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