Item Structure

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
Revision as of 22:21, 14 November 2016 by Evant (talk | contribs) (added list of attributes in major categories to expand on later)
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
  2. Category
  3. Type
  4. Size
  5. Rarity
  6. Base Price
  7. Description
  8. Item Slots
  9. Source
  10. Item Aspect Slots
  11. Granted Item Aspects
  12. Purchase Restrictions
  13. Image
  14. Availability
  15. Related Items

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
  2. Value
  3. Owner
  4. Slots
  5. Aspects
  6. History

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.