Новые результаты
This commit is contained in:
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Military
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Different values: 11
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=====================================
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object {Military}
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_id : string {Military._id} (all different values)
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folder : string {Military.folder} (same value: O6vDDIyHvNzBClS1)
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img : string {Military.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
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items : array<object> {Military.items}
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Length: min=5 max=36
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Value type: object {Military.items.[]}
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_id : string {Military.items.[]._id} (129 different values)
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[_stats] : object {Military.items.[]._stats}
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compendiumSource : string {Military.items.[]._stats.compendiumSource} (51 different values)
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img : string {Military.items.[].img} (54 different values)
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name : string {Military.items.[].name} (91 different values)
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sort : integer {Military.items.[].sort} (36 different values)
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system : object {Military.items.[].system}
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[baseItem] : string {Military.items.[].system.baseItem} (16 different values)
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pick (x1)
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heavy-crossbow (x1)
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studded-leather-armor (x1)
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javelin (x1)
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longsword (x1)
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chain-shirt (x2)
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crossbow (x1)
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shortsword (x2)
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wooden-shield (x1)
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chain-mail (x1)
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mace (x1)
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steel-shield (x1)
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full-plate (x1)
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dagger (x1)
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arquebus (x1)
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ranseur (x1)
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[bonus] : object {Military.items.[].system.bonus}
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value : integer {Military.items.[].system.bonus.value} (all different values)
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[bonusDamage] : object {Military.items.[].system.bonusDamage}
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value : integer {Military.items.[].system.bonusDamage.value} (same value: 0)
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[bulk] : object {Military.items.[].system.bulk}
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value : mixed
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integer {Military.items.[].system.bulk.value} (3 different values)
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1 (x10)
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2 (x4)
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4 (x1)
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float {Military.items.[].system.bulk.value} (same value: 0,1)
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[category] : string {Military.items.[].system.category} (9 different values)
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martial (x6)
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simple (x5)
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light (x3)
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ammo (x3)
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interaction (x4)
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offensive (x27)
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defensive (x20)
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medium (x1)
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heavy (x1)
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[containerId] : mixed
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[damage] : object {Military.items.[].system.damage}
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[damageType] : string {Military.items.[].system.damage.damageType} (3 different values)
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piercing (x9)
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slashing (x1)
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bludgeoning (x1)
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[dice] : integer {Military.items.[].system.damage.dice} (same value: 1)
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[die] : string {Military.items.[].system.damage.die} (4 different values)
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d6 (x5)
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d10 (x2)
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d8 (x3)
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d4 (x1)
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[0] : object {Military.items.[].system.damage.0}
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applyMod : boolean {Military.items.[].system.damage.0.applyMod} (same value: False)
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[category] : mixed
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formula : string {Military.items.[].system.damage.0.formula} (7 different values)
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8d6 (x1)
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6d8 (x1)
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6d6 (x2)
