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Pf2eDataScrapper/output/pf2e/packs/1-10.txt
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1-10
Different values: 2
=====================================
object {1-10}
_id : string {1-10._id} (all different values)
folder : string {1-10.folder} (same value: OvRD9Mz3So2LRlFj)
img : string {1-10.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {1-10.items}
Length: min=6 max=6
Value type: object {1-10.items.[]}
_id : string {1-10.items.[]._id} (12 different values)
W0vMaBvGpr2XX2NT (x1)
slsMmF8mzJy4wk9t (x1)
TZaavqeujukw7kS6 (x1)
bx6K2TyP0v8pDNv2 (x1)
1LBXc3ulH9FB6m6u (x1)
lO3JL8v9dkcE4QCe (x1)
wICruJiIDIwHUA2Z (x1)
kfBQV8RuDyXehQaN (x1)
mUvOIm2z6ES27Pzu (x1)
vSdNGYtVD1Xw1F5Z (x1)
HduILld1A7oTXnvA (x1)
4VUtbJq8ScOOq5FV (x1)
img : string {1-10.items.[].img} (4 different values)
systems/pf2e/icons/default-icons/melee.svg (x4)
systems/pf2e/icons/actions/Reaction.webp (x2)
systems/pf2e/icons/actions/OneAction.webp (x4)
systems/pf2e/icons/actions/TwoActions.webp (x2)
name : string {1-10.items.[].name} (6 different values)
Jaws (x2)
Claw (x2)
Attack of Opportunity (x2)
Mauling Throw (x2)
Rush (x2)
Grab (x2)
sort : integer {1-10.items.[].sort} (6 different values)
100000 (x2)
200000 (x2)
300000 (x2)
400000 (x2)
500000 (x2)
600000 (x2)
system : object {1-10.items.[].system}
[attack] : object {1-10.items.[].system.attack}
value : string {1-10.items.[].system.attack.value} (same value: )
[attackEffects] : object {1-10.items.[].system.attackEffects}
value : array<string> {1-10.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {1-10.items.[].system.attackEffects.value.[]} (same value: grab)
[bonus] : object {1-10.items.[].system.bonus}
value : integer {1-10.items.[].system.bonus.value} (all different values)
[damageRolls] : object {1-10.items.[].system.damageRolls}
[28l286kc5yi2xrt9ekmy] : object {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy}
damage : string {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy.damage} (same value: 2d6+7)
damageType : string {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy.damageType} (same value: piercing)
[44ncw0ctxvs3orsw4dwa] : object {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa}
damage : string {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa.damage} (same value: 1d12+7)
damageType : string {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa.damageType} (same value: slashing)
[rkttgx90yhkbrfiqiayt] : object {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt}
damage : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damage} (same value: 2d6+4)
damageType : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damageType} (same value: piercing)
56d85po2fe8btdg0akso : object {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso}
damage : string {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso.damage} (same value: 1d12+4)
damageType : string {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso.damageType} (same value: slashing)
description : object {1-10.items.[].system.description}
value : string {1-10.items.[].system.description.value} (6 different values)
(x4)
<p>@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]</p> (x2)
<p><strong>Requirements</strong> The giant short-faced bear has a creature grabbed</p>
<hr />
<p><strong>Effect</strong> The giant short-faced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.</p> (x1)
<p>The giant short-faced bear Strides and makes a Strike at the end of that movement. During the Stride, the giant short-faced bear gains a +10-foot circumstance bonus to its Speed.</p> (x2)
<p>@Localize[PF2E.NPC.Abilities.Glossary.Grab]</p> (x2)
<p><strong>Requirements</strong> The giant short-faced bear has a creature grabbed</p>
<hr />
<p><strong>Effect</strong> The giant shortfaced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.</p> (x1)
publication : object {1-10.items.[].system.publication}
license : string {1-10.items.[].system.publication.license} (same value: OGL)
remaster : boolean {1-10.items.[].system.publication.remaster} (same value: False)
title : string {1-10.items.[].system.publication.title} (all different values)
rules : ###FoundryRulesObject###
[slug] : string {1-10.items.[].system.slug} (all different values)
traits : object {1-10.items.[].system.traits}
rarity : string {1-10.items.[].system.traits.rarity} (same value: common)
value : array<string> {1-10.items.[].system.traits.value}
Length: min=0 max=3
Value type: string {1-10.items.[].system.traits.value.[]} (4 different values)
unarmed (x4)
agile (x2)
reach (x2)
attack (x2)
[weaponType] : object {1-10.items.[].system.weaponType}
value : string {1-10.items.[].system.weaponType.value} (same value: melee)
[actionType] : object {1-10.items.[].system.actionType}
value : string {1-10.items.[].system.actionType.value} (all different values)
