New output

This commit is contained in:
2025-04-08 17:11:57 +04:00
parent f01128b059
commit 6367ced32e
722 changed files with 231855 additions and 272229 deletions
+118 -174
View File
@@ -3,43 +3,19 @@ Different values: 6
=====================================
object {2-02}
_id : string {2-02._id} (all different values)
folder : string {2-02.folder} (same value: 9yMLU9eWejQjLumu)
img : string {2-02.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
folder : string {2-02.folder} (same value: '9yMLU9eWejQjLumu')
img : string {2-02.img} (same value: 'systems/pf2e/icons/default-icons/npc.svg')
items : array<object> {2-02.items}
Length: min=2 max=5
Value type: object {2-02.items.[]}
_id : string {2-02.items.[]._id} (13 different values)
3bAxyZsnErhUuO5k (x1)
JgxMB26VLPosNML6 (x1)
XZzJJKcamIQvGqFL (x1)
sD2sBz3QDTR3TesI (x1)
OPGeq3oklgj2Qwwu (x1)
YjZsr4inH9qTVsVo (x1)
uG9Xf5mQy36f7njW (x2)
zpKCgmkpmuMWqS4I (x2)
icMP8x2L8sLVpCPP (x2)
RurmrfKLGW9f3iez (x2)
Frpc0KRkdnPN6zjA (x2)
21yFJ9CtjGVqNRyl (x2)
blnlbHg4zm5aPODb (x2)
img : string {2-02.items.[].img} (5 different values)
systems/pf2e/icons/default-icons/melee.svg (x8)
systems/pf2e/icons/actions/Reaction.webp (x4)
systems/pf2e/icons/actions/TwoActions.webp (x4)
systems/pf2e/icons/actions/Passive.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x2)
'systems/pf2e/icons/default-icons/melee.svg' (x8)
'systems/pf2e/icons/actions/Reaction.webp' (x4)
'systems/pf2e/icons/actions/TwoActions.webp' (x4)
'systems/pf2e/icons/actions/Passive.webp' (x2)
'systems/pf2e/icons/actions/OneAction.webp' (x2)
name : string {2-02.items.[].name} (11 different values)
Tusk (x2)
Ferocity (x2)
Boar Charge (x1)
Daeodon Charge (x1)
Energized Fist (x2)
Eye Beam (x2)
Construct Armor (x2)
Ley Line Surge (x2)
Sudden Charge (x2)
Vacuum Sickle (x2)
Dissociate (x2)
sort : integer {2-02.items.[].sort} (5 different values)
100000 (x6)
200000 (x6)
@@ -48,141 +24,113 @@ object {2-02}
500000 (x2)
system : object {2-02.items.[].system}
[attack] : object {2-02.items.[].system.attack}
value : string {2-02.items.[].system.attack.value} (same value: )
value : string {2-02.items.[].system.attack.value} (same value: '')
[attackEffects] : object {2-02.items.[].system.attackEffects}
value : array<> {2-02.items.[].system.attackEffects.value}
Length: min=0 max=0
Value type: mixed
Value type: empty
[bonus] : object {2-02.items.[].system.bonus}
value : integer {2-02.items.[].system.bonus.value} (5 different values)
12 (x2)
16 (x2)
19 (x1)
14 (x2)
19 (x1)
11 (x1)
[damageRolls] : object {2-02.items.[].system.damageRolls}
[mvem5z3mudqdf5ets4m0] : object {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0}
damage : string {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0.damage} (same value: 2d6+6)
damageType : string {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0.damageType} (same value: piercing)
[hkws1kx5125gnwcydkur] : object {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur}
damage : string {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur.damage} (same value: 2d8+8)
damageType : string {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur.damageType} (same value: piercing)
[bxpw7h10i8zge6wyqqyv] : object {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv}
damage : string {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv.damage} (2 different values)
2d10+5 (x1)
2d12+6 (x1)
damageType : string {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv.damageType} (same value: bludgeoning)
[lsedtgjewjc5h8ukimaq] : object {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq}
damage : string {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq.damage} (2 different values)
3d10+3 (x1)
4d6+10 (x1)
damageType : string {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq.damageType} (same value: fire)
20yh59rk1faxy135ps0i : object {2-02.items.[].system.damageRolls.20yh59rk1faxy135ps0i}
damage : string {2-02.items.[].system.damageRolls.20yh59rk1faxy135ps0i.damage} (2 different values)
1d8+6 (x1)
2d8+7 (x1)
damageType : string {2-02.items.[].system.damageRolls.20yh59rk1faxy135ps0i.damageType} (same value: slashing)