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3d4 (x1)
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2d4 (x1)
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1d4+1 (x2)
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2d6 (x1)
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kinds : array<string> {Military.items.[].system.damage.0.kinds}
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Length: min=1 max=1
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Value type: string {Military.items.[].system.damage.0.kinds.[]} (same value: damage)
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materials : array<string> {Military.items.[].system.damage.0.materials}
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Length: min=0 max=1
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Value type: string {Military.items.[].system.damage.0.materials.[]} (same value: cold-iron)
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type : string {Military.items.[].system.damage.0.type} (7 different values)
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piercing (x2)
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poison (x1)
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fire (x1)
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void (x1)
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electricity (x1)
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force (x2)
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untyped (x1)
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[3bsJUDEgedKhPx6T] : object {Military.items.[].system.damage.3bsJUDEgedKhPx6T}
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applyMod : boolean {Military.items.[].system.damage.3bsJUDEgedKhPx6T.applyMod} (same value: False)
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[category] : mixed
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formula : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.formula} (same value: 2d4)
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kinds : array<string> {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds}
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Length: min=1 max=1
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Value type: string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds.[]} (same value: damage)
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materials : array<> {Military.items.[].system.damage.3bsJUDEgedKhPx6T.materials}
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Length: min=0 max=0
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Value type: mixed
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type : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.type} (same value: cold)
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description : object {Military.items.[].system.description}
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value : string {Military.items.[].system.description.value} (88 different values)
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[equipped] : object {Military.items.[].system.equipped}
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carryType : string {Military.items.[].system.equipped.carryType} (2 different values)
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worn (x24)
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held (x1)
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[handsHeld] : integer {Military.items.[].system.equipped.handsHeld} (2 different values)
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0 (x12)
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1 (x1)
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[invested] : mixed
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[inSlot] : boolean {Military.items.[].system.equipped.inSlot} (same value: True)
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[group] : string {Military.items.[].system.group} (all different values)
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[hardness] : integer {Military.items.[].system.hardness} (3 different values)
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0 (x23)
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3 (x1)
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5 (x1)
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[hp] : object {Military.items.[].system.hp}
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max : integer {Military.items.[].system.hp.max} (3 different values)
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0 (x23)
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12 (x1)
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20 (x1)
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value : integer {Military.items.[].system.hp.value} (3 different values)
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0 (x23)
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12 (x1)
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20 (x1)
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[level] : object {Military.items.[].system.level}
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value : integer {Military.items.[].system.level.value} (6 different values)
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0 (x24)
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5 (x2)
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4 (x3)
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3 (x4)
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2 (x3)
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1 (x12)
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[material] : object {Military.items.[].system.material}
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[grade] : mixed
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[type] : mixed
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[price] : object {Military.items.[].system.price}
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value : object {Military.items.[].system.price.value}
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[sp] : integer {Military.items.[].system.price.value.sp} (4 different values)
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7 (x1)
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1 (x5)
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9 (x2)
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2 (x1)
