCC target types and the values are MeasuredTemplate shape types
   * @type {Object}
   */
  DCC.areaTargetTypes = {
    cone: 'cone',
    cube: 'rect',
    cylinder: 'circle',
    line: 'ray',
    radius: 'circle',
    sphere: 'circle',
    square: 'rect',
    wall: 'ray'
  }
  
  /* -------------------------------------------- */
  
  // Healing Types
  DCC.healingTypes = {
    healing: 'DCC.Healing',
    temphp: 'DCC.HealingTemp'
  }
  
  /* -------------------------------------------- */
  
  /**
   * Enumerate the denominations of hit dice which can apply to classes
   * @type {Array.<string>}
   */
  DCC.hitDieTypes = ['d4', 'd6', 'd8', 'd10', 'd12']
  
  /* -------------------------------------------- */
  
  /**
   * Character senses options
   * @type {Object}
   */
  DCC.senses = {
    iv: 'DCC.SenseIV',
    us: 'DCC.SenseUS'
  }
  
  // Spell Levels
  DCC.spellLevels = {
    1: 'DCC.SpellLevel1',
    2: 'DCC.SpellLevel2',
    3: 'DCC.SpellLevel3',
    4: 'DCC.SpellLevel4',
    5: 'DCC.SpellLevel5',
    6: 'DCC.SpellLevel6'
  }
  
  /* -------------------------------------------- */
  
  // Condition Types
  DCC.conditionTypes = {
    blinded: 'DCC.ConBlinded',
    charmed: 'DCC.ConCharmed',
    deafened: 'DCC.ConDeafened',
    diseased: 'DCC.ConDiseased',
    exhaustion: 'DCC.ConExhaustion',
    frightened: 'DCC.ConFrightened',
    grappled: 'DCC.ConGrappled',
    incapacitated: 'DCC.ConIncapacitated',
    invisible: 'DCC.ConInvisible',
    paralyzed: 'DCC.ConParalyzed',
    petrified: 'DCC.ConPetrified',
    poisoned: 'DCC.ConPoisoned',
    prone: 'DCC.ConProne',
    restrained: 'DCC.ConRestrained',
    stunned: 'DCC.ConStunned',
    unconscious: 'DCC.ConUnconscious'
  }
  
  // Languages
  DCC.languages = {
    common: 'DCC.LanguagesCommon',
    draconic: 'DCC.LanguagesDraconic',
    dwarvish: 'DCC.LanguagesDwarvish',
    elvish: 'DCC.LanguagesElvish',
    giant: 'DCC.LanguagesGiant',
    goblin: 'DCC.LanguagesGoblin',
    gnoll: 'DCC.LanguagesGnoll',
    halfling: 'DCC.LanguagesHalfling',
    orc: 'DCC.LanguagesOrc',
    cant: 'DCC.LanguagesThievesCant'
  }
  
  // Character Level XP Requirements
  DCC.CHARACTER_EXP_LEVELS = [
    0, 10, 50, 110, 190, 290, 410, 550, 710, 890, 1090
  ]
  
  // The dice chain
  DCC.DICE_CHAIN = [
    3, 4, 5, 6, 7, 8, 10, 12, 14, 16, 20, 24, 30
  ]
  
  // Critical Hit and Disapproval Compendiums, Fumble table, and Mercurial Magic table
  // Updated at runtime from settings
  DCC.criticalHitPacks = null
  DCC.disapprovalPacks = null
  DCC.fumbleTable = null
  DCC.mercurialMagicTable = null
  
  // List of available disapproval tables for the cleric sheet, generated from disapprovalPacks
  DCC.disapprovalTables = {}
  
  // Default actor images
  DCC.defaultActorImages = {
    default: 'systems/dcc/styles/images/actor.webp'
  }
  
  // Default item tokens
  DCC.defaultItemImages = {
    default: 'systems/dcc/styles/images/item.webp',
    armor: 'systems/dcc/styles/images/armor.webp',
    spell: 'systems/dcc/styles/images/spell.webp',
    treasure: 'systems/dcc/styles/images/coins.webp',
    weapon: 'systems/dcc/styles/images/weapon.webp'
  }
  
  export default DCC
  