'1d8+6' (x1)
'2d8+7' (x1)
damageType : string {2-02.items.[].system.damageRolls.20yh59rk1faxy135ps0i.damageType} (same value: 'slashing')
[bxpw7h10i8zge6wyqqyv] : object {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv}
damage : string {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv.damage} (2 different values)
'2d10+5' (x1)
'2d12+6' (x1)
damageType : string {2-02.items.[].system.damageRolls.bxpw7h10i8zge6wyqqyv.damageType} (same value: 'bludgeoning')
[hkws1kx5125gnwcydkur] : object {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur}
damage : string {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur.damage} (same value: '2d8+8')
damageType : string {2-02.items.[].system.damageRolls.hkws1kx5125gnwcydkur.damageType} (same value: 'piercing')
[lsedtgjewjc5h8ukimaq] : object {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq}
damage : string {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq.damage} (2 different values)
'3d10+3' (x1)
'4d6+10' (x1)
damageType : string {2-02.items.[].system.damageRolls.lsedtgjewjc5h8ukimaq.damageType} (same value: 'fire')
[mvem5z3mudqdf5ets4m0] : object {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0}
damage : string {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0.damage} (same value: '2d6+6')
damageType : string {2-02.items.[].system.damageRolls.mvem5z3mudqdf5ets4m0.damageType} (same value: 'piercing')
description : object {2-02.items.[].system.description}
value : string {2-02.items.[].system.description.value} (11 different values)
(x8)
<p>@Localize[PF2E.NPC.Abilities.Glossary.Ferocity]</p> (x2)
<p>The boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.</p> (x1)
<p>The daeodon Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a @Check[reflex|dc:21] save or be knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone] by the force of the blow.</p> (x1)
<p>Like normal objects, the guardian dogu has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once the guardian is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 20.</p> (x1)
<p><span class="action-glyph">A</span> to <span class="action-glyph">3</span></p>
<p><strong>Frequency</strong> once per day</p>
<hr />
<p><strong>Effect</strong> The Kayajima guardian pulses with mystical energies that emit a pale blue glow before it emits a wave of force. If the Kayajima guardian uses 1 action to use, it unleashes a powerful blast that deals @Damage[3d6[force]] damage to all creatures in a @Template[cone|distance:15]. If the Kayajima guardian uses 2 actions to use Ley Line Surge, increase the size of the cone to @Template[cone|distance:30] and the damage to @Damage[5d6[force]] damage. If the Kayajima guardian uses 3 actions to use Ley Line Surge, increase the size of the cone to @Template[cone|distance:60] and the damage to @Damage[6d6[force]] damage.</p>
<p>Each creature in the area must attempt a @Check[fortitude|dc:19|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is pushed 5 feet.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is pushed 10 feet.</p> (x1)
<p>The Kayajima guardian propels itself with jets of blue energy from its feet, dashing up to a foe and swinging its fist. It Strides twice. If it ends its movement within melee range of at least one enemy, it can make an energized fist Strike against that enemy.</p> (x2)
<p>Like normal objects, the guardian dogu has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once the guardian is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22.</p> (x1)
<p><span class="action-glyph">A</span> to <span class="action-glyph">3</span></p>n<p><strong>Frequency</strong> once per day</p>
<hr />
<p><strong>Effect</strong> The Kayajima guardian pulses with mystical energies that emit a pale blue glow before it emits a wave of force. If the Kayajima guardian uses 1 action to use, it unleashes a powerful blast that deals @Damage[4d6[force]] damage to all creatures in a @Template[cone|distance:15]. If the Kayajima guardian uses 2 actions to use Ley Line Surge, increase the size of the cone to @Template[cone|distance:30] and the damage to @Damage[6d6[force]] damage. If the Kayajima guardian uses 3 actions to use Ley Line Surge, increase the size of the cone to @Template[cone|distance:60] and the damage to @Damage[8d6[force]] damage.</p>
