Bestiary Effects
Different values: 475
=====================================
object {Bestiary Effects}
    _id : string {Bestiary Effects._id} (all different values)
    img : string {Bestiary Effects.img} (352 different values)
    name : string {Bestiary Effects.name} (all different values)
    system : object {Bestiary Effects.system}
        description : object {Bestiary Effects.system.description}
            value : string {Bestiary Effects.system.description.value} (443 different values)
        [duration] : object {Bestiary Effects.system.duration}
            [expiry] : string {Bestiary Effects.system.duration.expiry} (2 different values)
                'turn-start' (x332)
                'turn-end' (x51)
            sustained : boolean {Bestiary Effects.system.duration.sustained} (2 different values)
                False (x473)
                True (x1)
            unit : string {Bestiary Effects.system.duration.unit} (6 different values)
                'unlimited' (x203)
                'rounds' (x155)
                'minutes' (x84)
                'hours' (x23)
                'days' (x8)
                'encounter' (x1)
            value : integer {Bestiary Effects.system.duration.value} (11 different values)
        [level] : object {Bestiary Effects.system.level}
            value : integer {Bestiary Effects.system.level.value} (25 different values)
        publication : object {Bestiary Effects.system.publication}
            license : string {Bestiary Effects.system.publication.license} (2 different values)
                'OGL' (x274)
                'ORC' (x201)
            remaster : boolean {Bestiary Effects.system.publication.remaster} (2 different values)
                False (x268)
                True (x207)
            title : string {Bestiary Effects.system.publication.title} (99 different values)
        rules : ignored (Foundry rules object) {Bestiary Effects.system.rules}
        [start] : object {Bestiary Effects.system.start}
            [initiative] : empty
            value : integer {Bestiary Effects.system.start.value} (same value: 0)
        [tokenIcon] : object {Bestiary Effects.system.tokenIcon}
            show : boolean {Bestiary Effects.system.tokenIcon.show} (2 different values)
                True (x455)
                False (x19)
        traits : object {Bestiary Effects.system.traits}
            [rarity] : string {Bestiary Effects.system.traits.rarity} (same value: 'common')
            value : array<> {Bestiary Effects.system.traits.value}
                Length: min=0 max=0
                Value type: empty
        [actionType] : object {Bestiary Effects.system.actionType}
            value : string {Bestiary Effects.system.actionType.value} (same value: 'action')
        [actions] : object {Bestiary Effects.system.actions}
            value : integer {Bestiary Effects.system.actions.value} (same value: 1)
        [badge] : object {Bestiary Effects.system.badge}
            [max] : integer {Bestiary Effects.system.badge.max} (3 different values)
                3 (x2)
                4 (x1)
                12 (x1)
            type : string {Bestiary Effects.system.badge.type} (2 different values)
                'counter' (x19)
                'formula' (x12)
            value : mixed
                integer {Bestiary Effects.system.badge.value} (3 different values)
                    1 (x16)
                    2 (x2)
                    3 (x1)
                string {Bestiary Effects.system.badge.value} (7 different values)
                    '1d6' (x4)
                    '2d6' (x2)
                    '1d4' (x2)
                    '1d20' (x1)
                    '(@actor.flags.pf2e.gluttonsFeast)d4' (x1)
                    '1d3' (x1)
                    '1d8' (x1)
            [evaluate] : boolean {Bestiary Effects.system.badge.evaluate} (same value: True)
            [labels] : array<string> {Bestiary Effects.system.badge.labels}
                Length: min=2 max=4
                Value type: string {Bestiary Effects.system.badge.labels.[]} (16 different values)
            [loop] : boolean {Bestiary Effects.system.badge.loop} (same value: False)
            [min] : integer {Bestiary Effects.system.badge.min} (same value: 2)
            [reevaluate] : empty
        [category] : empty
        [target] : empty
    type : string {Bestiary Effects.type} (2 different values)
        'effect' (x474)
        'action' (x1)