Item Structure

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
Revision as of 05:27, 23 November 2016 by Evant (talk | contribs) (added details on all attributes of prototype items and item instances)
Dark Jedi Brotherhood
This article is part of the series:
Regent Policies
Documentation
Item Structure
Item Aspects
Item Rarity
Item Cost
Member Possessions
Unit Possessions
Credit Accounts
Research & Shopping
Item Upgrades
Policies
Item Prototype Approval Policy
Item Aspect Approval Policy
Salary Policy
Dominion Policy
Artifact Policy
Current Staff
RGT Zxyl Bes'uliik Taldrya
P:RGT Thran Palpatine
M:RGT Various Members

This Item Structure page outlines both what a prototype item is, as well as an instance of an item, and what attributes they have in the possessions system. Note that a prototype item cannot be owned, it is a template from which instances of items are created under various conditions, which can they actually be possessed by units and members. All details of prototype items and the conditions under which they become instances of items for sale or otherwise granted are carefully controlled by the Regent to ensure balance and integrity in the system and to ensure an enjoyable member experience.

Prototype Items

A prototype item is a template from which all instances of items are created. When the possessions system creates a new instance of an item either to stock a store or respond to a conditional trigger, that item is based on a prototype. The attributes of this prototype item determine its balance and how it can be used in all other systems where items are involved.

  1. Name: This is the prototype name of an item and the default name that an item instance takes on instantiation. Although an instance of an item can be renamed, it always retains the name of the prototype item it is based on displayed in parenthesis if looking at an item that has been given a unique name. When referred to later by an Item Aspect this is considered the original name of an item.
  2. Category: All items are grouped into different categories, to help members research and find items for purchase. In addition, this is used to help set pricing for an item as well as by stores to decide what types of items will be purchased and put into stock.
  3. Type: This attribute groups items into major categories that determine what slots they can be placed into and where they can be equipped into a loadout. In addition, this will help define in some cases which Character Sheet skill enables the use of an item, as well as to help set pricing for an item.
  4. Size: This size determines how many slots an item will take up in the possessions system. This is only relevant for items where some items within a specific Item Type set need to be a different size than others so that they take up more than one slot either in the loadout. This is otherwise set to 1 for all items in a set and they are all handled the same way by the possessions system.
  5. Rarity: This is discussed in much more detail on a separate [Item_Rarity_Structure|item rarity structure] page, but visually represents the relative quality level and functionality of items in the possessions system.
  6. Base Price: This is discussed in much more detail on a separate [Item_Cost_Structure|item cost structure] page, but lists the formula driven price of an item before it is run through any stocking rules where instances of that item would receive a specific value.
  7. Description: This is a text based description that outlines specific functionality of an item in the possessions system. Specific text is used with each item to help define the relative functionality between other items of similar Type and Category to help a member understand the specific item they are purchasing. All items are intended to be based on real Star Wars items, but the description in the possessions system outlines all functionality for Dark Jedi Brotherhood specific realism. To fully understand the functionality and description of an instance of an item someone must also review specific Aspects applied.
  8. Item Slots: Some items are able to have other items slotted or equipped onto them. As an example, Squadron Item Types can be slotted onto certain items like Destroyers that have space for a specific number of squadrons. Where this is enabled, the slot itself will be given a name, as well as how many items can be slotted and what Item Types can be equipped into those slots.
  9. Source: This is a reference field available to the Regent staff to link to other external websites to help members understand the source of the item in the possessions system.
  10. Item Aspect Slots: Some items are able to accept Item Aspects, each can have a different number of available slots, and each of those slots will accept one or more different possible types of Item Aspects. This is explained in more detail on the [Item_Aspect_Structure|item aspect structure] page.
  11. Granted Item Aspects: Some items will have an Aspect granted to them by default at the prototype level, this cannot be changed or removed, but defines additional special functionality given to all instances of that item.
  12. Purchase Restrictions: This defines any rules that follow an item to a store, that would prevent an individual or unit from purchasing an item. If there are no restrictions, then anyone with the necessary credits can purchase an item. There are no ownership restrictions, and these purchase restrictions only are enforced in stores at the time of purchase.
  13. Image: Managed by the [Herald] this image gives a standard visual representation of the item. This carries through to all instances of the items to help a member understand what a stock item might look like, though to fully understand what an individual item looks like someone must also review specific Aspects applied.
  14. Availability: This will list the logo or name of any stores that currently have an item in stock. If there is nothing listed then the item isn't available for sale anywhere in the possessions system.
  15. Related Items: Some items are grouped together with other items, either to enable various dossier skins or to help members quickly see other very similar related items to help with purchasing decisions and finding items. What are considered to be related items are managed by the Regent.
  16. Stock Rules: Not listed anywhere, but directly tied to the availability of an item. The stocking rules of a prototype item determine when a new instance of an item is created and put in stock in a store, and when an item is unstocked and decommissioned from a store using a variety of rules surrounding availability and price.

Item Instance

An instance of an item is created whenever a store calls for more stock, or if an item is granted by another means be it manually or via a conditional trigger in the possessions system. Each of these instances of an item is unique, and carry with them a unique set of attributes, but always are simply a variation of whatever prototype item they are created from.

  1. Name: By default, this is always the same as the prototype. However, all items can be renamed by an owner and take on a unique name specific to that instance. When referred to by an Item Aspect this is considered the item name.
  2. Value: Every prototype item has a base price, decided by a formula explained in more detail on a separate [Item_Cost_Structure|item cost structure] page, however when an item is stocked in a store it is placed up for sale at a certain price. Often items are stocked at full base price, but if a base price changes while items are already in stock, or change while a member owns an item, the value of that item will differ.
  3. Owner: If not decommissioned, every item has an owner, be it a store, a member, or a unit. This owner is listed on the item record.
  4. Slots: Each instance of an item that has been assigned slots to the prototype it is based on, will show either the number of open slots along with the slot name, or will show what is equipped into the slots.
  5. Aspects: Each instance of an item that has been assigned item aspects to the prototype it is based on, will show either the number of open spaces for aspects to be assigned along with the types that can be accepted, or will show the name and text of an approved and assigned aspect as applied to the item.
  6. History: This will outline the full history of an item, including when it was originally created, as well as previous owners of the item and previous names that item has held.

Application

When applied properly, and consistently, this structure makes up the entire list of what can be possessed. This item structure has been set-up to be dynamic and able to accept change going forward so that the Dark Council can continue to bring the membership offerings from an ever expanding Star Wars galaxy. In the future, as new items are added, they will adhere to the structures set forth here by the Regent.