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[gp] : integer {Military.items.[].system.price.value.gp} (8 different values)
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4 (x1)
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3 (x2)
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1 (x4)
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5 (x3)
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6 (x1)
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2 (x2)
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30 (x1)
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8 (x1)
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[per] : integer {Military.items.[].system.price.per} (same value: 10)
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publication : object {Military.items.[].system.publication}
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license : string {Military.items.[].system.publication.license} (same value: ORC)
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remaster : boolean {Military.items.[].system.publication.remaster} (same value: True)
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title : string {Military.items.[].system.publication.title} (5 different values)
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Pathfinder Player Core (x44)
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(x62)
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Pathfinder NPC Core (x16)
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Pathfinder Monster Core (x4)
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Pathfinder Guns & Gears (x3)
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[quantity] : integer {Military.items.[].system.quantity} (5 different values)
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1 (x20)
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10 (x2)
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6 (x1)
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4 (x1)
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20 (x1)
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[range] : mixed
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integer {Military.items.[].system.range} (3 different values)
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120 (x2)
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30 (x1)
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150 (x1)
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object {Military.items.[].system.range}
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value : string {Military.items.[].system.range.value} (6 different values)
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30 feet (x7)
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120 feet (x5)
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(x5)
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touch (x3)
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500 feet (x1)
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60 feet (x2)
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[reload] : object {Military.items.[].system.reload}
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value : string {Military.items.[].system.reload.value} (4 different values)
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(x5)
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2 (x1)
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- (x3)
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1 (x2)
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rules : ###FoundryRulesObject###
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[runes] : object {Military.items.[].system.runes}
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[potency] : integer {Military.items.[].system.runes.potency} (2 different values)
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0 (x13)
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1 (x3)
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[property] : array<> {Military.items.[].system.runes.property}
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Length: min=0 max=0
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Value type: mixed
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[striking] : integer {Military.items.[].system.runes.striking} (2 different values)
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0 (x9)
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1 (x2)
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[resilient] : integer {Military.items.[].system.runes.resilient} (same value: 0)
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[reinforcing] : integer {Military.items.[].system.runes.reinforcing} (same value: 0)
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[size] : string {Military.items.[].system.size} (same value: med)
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[slug] : string {Military.items.[].system.slug} (48 different values)
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[splashDamage] : object {Military.items.[].system.splashDamage}
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value : integer {Military.items.[].system.splashDamage.value} (same value: 0)
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traits : object {Military.items.[].system.traits}
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[rarity] : string {Military.items.[].system.traits.rarity} (2 different values)
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common (x44)
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uncommon (x4)
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[value] : array<string> {Military.items.[].system.traits.value}
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Length: min=0 max=5
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Value type: string {Military.items.[].system.traits.value.[]} (58 different values)
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[integrated] : mixed
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[traditions] : array<string> {Military.items.[].system.traits.traditions}
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Length: min=0 max=4
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Value type: string {Military.items.[].system.traits.traditions.[]} (4 different values)
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arcane (x21)