<p>Each creature in the area must attempt a @Check[fortitude|dc:22|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is pushed 5 feet.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is pushed 10 feet.</p> (x1)
<p><strong>Trigger</strong> The wind malevolent would be hit by an effect that deals bludgeoning, piercing, or slashing damage</p>
<hr />
<p><strong>Effect</strong> The wind malevolent dissociates into component elemental wisps while vaguely retaining its weasel-like form. This grants it bludgeoning resistance 5, piercing resistance 5, slashing resistance 5, weakness 5 to area damage, and weakness 5 to splash damage. While in this dissociated form, it can't use its vacuum sickle Strike. The wind malevolent automatically re-forms into its normal form at the beginning of its next turn.</p> (x1)
<p><strong>Trigger</strong> The wind malevolent would be hit by an effect that deals bludgeoning, piercing, or slashing damage</p>
<hr />
<p><strong>Effect</strong> The wind malevolent dissociates into component elemental wisps while vaguely retaining its weasel-like form. This grants it bludgeoning resistance 7, piercing resistance 7, slashing resistance 7, weakness 5 to area damage, and weakness 5 to splash damage. While in this dissociated form, it can't use its vacuum sickle Strike. The wind malevolent automatically re-forms into its normal form at the beginning of its next turn.</p> (x1)
publication : object {2-02.items.[].system.publication}
license : string {2-02.items.[].system.publication.license} (same value: OGL)
license : string {2-02.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {2-02.items.[].system.publication.remaster} (same value: False)
title : string {2-02.items.[].system.publication.title} (2 different values)
(x18)
Pathfinder Bestiary (x2)
rules : ###FoundryRulesObject###
[slug] : string {2-02.items.[].system.slug} (same value: ferocity)
'' (x18)
'Pathfinder Bestiary' (x2)
rules : ignored (Foundry rules object) {2-02.items.[].system.rules}
[slug] : string {2-02.items.[].system.slug} (same value: 'ferocity')
traits : object {2-02.items.[].system.traits}
rarity : string {2-02.items.[].system.traits.rarity} (same value: common)
rarity : string {2-02.items.[].system.traits.rarity} (same value: 'common')
value : array<string> {2-02.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {2-02.items.[].system.traits.value.[]} (8 different values)
unarmed (x2)
magical (x4)
reach-10 (x2)
fire (x2)
range-increment-80 (x2)
force (x2)
primal (x2)
versatile-p (x1)
[weaponType] : object {2-02.items.[].system.weaponType}
value : string {2-02.items.[].system.weaponType.value} (2 different values)
melee (x6)
ranged (x2)
'magical' (x4)
'unarmed' (x2)
'reach-10' (x2)
'fire' (x2)
'range-increment-80' (x2)
'force' (x2)
'primal' (x2)
'versatile-p' (x1)
[actionType] : object {2-02.items.[].system.actionType}
value : string {2-02.items.[].system.actionType.value} (3 different values)
reaction (x4)
action (x6)
passive (x2)
'action' (x6)
'reaction' (x4)
'passive' (x2)
[actions] : object {2-02.items.[].system.actions}
[value] : integer {2-02.items.[].system.actions.value} (2 different values)
2 (x4)
1 (x2)
[category] : string {2-02.items.[].system.category} (2 different values)
defensive (x6)
offensive (x6)
'defensive' (x6)
'offensive' (x6)
[deathNote] : boolean {2-02.items.[].system.deathNote} (same value: True)
[frequency] : object {2-02.items.[].system.frequency}
max : integer {2-02.items.[].system.frequency.max} (same value: 1)
per : string {2-02.items.[].system.frequency.per} (same value: day)
per : string {2-02.items.[].system.frequency.per} (same value: 'day')
value : integer {2-02.items.[].system.frequency.value} (same value: 1)
[weaponType] : object {2-02.items.[].system.weaponType}
value : string {2-02.items.[].system.weaponType.value} (2 different values)
'melee' (x6)
'ranged' (x2)
type : string {2-02.items.[].type} (2 different values)
melee (x8)
action (x12)
