text: /**
   * =======================================
   * Engine Settings
   *
   * Do not modify the ones marked with a *
   * Unless you know what you are doing
   * =======================================
   **/
  
  'use strict';
  /* global Monogatari */
  
  const monogatari  = Monogatari.default;
  
  monogatari.settings({
  
  	// The name of your game, this will be used to store all the data so once
  	// you've released a game using one name, it shouldn't change. Please use the
  	// Version Setting to indicate a new release of your game!
  	'Name': 'My Visual Novel',
  
  	// The version of your game in semantic versioning (https://semver.org/).
  	'Version': '0.1.0',
  
  	// Initial Label *
  	'Label': 'Start',
  
  	// Number of AutoSave Slots
  	'Slots': 10,
  
  	// Change to true for a MultiLanguage GameScreen.
  	'MultiLanguage': false,
  
  	// If the 'Multilanguage' setting is set to `true`. This will enable a
  	// language selection screen that will be shown before the asset loading
  	// screen. If set to false, the loading screen will appear first instead and
  	// players will have to change the language from the settings screen.
  	'LanguageSelectionScreen': true,
  
  	// Music for the Main Menu.
  	'MainScreenMusic': '',
  
  	// Prefix for the Save Slots in Local Storage.
  	'SaveLabel': 'Save',
  	'AutoSaveLabel': 'AutoSave',
  
  	// Turn main menu on/off; Default: true *
  	'ShowMainScreen': true,
  
  	// Turn image preloading on/off, Default: true
  	'Preload': true,
  
  	// Time interval between autosaves (In Minutes). Default: 0 (Off)
  	'AutoSave': 0,
  
  	// Enable service workers; Default: true *
  	'ServiceWorkers': true,
  
  	// The Aspect Ratio your background images are on. This only has effect on
  	// web deployed novels if forceAspectRatio flag is on.
  	'AspectRatio': '16:9',
  
  	// Force aspect ratio, it will make all images to comply with aspect ratio.
  	// Values: 'None' (don't force), 'Visuals' (force only visuals)
  	// or 'Global' (force all game)
  	'ForceAspectRatio': 'None',
  
  	// Enables or disables the typing text animation for the whole game.
  	'TypeAnimation': true,
  
  	// Enables or disables the typing text animation in NVL dialogs for the
  	// whole game.
  	'NVLTypeAnimation': true,
  
  	// Enables or disables the typing animation for the narrator.
  	// If the previous property was set to false, the narrator won't shown
  	// the animation even if this is set to true.
  	'NarratorTypeAnimation': true,
  
  	// Enables or disables the typing animation for the special centered
  	// character. If the TypeAnimation property was set to false, the centered
  	// character won't shown the animation even if this is set to true.
  	'CenteredTypeAnimation': true,
  
  	// Force some orientation on mobile devices. If this setting is set either
  	// to portrait or landscape, a warning message will be displayed so the
  	// player rotates its device.
  	// Possible values: any, portrait or landscape.
  	'Orientation': 'landscape',
  
  	// Allow players to skip through the game. Similar to the auto play feature,
  	// skipping will allow players to go through the game really fast.
  	// If this value is set to 0, no skipping will be allowed but if it's set
  	// to a higher number, skipping will be allowed and that value will be taken
  	// as the speed in milliseconds with which the game will skip through the script
  	'Skip': 0,
  
  	// Define the directories where the assets are located. The root directory is
  	// the holder for the other asset specific directories, this directories are
  	// used when retrieving the files on the game.
  	'AssetsPath': {
  		'root': 'assets',
  		'characters': 'characters',
  		'icons': 'icons',
  		'images': 'images',
  		'music': 'music',
  		'scenes': 'scenes',
  		'sounds': 'sounds',
  		'ui': 'ui',
  		'videos': 'videos',
  		'voices': 'voices',
  		'gallery': 'gallery'
  	},
  
  	// Name of the Splash Screen Label. If a name is given and a label with that
  	// name exists on the game's script, it will be used to show a splash screen
  	// right after the loading screen.
  	'SplashScreenLabel': '_SplashScreen',
  
  	// Define what storage engine should be used to save the game data. *
  	// Adapters Available:
  	// - LocalStorage: This one is used by default
  	// - SessionStorage: Same as LocalStorage but will be cleared when the page
  	// 					 is closed.
  	// - IndexedDB: The information is saved using the IndexedDB web API
  	// - RemoteStorage: The information will be sent and retrieved from a given
  	//					URL Endpoint providing a REST API.
  	'Storage': {
  		'Adapter': 'LocalStorage',
  		'Store': 'GameData',
  		'Endpoint': ''
  	}
  });
  
  // Initial Settings
  monogatari.preferences ({
  
  	// Initial Language for Multilanguage Games or for the Default GUI Language.
  	'Language': 'English',
  
  	// Initial Volumes from 0.0 to 1.
  	'Volume': {
  		'Music': 1,
  		'Voice': 1,
  		'Sound': 1,
  		'Video': 1
  	},
  
  	// Initial resolution used for Electron, it must match the settings inside
  	// the electron.js file. This has no effect on web deployed novels.
  	'Resolution': '800x600',
  
  	// Speed at which dialog text will appear
  	'TextSpeed': 20,
  
  	// Speed at which the Auto Play feature will show the next statement
  	// It is measured in seconds and starts counting after the text is
  	// completely displayed.
  	'AutoPlaySpeed': 5
  });