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primal (x14)
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divine (x6)
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occult (x11)
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[usage] : object {Military.items.[].system.usage}
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value : string {Military.items.[].system.usage.value} (3 different values)
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held-in-one-hand (x12)
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held-in-two-hands (x4)
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other (x2)
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[canBeAmmo] : boolean {Military.items.[].system.usage.canBeAmmo} (same value: False)
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[acBonus] : integer {Military.items.[].system.acBonus} (3 different values)
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2 (x5)
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4 (x1)
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6 (x1)
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[checkPenalty] : integer {Military.items.[].system.checkPenalty} (3 different values)
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-1 (x3)
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-2 (x1)
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-3 (x1)
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[dexCap] : integer {Military.items.[].system.dexCap} (3 different values)
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3 (x3)
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1 (x1)
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0 (x1)
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[speedPenalty] : integer {Military.items.[].system.speedPenalty} (3 different values)
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0 (x5)
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-5 (x1)
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-10 (x1)
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[strength] : integer {Military.items.[].system.strength} (3 different values)
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1 (x3)
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3 (x1)
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4 (x1)
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[stackGroup] : string {Military.items.[].system.stackGroup} (2 different values)
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bolts (x2)
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rounds10 (x1)
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[uses] : object {Military.items.[].system.uses}
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autoDestroy : boolean {Military.items.[].system.uses.autoDestroy} (same value: True)
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max : integer {Military.items.[].system.uses.max} (same value: 1)
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value : integer {Military.items.[].system.uses.value} (same value: 1)
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[attackEffects] : object {Military.items.[].system.attackEffects}
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value : array<> {Military.items.[].system.attackEffects.value}
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Length: min=0 max=0
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Value type: mixed
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[damageRolls] : object {Military.items.[].system.damageRolls}
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[sxAZRqzRwbKWmwer] : object {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer}
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damage : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damage} (same value: 1d6+3)
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damageType : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damageType} (same value: piercing)
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[iswR188zNNz1VJHP] : object {Military.items.[].system.damageRolls.iswR188zNNz1VJHP}
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damage : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damage} (5 different values)
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1d4+3 (x1)
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1d4+12 (x1)
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1d4+6 (x1)
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1d4+11 (x1)
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1d4+8 (x2)
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damageType : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damageType} (same value: bludgeoning)
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[6QGmi8kpwnUYObmK] : object {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK}
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damage : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damage} (same value: 1d10)
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damageType : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damageType} (same value: piercing)
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[GjnxBwS1HVdnqogy] : object {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy}
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damage : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damage} (same value: 1d6+12)
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damageType : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damageType} (same value: piercing)
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[LLquxf1EbAdDKdts] : object {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts}
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damage : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damage} (same value: 2d8+12)
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damageType : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damageType} (same value: slashing)
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[o6P42JjVWJWA4o7P] : object {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P}
|
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damage : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damage} (same value: 1d6+5)
