import React = require ( "react" ) ; import { HpVerbosityOption } from "../../../common/PlayerViewSettings" ; import { AutoGroupInitiativeOption , AutoRerollInitiativeOption , PostCombatStatsOption } from "../../../common/Settings" ; import { Info } from "../../Components/Info" ; import { Dropdown } from "./Dropdown" ; import { Toggle } from "./Toggle" ; export function OptionsSettings ( props ) { return ( < div className = "tab-content options" > < h3 > Rules < /h3> < Toggle fieldName = "Rules.RollMonsterHp" > Roll HP when adding a Creature from Library Pane < Info > When you add a Creature from your Library , its Hit Point Maximum will be generated by rolling the dice expression in the Hit Points detail section . < /Info> < /Toggle> < Toggle fieldName = "Rules.EnableBossAndMinionHP" > Show Boss and Minion buttons on Library Creatures < Info > Hover or preview a Creature in the Library Pane to reveal these buttons . The pawn icon will add a creature as a 1 HP "minion" and the king icon will add it with the maximum possible HP roll . < /Info> < /Toggle> < Toggle fieldName = "Rules.AllowNegativeHP" > Allow combatants to have negative hit points < /Toggle> < Toggle fieldName = "Rules.AutoCheckConcentration" > Automatically prompt for concentration checks < Info > When a combatant has a tag with the text "Concentrating" , a prompt with a suggested concentration check will appear if they receive damage . You can ignore the prompt or automatically clear the tag . < /Info> < /Toggle> < Dropdown fieldName = "Rules.AutoGroupInitiative" options = { AutoGroupInitiativeOption } > Automatically add creatures to initiative group < Info > Creatures in an initiative group will keep the same initiative count . Group members keep their initiative in sync when you roll or edit initiative , and you can unlink individual members . "By Name" will group creatures with the same name . "Side Initiative" creates one group for Player Characters and one for everyone else . < /Info> < /Dropdown> < Dropdown fieldName = "Rules.AutoRerollInitiative" options = { AutoRerollInitiativeOption } > Automatically reroll initiative each round 's end < /Dropdown> < h3 > Encounter View < /h3> < Toggle fieldName = "TrackerView.DisplayPortraits" > Display Character Portraits < /Toggle> < Toggle fieldName = "TrackerView.DisplayRoundCounter" > Display Round Counter < /Toggle> < Toggle fieldName = "TrackerView.DisplayTurnTimer" > Display Turn Timer < /Toggle> < Toggle fieldName = "TrackerView.DisplayDifficulty" > Display Encounter Difficulty < Info > Encounter Difficulty is calculated based on the guidelines in the Dungeon Master 's Guide. It accounts for how many Player Characters are in the combat , or assumes 4 characters if none are present . All Creatures and Non Player Characters are counted as enemies . < /Info> < /Toggle> < Toggle fieldName = "TrackerView.DisplayHPBar" > Display HP Bar of Active or Selected Character < Info > Show a small HP bar indicator for any selected combatant ( s ) , as well as for the currently - active combatant . < /Info> < /Toggle> < Dropdown fieldName = "TrackerView.PostCombatStats" options = { PostCombatStatsOption } > Display Post - Combat Stats Summary < Info > These statistics include elapsed time , and average time - per - turn , for each Player Character in the encounter and the DM . < /Info> < /Dropdown> < h3 > Player View < /h3> < Toggle fieldName = "PlayerView.DisplayRoundCounter" > Display Round Counter < /Toggle> < Toggle fieldName = "PlayerView.DisplayTurnTimer" > Display Turn Timer < /Toggle> < Dropdown fieldName = "PlayerView.MonsterHPVerbosity" options = { HpVerbosityOption } > Creature and NPC HP Verbosity < Info > Control how much information about combatants is revealed in the Player View window . Colored Label will change from green to red , so keen - eyed players might deduce exact HP percentage . < /Info> < /Dropdown> < Dropdown fieldName = "PlayerView.PlayerHPVerbosity" options = { HpVerbosityOption } > Player Character HP Verbosity < /Dropdown> < Toggle fieldName = "PlayerView.HideMonstersOutsideEncounter" > Don 't show Creatures and NPCs in Player View until encounter is started < /Toggle> < Toggle fieldName = "PlayerView.AllowPlayerSuggestions" > Allow players to suggest damage / healing < Info > Players can suggest damage ( or healing , with a negative number ) by clicking or tapping the current HP of any combatant in the Player View . You can accept the full or half amount of damage . < /Info> < /Toggle> < Toggle fieldName = "PlayerView.ActiveCombatantOnTop" > Active combatant at top of initiative list < Info > The initiative list will display active and upcoming combatants first , and include an "End of Round" marker . < /Info> < /Toggle> < p > { "Additional player view options available with " } < a href = "#" onClick = { props . goToEpicInitiativeSettings } > Epic Initiative < /a> < /p> < h3 > Preloaded Content < /h3> < Toggle fieldName = "PreloadedContent.BasicRules" > Basic Rules ( OGL ) Creatures < /Toggle> < Toggle fieldName = "PreloadedContent.Open5eContent" > Additional Open5e OGL Creatures < Info > Includes Tome of Beasts and Creature Codex < /Info> < /Toggle> < /div>); }