'action' (x12)
'melee' (x8)
[_stats] : object {2-02.items.[]._stats}
compendiumSource : string {2-02.items.[]._stats.compendiumSource} (same value: Compendium.pf2e.bestiary-ability-glossary-srd.Item.N1kstYbHScxgUQtN)
compendiumSource : string {2-02.items.[]._stats.compendiumSource} (same value: 'Compendium.pf2e.bestiary-ability-glossary-srd.Item.N1kstYbHScxgUQtN')
name : string {2-02.name} (all different values)
prototypeToken : object {2-02.prototypeToken}
name : string {2-02.prototypeToken.name} (2 different values)
'Kayajima Guardian Dogu' (x2)
'Wind Malevolent' (x2)
system : object {2-02.system}
abilities : object {2-02.system.abilities}
cha : object {2-02.system.abilities.cha}
mod : integer {2-02.system.abilities.cha.mod} (4 different values)
-3 (x1)
-1 (x1)
-5 (x2)
0 (x2)
-3 (x1)
-1 (x1)
con : object {2-02.system.abilities.con}
mod : integer {2-02.system.abilities.con.mod} (4 different values)
1 (x1)
3 (x1)
5 (x2)
6 (x2)
1 (x1)
3 (x1)
dex : object {2-02.system.abilities.dex}
mod : integer {2-02.system.abilities.dex.mod} (5 different values)
-1 (x2)
1 (x1)
0 (x1)
-1 (x2)
2 (x1)
3 (x1)
int : object {2-02.system.abilities.int}
@@ -196,43 +144,43 @@ object {2-02}
5 (x2)
wis : object {2-02.system.abilities.wis}
mod : integer {2-02.system.abilities.wis.mod} (3 different values)
2 (x2)
0 (x3)
2 (x2)
1 (x1)
attributes : object {2-02.system.attributes}
ac : object {2-02.system.attributes.ac}
details : string {2-02.system.attributes.ac.details} (3 different values)
(x4)
(20 when broken); construct armor (x1)
(22 when broken); construct armor (x1)
'' (x4)
'(20 when broken); construct armor' (x1)
'(22 when broken); construct armor' (x1)
value : integer {2-02.system.attributes.ac.value} (5 different values)
20 (x1)
23 (x2)
20 (x1)
26 (x1)
19 (x1)
22 (x1)
allSaves : object {2-02.system.attributes.allSaves}
value : string {2-02.system.attributes.allSaves.value} (same value: )
value : string {2-02.system.attributes.allSaves.value} (same value: '')
hp : object {2-02.system.attributes.hp}
details : string {2-02.system.attributes.hp.details} (same value: )
details : string {2-02.system.attributes.hp.details} (same value: '')
max : integer {2-02.system.attributes.hp.max} (5 different values)
50 (x2)
45 (x1)
75 (x1)
85 (x1)
130 (x1)
50 (x2)
temp : integer {2-02.system.attributes.hp.temp} (same value: 0)
value : integer {2-02.system.attributes.hp.value} (5 different values)
50 (x2)
45 (x1)
75 (x1)
85 (x1)
130 (x1)
50 (x2)
speed : object {2-02.system.attributes.speed}
otherSpeeds : array<object> {2-02.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {2-02.system.attributes.speed.otherSpeeds.[]}
type : string {2-02.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
type : string {2-02.system.attributes.speed.otherSpeeds.[].type} (same value: 'fly')
value : integer {2-02.system.attributes.speed.otherSpeeds.[].value} (same value: 50)
value : integer {2-02.system.attributes.speed.value} (3 different values)
40 (x2)
@@ -246,32 +194,32 @@ object {2-02}
Length: min=0 max=4
Value type: object {2-02.system.attributes.immunities.[]}
type : string {2-02.system.attributes.immunities.[].type} (4 different values)
bleed (x2)
paralyzed (x2)
poison (x2)
sleep (x2)
'bleed' (x2)
'paralyzed' (x2)
'poison' (x2)
'sleep' (x2)
details : object {2-02.system.details}
blurb : string {2-02.system.details.blurb} (same value: )
blurb : string {2-02.system.details.blurb} (same value: '')
languages : object {2-02.system.details.languages}
details : string {2-02.system.details.languages.details} (same value: )
details : string {2-02.system.details.languages.details} (same value: '')
value : array<> {2-02.system.details.languages.value}
Length: min=0 max=0
Value type: mixed
Value type: empty
level : object {2-02.system.details.level}
value : integer {2-02.system.details.level.value} (3 different values)
3 (x2)
5 (x3)
3 (x2)
7 (x1)
privateNotes : string {2-02.system.details.privateNotes} (same value: )
publicNotes : string {2-02.system.details.publicNotes} (same value: )
privateNotes : string {2-02.system.details.privateNotes} (same value: '')
publicNotes : string {2-02.system.details.publicNotes} (same value: '')