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||||
damageType : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damageType} (same value: piercing)
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||||
[W7Zx7yNlP79r1nrG] : object {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG}
|
||||
damage : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damage} (same value: 1d8+2)
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||||
damageType : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damageType} (same value: piercing)
|
||||
[zCni5sGXzNCC6DtU] : object {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU}
|
||||
damage : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damage} (same value: 2d6+11)
|
||||
damageType : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damageType} (same value: bludgeoning)
|
||||
[GEP54QCyxaLOFYe7] : object {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7}
|
||||
damage : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damage} (same value: 1d4+8)
|
||||
damageType : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damageType} (same value: piercing)
|
||||
[qUcsOGJYDPoWpIdq] : object {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq}
|
||||
damage : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damage} (same value: 1d4+8)
|
||||
damageType : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damageType} (same value: piercing)
|
||||
[VFVEUMnyunHnMIoh] : object {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh}
|
||||
damage : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damage} (same value: 1d8+6)
|
||||
damageType : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damageType} (same value: piercing)
|
||||
[iaOTDni9QFnkxQF1] : object {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1}
|
||||
damage : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damage} (same value: 1d10+8)
|
||||
damageType : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damageType} (same value: piercing)
|
||||
[ySR04Ksm6zaEtzyE] : object {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE}
|
||||
damage : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damage} (same value: 1d6+8)
|
||||
damageType : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damageType} (same value: piercing)
|
||||
[actionType] : object {Military.items.[].system.actionType}
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||||
value : string {Military.items.[].system.actionType.value} (4 different values)
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||||
passive (x24)
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||||
action (x22)
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||||
reaction (x4)
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||||
free (x1)
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||||
[actions] : object {Military.items.[].system.actions}
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||||
[value] : integer {Military.items.[].system.actions.value} (3 different values)
|
||||
2 (x7)
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||||
1 (x12)
|
||||
3 (x3)
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||||
[mod] : object {Military.items.[].system.mod}
|
||||
value : integer {Military.items.[].system.mod.value} (8 different values)
|
||||
15 (x2)
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||||
13 (x1)
|
||||
18 (x1)
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||||
12 (x2)
|
||||
6 (x1)
|
||||
20 (x1)
|
||||
11 (x1)
|
||||
10 (x1)
|
||||
[proficient] : object {Military.items.[].system.proficient}
|
||||
value : integer {Military.items.[].system.proficient.value} (same value: 0)
|
||||
[frequency] : object {Military.items.[].system.frequency}
|
||||
max : integer {Military.items.[].system.frequency.max} (same value: 1)
|
||||
per : string {Military.items.[].system.frequency.per} (3 different values)
|
||||
round (x6)
|
||||
turn (x1)
|
||||
day (x1)
|
||||
[value] : integer {Military.items.[].system.frequency.value} (same value: 1)
|
||||
[autoHeightenLevel] : object {Military.items.[].system.autoHeightenLevel}
|
||||
[value] : mixed
|
||||
[prepared] : object {Military.items.[].system.prepared}
|
||||
[flexible] : boolean {Military.items.[].system.prepared.flexible} (same value: False)
|
||||
value : string {Military.items.[].system.prepared.value} (2 different values)
|
||||
prepared (x1)
|
||||
focus (x1)
|
||||
[proficiency] : object {Military.items.[].system.proficiency}
|
||||
value : integer {Military.items.[].system.proficiency.value} (same value: 1)
|
||||
[slots] : object {Military.items.[].system.slots}
|
||||
[slot0] : object {Military.items.[].system.slots.slot0}
|
||||
max : integer {Military.items.[].system.slots.slot0.max} (same value: 7)
|
||||
prepared : array<object> {Military.items.[].system.slots.slot0.prepared}
|
||||
Length: min=7 max=7
|
||||
Value type: object {Military.items.[].system.slots.slot0.prepared.[]}
|
||||
id : string {Military.items.[].system.slots.slot0.prepared.[].id} (7 different values)
|
||||
EbF9Ko931GCHJoNo (x1)
|
||||
oP2pjJF2pFmdYgJS (x1)
|
||||
BGcxQPHFMjpVebF5 (x1)
|
||||
yQeK1YGNnwkbZ4Ga (x1)
|
||||
2xFYFiJqNviEq9Nu (x1)
|
||||
4QtjcbvBAEFq9VfE (x1)
|
||||
i4nvRl4RIupg9MLk (x1)
|
||||
[slot1] : object {Military.items.[].system.slots.slot1}
|
||||
max : integer {Military.items.[].system.slots.slot1.max} (same value: 3)
|
||||
prepared : array<object> {Military.items.[].system.slots.slot1.prepared}
|
||||
Length: min=3 max=3
|
||||
Value type: object {Military.items.[].system.slots.slot1.prepared.[]}
|
||||
id : string {Military.items.[].system.slots.slot1.prepared.[].id} (3 different values)
|
||||
ON1NM8RMCrrkZa6L (x1)
|
||||
nCddqo1HPTJSMt2H (x1)
|
||||
X5eivJ2G4HKpV7Mb (x1)
|
||||
[slot2] : object {Military.items.[].system.slots.slot2}
|
||||
max : integer {Military.items.[].system.slots.slot2.max} (same value: 3)
|
||||
prepared : array<object> {Military.items.[].system.slots.slot2.prepared}
|
||||
Length: min=3 max=3
|
||||
Value type: object {Military.items.[].system.slots.slot2.prepared.[]}
|
||||
id : string {Military.items.[].system.slots.slot2.prepared.[].id} (2 different values)
|
||||
3mfGGh5ney2uD2IL (x2)
|
||||
w8Dw6VXm4vcpUbZ6 (x1)
|
||||
[slot3] : object {Military.items.[].system.slots.slot3}
|
||||
max : integer {Military.items.[].system.slots.slot3.max} (same value: 3)
|
||||
