Will have to leave the ability to overwrite the automatic for certain crafted items. Armor for example all of the experimentation on the actual armor piece was to increase condition. Also condition changed based off of what it is and what update it was added. 100 became the new clothing item standard in the later updates while older clothing items retained the 1k standard, server created armor is 40k, etc..
I remember treeku talking about a condition method he made for damage able items as well.
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-----Original Message-----
From: Ziggeh <notifications@github.com>
Date: Mon, 23 Dec 2013 10:59:59 
To: ProjectSWGCore/NGECore2<NGECore2@noreply.github.com>
Reply-To: ProjectSWGCore/NGECore2 <reply@reply.github.com>
Cc: Skalex223<johnmwagner2005@yahoo.com>
Subject: Re: [NGECore2] items and small fixes (#162)

> @@ -0,0 +1,25 @@
> +import sys
> +#roadmap issued bh armor
> +def setup(core, actor):
> +	
> +	object = core.objectService.createObject('object/tangible/wearables/armor/composite/shared_armor_composite_bicep_l.iff', actor.getPlanet())
> +	object.setStfFilename('static_item_n')
> +	object.setStfName('armor_bounty_hunter_roadmap_bicep_l_02_01')
> +	object.setDetailFilename('static_item_d')
> +	object.setDetailName('armor_bounty_hunter_roadmap_bicep_l_02_01')
> +	object.setStringAttribute('condition', '1000/1000')

Condition will soon enough be set automatically by the server.

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