Feat/Feature Effects Different values: 678 ===================================== object {Feat/Feature Effects} _id : string {Feat/Feature Effects._id} (all different values) img : string {Feat/Feature Effects.img} (542 different values) name : string {Feat/Feature Effects.name} (all different values) system : object {Feat/Feature Effects.system} description : object {Feat/Feature Effects.system.description} value : string {Feat/Feature Effects.system.description.value} (673 different values) duration : object {Feat/Feature Effects.system.duration} [expiry] : string {Feat/Feature Effects.system.duration.expiry} (3 different values) 'turn-start' (x393) 'turn-end' (x81) 'round-end' (x1) sustained : boolean {Feat/Feature Effects.system.duration.sustained} (2 different values) False (x671) True (x7) unit : string {Feat/Feature Effects.system.duration.unit} (6 different values) 'rounds' (x259) 'unlimited' (x176) 'minutes' (x132) 'encounter' (x79) 'days' (x25) 'hours' (x7) value : integer {Feat/Feature Effects.system.duration.value} (9 different values) 1 (x356) -1 (x255) 0 (x29) 10 (x20) 3 (x6) 5 (x5) 2 (x3) 7 (x2) 30 (x2) level : object {Feat/Feature Effects.system.level} value : integer {Feat/Feature Effects.system.level.value} (18 different values) publication : object {Feat/Feature Effects.system.publication} license : string {Feat/Feature Effects.system.publication.license} (2 different values) 'ORC' (x395) 'OGL' (x283) remaster : boolean {Feat/Feature Effects.system.publication.remaster} (2 different values) True (x437) False (x241) title : string {Feat/Feature Effects.system.publication.title} (60 different values) rules : ignored (Foundry rules object) {Feat/Feature Effects.system.rules} start : object {Feat/Feature Effects.system.start} [initiative] : empty value : integer {Feat/Feature Effects.system.start.value} (2 different values) 0 (x672) 3648 (x6) tokenIcon : object {Feat/Feature Effects.system.tokenIcon} show : boolean {Feat/Feature Effects.system.tokenIcon.show} (2 different values) True (x674) False (x4) traits : object {Feat/Feature Effects.system.traits} [rarity] : string {Feat/Feature Effects.system.traits.rarity} (same value: 'common') value : array {Feat/Feature Effects.system.traits.value} Length: min=0 max=1 Value type: string {Feat/Feature Effects.system.traits.value.[]} (same value: 'gunslinger') [badge] : object {Feat/Feature Effects.system.badge} [evaluate] : boolean {Feat/Feature Effects.system.badge.evaluate} (same value: True) [labels] : array {Feat/Feature Effects.system.badge.labels} Length: min=3 max=12 Value type: string {Feat/Feature Effects.system.badge.labels.[]} (26 different values) [loop] : boolean {Feat/Feature Effects.system.badge.loop} (same value: False) [reevaluate] : string {Feat/Feature Effects.system.badge.reevaluate} (same value: 'turn-end') type : string {Feat/Feature Effects.system.badge.type} (2 different values) 'counter' (x21) 'formula' (x7) value : mixed string {Feat/Feature Effects.system.badge.value} (6 different values) '1d4' (x2) '(@item.level)d8' (x1) '1d20' (x1) '(1 + floor(@item.origin.level / 4))d4' (x1) '1d12' (x1) '1d8' (x1) integer {Feat/Feature Effects.system.badge.value} (3 different values) 1 (x19) 5 (x1) 4 (x1) [max] : integer {Feat/Feature Effects.system.badge.max} (2 different values) 3 (x1) 4 (x1) [min] : integer {Feat/Feature Effects.system.badge.min} (2 different values) 5 (x1) 0 (x1) type : string {Feat/Feature Effects.type} (same value: 'effect')