prepared : array<object> {Military.items.[].system.slots.slot3.prepared}
|
||||
Length: min=3 max=3
|
||||
Value type: object {Military.items.[].system.slots.slot3.prepared.[]}
|
||||
id : string {Military.items.[].system.slots.slot3.prepared.[].id} (3 different values)
|
||||
aHv2CGlhG9WjjKdw (x1)
|
||||
pvBJdgPdaTEL7DHA (x1)
|
||||
aSshaIVjCCwRy8gH (x1)
|
||||
[slot4] : object {Military.items.[].system.slots.slot4}
|
||||
max : integer {Military.items.[].system.slots.slot4.max} (same value: 3)
|
||||
prepared : array<object> {Military.items.[].system.slots.slot4.prepared}
|
||||
Length: min=3 max=3
|
||||
Value type: object {Military.items.[].system.slots.slot4.prepared.[]}
|
||||
id : string {Military.items.[].system.slots.slot4.prepared.[].id} (3 different values)
|
||||
gk2nHjFcfn8rph74 (x1)
|
||||
7hLmlTTzL9gQQ8WK (x1)
|
||||
FIlu3bLB3nP9cIPI (x1)
|
||||
[slot5] : object {Military.items.[].system.slots.slot5}
|
||||
max : integer {Military.items.[].system.slots.slot5.max} (same value: 3)
|
||||
prepared : array<object> {Military.items.[].system.slots.slot5.prepared}
|
||||
Length: min=3 max=3
|
||||
Value type: object {Military.items.[].system.slots.slot5.prepared.[]}
|
||||
id : string {Military.items.[].system.slots.slot5.prepared.[].id} (3 different values)
|
||||
tqYuINrgW7fzqRbL (x1)
|
||||
VECXmgGNfSAlfWBF (x1)
|
||||
kxeXUrqMZ359db5q (x1)
|
||||
[spelldc] : object {Military.items.[].system.spelldc}
|
||||
dc : integer {Military.items.[].system.spelldc.dc} (same value: 28)
|
||||
value : integer {Military.items.[].system.spelldc.value} (same value: 20)
|
||||
[tradition] : object {Military.items.[].system.tradition}
|
||||
value : string {Military.items.[].system.tradition.value} (same value: arcane)
|
||||
[area] : object {Military.items.[].system.area}
|
||||
type : string {Military.items.[].system.area.type} (2 different values)
|
||||
burst (x3)
|
||||
emanation (x1)
|
||||
value : integer {Military.items.[].system.area.value} (2 different values)
|
||||
20 (x3)
|
||||
30 (x1)
|
||||
[cost] : object {Military.items.[].system.cost}
|
||||
value : string {Military.items.[].system.cost.value} (same value: )
|
||||
[counteraction] : boolean {Military.items.[].system.counteraction} (same value: False)
|
||||
[defense] : object {Military.items.[].system.defense}
|
||||
save : object {Military.items.[].system.defense.save}
|
||||
basic : boolean {Military.items.[].system.defense.save.basic} (2 different values)
|
||||
False (x4)
|
||||
True (x5)
|
||||
statistic : string {Military.items.[].system.defense.save.statistic} (2 different values)
|
||||
reflex (x4)
|
||||
fortitude (x5)
|
||||
[duration] : object {Military.items.[].system.duration}
|
||||
sustained : boolean {Military.items.[].system.duration.sustained} (2 different values)
|
||||
False (x22)
|
||||
True (x1)
|
||||
value : string {Military.items.[].system.duration.value} (7 different values)
|
||||
1 minute (x5)
|
||||
(x12)
|
||||
5 minutes (x1)
|
||||
varies (x2)
|
||||
10 minutes (x1)
|
||||
until your next daily preparations (x1)
|
||||
until the end of your turn (x1)
|
||||
[heightening] : object {Military.items.[].system.heightening}
|
||||
[damage] : object {Military.items.[].system.heightening.damage}
|
||||
[0] : string {Military.items.[].system.heightening.damage.0} (5 different values)
|
||||
2d6 (x3)
|
||||
1d8 (x1)
|
||||
1d4 (x2)
|
||||
1d4+1 (x1)
|
||||
1d6 (x1)
|
||||
[3bsJUDEgedKhPx6T] : string {Military.items.[].system.heightening.damage.3bsJUDEgedKhPx6T} (same value: 1d4)
|
||||
[interval] : integer {Military.items.[].system.heightening.interval} (2 different values)
|
||||
1 (x8)
|
||||
2 (x1)
|
||||
type : string {Military.items.[].system.heightening.type} (2 different values)
|
||||
interval (x9)
|
||||
fixed (x2)
|
||||
[levels] : object {Military.items.[].system.heightening.levels}
|
||||
3 : object {Military.items.[].system.heightening.levels.3}
|
||||
target : object {Military.items.[].system.heightening.levels.3.target}
|
||||
value : string {Military.items.[].system.heightening.levels.3.target.value} (2 different values)
|
||||
10 objects (x1)
|
||||
1 unattended object with a Bulk of 1 or less (x1)
|
||||
[6] : object {Military.items.[].system.heightening.levels.6}
|
||||
target : object {Military.items.[].system.heightening.levels.6.target}
|
||||
value : string {Military.items.[].system.heightening.levels.6.target.value} (same value: any number of objects)
|
||||
5 : object {Military.items.[].system.heightening.levels.5}
|
||||
range : object {Military.items.[].system.heightening.levels.5.range}
|
||||
value : string {Military.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
|
||||
7 : object {Military.items.[].system.heightening.levels.7}
|
||||
target : object {Military.items.[].system.heightening.levels.7.target}
|
||||
value : string {Military.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
|
||||
[location] : object {Military.items.[].system.location}
|
||||
value : string {Military.items.[].system.location.value} (2 different values)
|
||||
EZPbSs6MIocHuwu5 (x21)
|
||||
ilpE8aUeM9CRBcbh (x2)
|
||||
[requirements] : string {Military.items.[].system.requirements} (same value: )
|
||||
[target] : object {Military.items.[].system.target}
|
||||
value : string {Military.items.[].system.target.value} (7 different values)
|
||||
1 creature (x8)
|
||||
(x10)
|
||||
1 flying creature (x1)
|
||||
1 living creature (x1)
|
||||
1 or 2 creatures (x1)
|
||||
1 object (x1)
|
||||
1 unattended object of light Bulk or less (x1)
|
||||
[time] : object {Military.items.[].system.time}
|
||||
value : string {Military.items.[].system.time.value} (6 different values)
|
||||
2 (x15)
|
||||
3 (x3)
|
||||
reaction (x1)
|
||||
1 to 3 (x1)
|
||||
1 (x2)
|
||||
1 minute (x1)
|
||||
[overlays] : object {Military.items.[].system.overlays}
|
||||
[9Ly51UbFomNFSkwE] : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE}
|
||||
name : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.name} (same value: Weapon Storm (Emanation))
|
||||
overlayType : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.overlayType} (same value: override)
|
||||
sort : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.sort} (same value: 2)
|
||||
system : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system}
|
||||
area : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area}
|
||||
type : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.type} (same value: emanation)