publication : object {2-02.system.details.publication}
license : string {2-02.system.details.publication.license} (same value: OGL)
license : string {2-02.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-02.system.details.publication.remaster} (same value: False)
title : string {2-02.system.details.publication.title} (same value: Pathfinder Society Scenario #2-02: Mountain of Sea and Sky)
title : string {2-02.system.details.publication.title} (same value: 'Pathfinder Society Scenario #2-02: Mountain of Sea and Sky')
initiative : object {2-02.system.initiative}
statistic : string {2-02.system.initiative.statistic} (same value: perception)
statistic : string {2-02.system.initiative.statistic} (same value: 'perception')
perception : object {2-02.system.perception}
details : string {2-02.system.perception.details} (same value: )
details : string {2-02.system.perception.details} (same value: '')
mod : integer {2-02.system.perception.mod} (4 different values)
10 (x2)
14 (x2)
@@ -280,30 +228,30 @@ object {2-02}
senses : array<object> {2-02.system.perception.senses}
Length: min=1 max=2
Value type: object {2-02.system.perception.senses.[]}
type : string {2-02.system.perception.senses.[].type} (3 different values)
low-light-vision (x2)
scent (x2)
darkvision (x4)
[acuity] : string {2-02.system.perception.senses.[].acuity} (same value: imprecise)
[acuity] : string {2-02.system.perception.senses.[].acuity} (same value: 'imprecise')
[range] : integer {2-02.system.perception.senses.[].range} (same value: 30)
type : string {2-02.system.perception.senses.[].type} (3 different values)
'darkvision' (x4)
'low-light-vision' (x2)
'scent' (x2)
resources : object {2-02.system.resources}
saves : object {2-02.system.saves}
fortitude : object {2-02.system.saves.fortitude}
saveDetail : string {2-02.system.saves.fortitude.saveDetail} (same value: )
saveDetail : string {2-02.system.saves.fortitude.saveDetail} (same value: '')
value : integer {2-02.system.saves.fortitude.value} (all different values)
reflex : object {2-02.system.saves.reflex}
saveDetail : string {2-02.system.saves.reflex.saveDetail} (same value: )
saveDetail : string {2-02.system.saves.reflex.saveDetail} (same value: '')
value : integer {2-02.system.saves.reflex.value} (4 different values)
7 (x1)
11 (x3)
7 (x1)
8 (x1)
14 (x1)
will : object {2-02.system.saves.will}
saveDetail : string {2-02.system.saves.will.saveDetail} (same value: )
saveDetail : string {2-02.system.saves.will.saveDetail} (same value: '')
value : integer {2-02.system.saves.will.value} (4 different values)
10 (x2)
12 (x1)
7 (x2)
12 (x1)
9 (x1)
skills : object {2-02.system.skills}
[acrobatics] : object {2-02.system.skills.acrobatics}
@@ -318,37 +266,33 @@ object {2-02}
14 (x1)
13 (x1)
17 (x1)
[survival] : object {2-02.system.skills.survival}
base : integer {2-02.system.skills.survival.base} (2 different values)
10 (x1)
12 (x1)
stealth : object {2-02.system.skills.stealth}
base : integer {2-02.system.skills.stealth.base} (2 different values)
9 (x1)
12 (x1)
[survival] : object {2-02.system.skills.survival}
base : integer {2-02.system.skills.survival.base} (2 different values)
10 (x1)
12 (x1)
traits : object {2-02.system.traits}
rarity : string {2-02.system.traits.rarity} (3 different values)
common (x2)
unique (x2)
uncommon (x2)
'common' (x2)
'unique' (x2)
'uncommon' (x2)
size : object {2-02.system.traits.size}
value : string {2-02.system.traits.size.value} (4 different values)
med (x1)
lg (x1)
huge (x2)
sm (x2)
'huge' (x2)
'sm' (x2)
'med' (x1)
'lg' (x1)
value : array<string> {2-02.system.traits.value}
Length: min=1 max=3
Value type: string {2-02.system.traits.value.[]} (7 different values)
animal (x2)
construct (x2)
earth (x2)
mindless (x2)
air (x2)
elemental (x2)
evil (x2)
type : string {2-02.type} (same value: npc)
prototypeToken : object {2-02.prototypeToken}
name : string {2-02.prototypeToken.name} (2 different values)
Kayajima Guardian Dogu (x2)
Wind Malevolent (x2)
'animal' (x2)
'construct' (x2)
'earth' (x2)
'mindless' (x2)
'air' (x2)
'elemental' (x2)
'evil' (x2)
type : string {2-02.type} (same value: 'npc')