[actions] : object {1-10.items.[].system.actions}
[value] : integer {1-10.items.[].system.actions.value} (all different values)
[category] : string {1-10.items.[].system.category} (all different values)
type : string {1-10.items.[].type} (all different values)
[_stats] : object {1-10.items.[]._stats}
compendiumSource : string {1-10.items.[]._stats.compendiumSource} (all different values)
name : string {1-10.name} (all different values)
system : object {1-10.system}
abilities : object {1-10.system.abilities}
cha : object {1-10.system.abilities.cha}
mod : integer {1-10.system.abilities.cha.mod} (same value: -2)
con : object {1-10.system.abilities.con}
mod : integer {1-10.system.abilities.con.mod} (all different values)
dex : object {1-10.system.abilities.dex}
mod : integer {1-10.system.abilities.dex.mod} (all different values)
int : object {1-10.system.abilities.int}
mod : integer {1-10.system.abilities.int.mod} (same value: -4)
str : object {1-10.system.abilities.str}
mod : integer {1-10.system.abilities.str.mod} (all different values)
wis : object {1-10.system.abilities.wis}
mod : integer {1-10.system.abilities.wis.mod} (all different values)
attributes : object {1-10.system.attributes}
ac : object {1-10.system.attributes.ac}
details : string {1-10.system.attributes.ac.details} (same value: )
value : integer {1-10.system.attributes.ac.value} (all different values)
allSaves : object {1-10.system.attributes.allSaves}
value : string {1-10.system.attributes.allSaves.value} (same value: )
hp : object {1-10.system.attributes.hp}
details : string {1-10.system.attributes.hp.details} (same value: )
max : integer {1-10.system.attributes.hp.max} (all different values)
temp : integer {1-10.system.attributes.hp.temp} (same value: 0)
value : integer {1-10.system.attributes.hp.value} (all different values)
speed : object {1-10.system.attributes.speed}
otherSpeeds : array<> {1-10.system.attributes.speed.otherSpeeds}
Length: min=0 max=0
Value type: mixed
value : integer {1-10.system.attributes.speed.value} (same value: 45)
details : object {1-10.system.details}
blurb : string {1-10.system.details.blurb} (same value: )
languages : object {1-10.system.details.languages}
details : string {1-10.system.details.languages.details} (same value: )
value : array<> {1-10.system.details.languages.value}
Length: min=0 max=0
Value type: mixed
level : object {1-10.system.details.level}
value : integer {1-10.system.details.level.value} (all different values)
privateNotes : string {1-10.system.details.privateNotes} (same value: )
publicNotes : string {1-10.system.details.publicNotes} (same value: )
publication : object {1-10.system.details.publication}
license : string {1-10.system.details.publication.license} (same value: OGL)
remaster : boolean {1-10.system.details.publication.remaster} (same value: False)
title : string {1-10.system.details.publication.title} (same value: Pathfinder Society Scenario #1-10: Tarnbreaker's Trail)
initiative : object {1-10.system.initiative}
statistic : string {1-10.system.initiative.statistic} (same value: perception)
perception : object {1-10.system.perception}
details : string {1-10.system.perception.details} (same value: )
mod : integer {1-10.system.perception.mod} (all different values)
senses : array<object> {1-10.system.perception.senses}
Length: min=2 max=2
Value type: object {1-10.system.perception.senses.[]}
type : string {1-10.system.perception.senses.[].type} (all different values)
[acuity] : string {1-10.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {1-10.system.perception.senses.[].range} (same value: 30)
resources : object {1-10.system.resources}
saves : object {1-10.system.saves}
fortitude : object {1-10.system.saves.fortitude}
saveDetail : string {1-10.system.saves.fortitude.saveDetail} (same value: )
value : integer {1-10.system.saves.fortitude.value} (all different values)
reflex : object {1-10.system.saves.reflex}
saveDetail : string {1-10.system.saves.reflex.saveDetail} (same value: )
value : integer {1-10.system.saves.reflex.value} (all different values)
will : object {1-10.system.saves.will}
saveDetail : string {1-10.system.saves.will.saveDetail} (same value: )
value : integer {1-10.system.saves.will.value} (all different values)
skills : object {1-10.system.skills}
athletics : object {1-10.system.skills.athletics}
base : integer {1-10.system.skills.athletics.base} (all different values)
survival : object {1-10.system.skills.survival}
base : integer {1-10.system.skills.survival.base} (all different values)
traits : object {1-10.system.traits}
rarity : string {1-10.system.traits.rarity} (same value: common)
size : object {1-10.system.traits.size}
value : string {1-10.system.traits.size.value} (same value: lg)
value : array<string> {1-10.system.traits.value}
Length: min=1 max=1
Value type: string {1-10.system.traits.value.[]} (same value: animal)
type : string {1-10.type} (same value: npc)