|
||||
value : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.value} (same value: 10)
|
||||
[mAZRhujP3gA9tb4m] : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m}
|
||||
name : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.name} (same value: Weapon Storm (Cone))
|
||||
overlayType : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.overlayType} (same value: override)
|
||||
sort : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.sort} (same value: 1)
|
||||
system : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system}
|
||||
area : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area}
|
||||
type : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.type} (same value: cone)
|
||||
value : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.value} (same value: 30)
|
||||
2I469pfbYcmFvzOA : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA}
|
||||
_id : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
|
||||
name : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
|
||||
overlayType : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
|
||||
sort : integer {Military.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
|
||||
system : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system}
|
||||
damage : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
|
||||
0 : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
|
||||
[category] : mixed
|
||||
type : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
|
||||
cUFX7ExSLeoa3vIF : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF}
|
||||
_id : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
|
||||
name : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
|
||||
overlayType : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
|
||||
sort : integer {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
|
||||
system : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
|
||||
damage : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
|
||||
0 : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
|
||||
[category] : mixed
|
||||
type : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
|
||||
zFWsMjoeCnLxqJaV : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV}
|
||||
_id : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
|
||||
name : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
|
||||
overlayType : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
|
||||
sort : integer {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
|
||||
system : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
|
||||
damage : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
|
||||
0 : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
|
||||
[category] : mixed
|
||||
type : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
|
||||
type : string {Military.items.[].type} (10 different values)
|
||||
weapon (x11)
|
||||
armor (x5)
|
||||
consumable (x3)
|
||||
melee (x18)
|
||||
action (x51)
|
||||
lore (x10)
|
||||
shield (x2)
|
||||
spellcastingEntry (x2)
|
||||
spell (x23)
|
||||
equipment (x4)
|
||||
[flags] : object {Military.items.[].flags}
|
||||
pf2e : object {Military.items.[].flags.pf2e}
|
||||
linkedWeapon : string {Military.items.[].flags.pf2e.linkedWeapon} (all different values)
|
||||
name : string {Military.name} (all different values)
|
||||
system : object {Military.system}
|
||||
abilities : object {Military.system.abilities}
|
||||
cha : object {Military.system.abilities.cha}
|
||||
mod : integer {Military.system.abilities.cha.mod} (5 different values)
|
||||
1 (x2)
|
||||
0 (x4)
|
||||
4 (x1)
|
||||
2 (x2)
|
||||
3 (x2)
|
||||
con : object {Military.system.abilities.con}
|
||||
mod : integer {Military.system.abilities.con.mod} (4 different values)
|
||||
1 (x2)
|
||||
2 (x5)
|
||||
4 (x2)
|
||||
3 (x2)
|
||||
dex : object {Military.system.abilities.dex}
|
||||
mod : integer {Military.system.abilities.dex.mod} (5 different values)
|
||||
2 (x5)
|
||||
3 (x1)
|
||||
1 (x2)
|
||||
0 (x2)
|
||||
4 (x1)
|
||||
int : object {Military.system.abilities.int}
|
||||
mod : integer {Military.system.abilities.int.mod} (4 different values)
|
||||
4 (x2)
|
||||
0 (x5)
|
||||
2 (x2)
|
||||
1 (x2)
|
||||
str : object {Military.system.abilities.str}
|
||||
mod : integer {Military.system.abilities.str.mod} (5 different values)
|
||||
3 (x1)
|
||||
4 (x3)
|
||||
7 (x2)
|
||||
5 (x3)
|
||||
2 (x2)
|
||||
wis : object {Military.system.abilities.wis}
|
||||
mod : integer {Military.system.abilities.wis.mod} (5 different values)
|
||||
2 (x6)
|
||||
-1 (x1)
|
||||
1 (x2)
|
||||
3 (x1)
|
||||
4 (x1)
|
||||
attributes : object {Military.system.attributes}
|
||||
ac : object {Military.system.attributes.ac}
|
||||
details : string {Military.system.attributes.ac.details} (same value: )
|
||||
value : integer {Military.system.attributes.ac.value} (9 different values)
|
||||
15 (x1)
|
||||
18 (x2)
|
||||
25 (x2)
|
||||
27 (x1)
|
||||
24 (x1)
|
||||
29 (x1)
|
||||
23 (x1)
|
||||
21 (x1)
|
||||
20 (x1)
|
||||
allSaves : object {Military.system.attributes.allSaves}
|
||||
value : string {Military.system.attributes.allSaves.value} (same value: )
|
||||
hp : object {Military.system.attributes.hp}
|
||||
details : string {Military.system.attributes.hp.details} (2 different values)
|
||||
(x10)
|
||||
troop defenses (x1)
|
||||
max : integer {Military.system.attributes.hp.max} (all different values)
|
||||
temp : integer {Military.system.attributes.hp.temp} (same value: 0)
|
||||
value : integer {Military.system.attributes.hp.value} (all different values)
|
||||
speed : object {Military.system.attributes.speed}
|
||||
otherSpeeds : array<> {Military.system.attributes.speed.otherSpeeds}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
value : integer {Military.system.attributes.speed.value} (3 different values)
|
||||
25 (x7)
|
||||
40 (x2)
|
||||
20 (x2)
|
||||
[details] : string {Military.system.attributes.speed.details} (same value: troop movement)
|
||||
[weaknesses] : array<object> {Military.system.attributes.weaknesses}
|
||||
Length: min=2 max=2
|
||||
Value type: object {Military.system.attributes.weaknesses.[]}
|
||||
exceptions : array<> {Military.system.attributes.weaknesses.[].exceptions}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
type : string {Military.system.attributes.weaknesses.[].type} (2 different values)
|
||||
