New output
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@@ -1,109 +1,78 @@
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Equipment Effects
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Different values: 604
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Different values: 599
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=====================================
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object {Equipment Effects}
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_id : string {Equipment Effects._id} (all different values)
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img : string {Equipment Effects.img} (398 different values)
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img : string {Equipment Effects.img} (399 different values)
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name : string {Equipment Effects.name} (all different values)
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system : object {Equipment Effects.system}
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description : object {Equipment Effects.system.description}
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value : string {Equipment Effects.system.description.value} (602 different values)
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value : string {Equipment Effects.system.description.value} (597 different values)
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duration : object {Equipment Effects.system.duration}
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[expiry] : string {Equipment Effects.system.duration.expiry} (2 different values)
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turn-start (x430)
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turn-end (x78)
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'turn-start' (x428)
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'turn-end' (x76)
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sustained : boolean {Equipment Effects.system.duration.sustained} (2 different values)
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False (x601)
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False (x596)
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True (x3)
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unit : string {Equipment Effects.system.duration.unit} (5 different values)
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rounds (x96)
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minutes (x243)
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hours (x140)
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days (x19)
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unlimited (x106)
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'minutes' (x239)
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'hours' (x138)
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'unlimited' (x105)
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'rounds' (x98)
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'days' (x19)
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value : integer {Equipment Effects.system.duration.value} (14 different values)
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1 (x368)
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10 (x80)
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0 (x11)
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-1 (x106)
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6 (x2)
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24 (x6)
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12 (x1)
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8 (x10)
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5 (x7)
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4 (x7)
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2 (x2)
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3 (x2)
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30 (x1)
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20 (x1)
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level : object {Equipment Effects.system.level}
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value : integer {Equipment Effects.system.level.value} (24 different values)
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publication : object {Equipment Effects.system.publication}
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license : string {Equipment Effects.system.publication.license} (2 different values)
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OGL (x421)
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ORC (x183)
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'OGL' (x412)
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'ORC' (x187)
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remaster : boolean {Equipment Effects.system.publication.remaster} (2 different values)
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False (x395)
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False (x390)
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True (x209)
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title : string {Equipment Effects.system.publication.title} (79 different values)
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rules : ###FoundryRulesObject###
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title : string {Equipment Effects.system.publication.title} (80 different values)
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rules : ignored (Foundry rules object) {Equipment Effects.system.rules}
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start : object {Equipment Effects.system.start}
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[initiative] : mixed
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[initiative] : empty
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value : integer {Equipment Effects.system.start.value} (same value: 0)
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tokenIcon : object {Equipment Effects.system.tokenIcon}
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show : boolean {Equipment Effects.system.tokenIcon.show} (2 different values)
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True (x592)
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True (x587)
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False (x12)
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traits : object {Equipment Effects.system.traits}
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[rarity] : string {Equipment Effects.system.traits.rarity} (same value: 'common')
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value : array<> {Equipment Effects.system.traits.value}
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Length: min=0 max=0
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Value type: mixed
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[rarity] : string {Equipment Effects.system.traits.rarity} (same value: common)
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Value type: empty
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[badge] : object {Equipment Effects.system.badge}
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[evaluate] : boolean {Equipment Effects.system.badge.evaluate} (same value: True)
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[labels] : array<string> {Equipment Effects.system.badge.labels}
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Length: min=2 max=8
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Value type: string {Equipment Effects.system.badge.labels.[]} (17 different values)
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Fortitude (x1)
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Reflex (x1)
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Will (x1)
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Corrosive (x1)
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Flaming (x1)
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Frost (x1)
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Shock (x1)
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Acid (x2)
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Cold (x2)
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Electricity (x2)
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Fire (x2)
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Sonic (x2)
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Bludgeoning (x2)
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Piercing (x2)
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Slashing (x2)
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Subsequent (x1)
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Triggering (x1)
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[loop] : boolean {Equipment Effects.system.badge.loop} (same value: False)
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[reevaluate] : mixed
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[reevaluate] : empty
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type : string {Equipment Effects.system.badge.type} (2 different values)
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formula (x11)
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counter (x11)
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'formula' (x11)
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'counter' (x11)
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value : mixed
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string {Equipment Effects.system.badge.value} (7 different values)
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1d3 (x1)
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2d20kh1 (x1)
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1d4 (x1)
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1d8 (x4)
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4d8+10 (x1)
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3d8 (x1)
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2d8 (x2)
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'1d8' (x4)
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'2d8' (x2)
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'1d3' (x1)
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'2d20kh1' (x1)
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'1d4' (x1)
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'4d8+10' (x1)
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'3d8' (x1)
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integer {Equipment Effects.system.badge.value} (5 different values)
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10 (x4)
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3 (x2)
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1 (x3)
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3 (x2)
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2 (x1)
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5 (x1)
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[max] : integer {Equipment Effects.system.badge.max} (3 different values)
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8 (x1)
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2 (x1)
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3 (x1)
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[target] : mixed
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type : string {Equipment Effects.type} (same value: effect)
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[target] : empty
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type : string {Equipment Effects.type} (same value: 'effect')
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