area-damage (x5)
|
||||
splash-damage (x5)
|
||||
value : integer {Military.system.attributes.weaknesses.[].value} (2 different values)
|
||||
5 (x6)
|
||||
8 (x4)
|
||||
[resistances] : array<object> {Military.system.attributes.resistances}
|
||||
Length: min=2 max=2
|
||||
Value type: object {Military.system.attributes.resistances.[]}
|
||||
type : string {Military.system.attributes.resistances.[].type} (2 different values)
|
||||
mental (x1)
|
||||
slashing (x1)
|
||||
value : integer {Military.system.attributes.resistances.[].value} (same value: 5)
|
||||
details : object {Military.system.details}
|
||||
blurb : string {Military.system.details.blurb} (same value: )
|
||||
languages : object {Military.system.details.languages}
|
||||
details : string {Military.system.details.languages.details} (same value: )
|
||||
value : array<string> {Military.system.details.languages.value}
|
||||
Length: min=0 max=2
|
||||
Value type: string {Military.system.details.languages.value.[]} (2 different values)
|
||||
common (x8)
|
||||
diabolic (x1)
|
||||
level : object {Military.system.details.level}
|
||||
value : integer {Military.system.details.level.value} (9 different values)
|
||||
1 (x1)
|
||||
3 (x1)
|
||||
8 (x2)
|
||||
7 (x1)
|
||||
2 (x1)
|
||||
6 (x2)
|
||||
10 (x1)
|
||||
5 (x1)
|
||||
4 (x1)
|
||||
privateNotes : string {Military.system.details.privateNotes} (same value: )
|
||||
publicNotes : string {Military.system.details.publicNotes} (all different values)
|
||||
publication : object {Military.system.details.publication}
|
||||
license : string {Military.system.details.publication.license} (same value: ORC)
|
||||
remaster : boolean {Military.system.details.publication.remaster} (same value: True)
|
||||
title : string {Military.system.details.publication.title} (same value: Pathfinder NPC Core)
|
||||
initiative : object {Military.system.initiative}
|
||||
statistic : string {Military.system.initiative.statistic} (same value: perception)
|
||||
perception : object {Military.system.perception}
|
||||
details : string {Military.system.perception.details} (same value: )
|
||||
mod : integer {Military.system.perception.mod} (8 different values)
|
||||
7 (x1)
|
||||
8 (x2)
|
||||
16 (x3)
|
||||
14 (x1)
|
||||
13 (x1)
|
||||
17 (x1)
|
||||
15 (x1)
|
||||
12 (x1)
|
||||
senses : array<> {Military.system.perception.senses}
|
||||
Length: min=0 max=0
|
||||
Value type: mixed
|
||||
resources : object {Military.system.resources}
|
||||
[focus] : object {Military.system.resources.focus}
|
||||
max : integer {Military.system.resources.focus.max} (same value: 2)
|
||||
value : integer {Military.system.resources.focus.value} (same value: 2)
|
||||
saves : object {Military.system.saves}
|
||||
fortitude : object {Military.system.saves.fortitude}
|
||||
saveDetail : string {Military.system.saves.fortitude.saveDetail} (same value: )
|
||||
value : integer {Military.system.saves.fortitude.value} (9 different values)
|
||||
8 (x1)
|
||||
11 (x1)
|
||||
14 (x1)
|
||||
17 (x1)
|
||||
18 (x2)
|
||||
9 (x1)
|
||||
15 (x1)
|
||||
16 (x1)
|
||||
10 (x2)
|
||||
reflex : object {Military.system.saves.reflex}
|
||||
saveDetail : string {Military.system.saves.reflex.saveDetail} (same value: )
|
||||
value : integer {Military.system.saves.reflex.value} (8 different values)
|
||||
5 (x1)
|
||||
9 (x1)
|
||||
15 (x2)
|
||||
13 (x3)
|
||||
6 (x1)
|
||||
14 (x1)
|
||||
12 (x1)
|
||||
8 (x1)
|
||||
will : object {Military.system.saves.will}
|
||||
saveDetail : string {Military.system.saves.will.saveDetail} (same value: )
|
||||
value : integer {Military.system.saves.will.value} (8 different values)
|
||||
7 (x1)
|
||||
6 (x2)
|
||||
20 (x1)
|
||||
14 (x3)
|
||||
16 (x1)
|
||||
13 (x1)
|
||||
21 (x1)
|
||||
11 (x1)
|
||||
skills : object {Military.system.skills}
|
||||
[athletics] : object {Military.system.skills.athletics}
|
||||
base : integer {Military.system.skills.athletics.base} (8 different values)
|
||||
8 (x1)
|
||||
9 (x1)
|
||||
18 (x2)
|
||||
17 (x2)
|
||||
10 (x1)
|
||||
15 (x1)
|
||||
21 (x1)
|
||||
11 (x1)
|
||||
[crafting] : object {Military.system.skills.crafting}
|
||||
base : integer {Military.system.skills.crafting.base} (same value: 13)
|
||||
[intimidation] : object {Military.system.skills.intimidation}
|
||||
base : integer {Military.system.skills.intimidation.base} (5 different values)
|
||||
20 (x1)
|
||||
15 (x1)
|
||||
17 (x1)
|
||||
7 (x1)
|
||||
14 (x1)
|
||||
[acrobatics] : object {Military.system.skills.acrobatics}
|
||||
base : integer {Military.system.skills.acrobatics.base} (2 different values)
|
||||
13 (x2)
|
||||
11 (x1)
|
||||
[nature] : object {Military.system.skills.nature}
|
||||
base : integer {Military.system.skills.nature.base} (same value: 12)
|
||||
[religion] : object {Military.system.skills.religion}
|
||||
base : integer {Military.system.skills.religion.base} (same value: 12)
|
||||
[society] : object {Military.system.skills.society}
|
||||
base : integer {Military.system.skills.society.base} (2 different values)
|
||||
12 (x1)
|
||||
8 (x1)
|
||||
[arcana] : object {Military.system.skills.arcana}
|
||||
base : integer {Military.system.skills.arcana.base} (same value: 22)
|
||||
medicine : object {Military.system.skills.medicine}
|
||||
base : integer {Military.system.skills.medicine.base} (2 different values)
|
||||
11 (x1)
|
||||
10 (x1)
|
||||
[stealth] : object {Military.system.skills.stealth}
|
||||
base : integer {Military.system.skills.stealth.base} (same value: 15)
|
||||
[survival] : object {Military.system.skills.survival}
|
||||
base : integer {Military.system.skills.survival.base} (same value: 11)
|
||||
diplomacy : object {Military.system.skills.diplomacy}
|
||||
base : integer {Military.system.skills.diplomacy.base} (same value: 11)
|
||||
traits : object {Military.system.traits}
|
||||
rarity : string {Military.system.traits.rarity} (same value: common)
|
||||
size : object {Military.system.traits.size}
|
||||
value : string {Military.system.traits.size.value} (2 different values)
|
||||
med (x6)
|
||||
grg (x5)
|
||||
value : array<string> {Military.system.traits.value}
|
||||
Length: min=2 max=5
|
||||
Value type: string {Military.system.traits.value.[]} (5 different values)
|
||||
human (x11)
|
||||
humanoid (x11)
|
||||
troop (x5)
|
||||
animal (x2)
|
||||
lawful (x1)
|
||||
type : string {Military.type} (same value: npc)
|
||||
Reference in New Issue
Block a user