GM crafted weapons
GM crafted weapons
Am I crazy, I could have swore I was using GM weapons in T2A. Dang so long ago forgot half the stuff...
Re: GM crafted weapons
didnt GM weapons say something like "GM Kriss crafted by Hyder". Everything I have seen in the game so far has said "an exceptional Kriss crafted by Hyder. Are these considered GM? I could have swore in the old UO days, it said GM not Exceptional. I have only been back a little while maybe I just have not seen any yet or Im just miss remembering.
Re: GM crafted weapons
The labels here are correct. OSI/EA would never call something "GM Halberd crafted by Bob" considering GM is just a player-created way to say Grandmaster.
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I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
Re: GM crafted weapons
GM = maker's mark.
Re: GM crafted weapons
Towards the late part of T2A a non GM would be able to make an exceptional item listed as Exception but without their name.
It was the same quality but without the mark. And if I remember right, there was something late that allowed you to choose to put your mark but that was many beers ago so i could be mistaken.
It was the same quality but without the mark. And if I remember right, there was something late that allowed you to choose to put your mark but that was many beers ago so i could be mistaken.

Re: GM crafted weapons
I'm not positive on what GM made weapons were like before the first maker's mark patch. If I remember correctly it was just a regular weapon without any indication that it was made by a GM smith, so you would have to be familiar with the blacksmith making your weapons to know that it was a GM weapon for sure. The first mention of exceptional weapons in the patch notes are in the November 10th, 1998 patch. This was the patch that finally told you rather you had a GM made weapon or not. Here is the patch note below.
The next change to this system was to give an option for the maker's mark. This patch came in November 23rd, 1999 and is listed below.
When a grandmaster blacksmith crafts an exceptional item, the item will have a "maker's mark"--its name will have "crafted by (name)" appended to it.
It will be possible to craft exceptional and below average quality bows, crossbows, and heavy crossbows. These will have differing damages just like exceptional quality smithed weapons do. In addition, they will have maker's marks if they are exceptional and are crafted by grandmaster bowyers.
The next change to this system was to give an option for the maker's mark. This patch came in November 23rd, 1999 and is listed below.
Exceptional marking works as follows: As an example, an exceptional katana made by a non-Grandmaster smith or made by a Grandmaster smith who chooses not to put his makers mark, will now say, "a katana of exceptional quality". An exceptional katana made by a Grandmaster smith who chooses to place his maker's mark on it will say, "a katana crafted with exceptional quality by..." This will be true for all exceptional items.
When a Grandmaster creates an exceptional item, a window will appear asking if they wish to place their mark on the item. Selecting "okay" will place the creator’s name on the item when examined (single clicked). Selecting "cancel" will not put the maker's mark on the item.
Re: GM crafted weapons
The implementation of the Makers Mark option was delayed becuase while UOA had an option to Auto Apply (or not) the makers mark when asked, Razor does not, so currently you'd have to answer every time you crafted an exceptional item at GM, which is undesireable for most people.
Re: GM crafted weapons
I'm not sure but I know razor has the ability to record gumps/menus and even clicking buttons. I haven't tested it out of course, but I'm pretty sure it's possible through razor through those means. If the button to apply the maker's mark isn't clicked than the weapon is still exceptional it just wouldn't apply the persons name.
Re: GM crafted weapons
The problem with that is you don't always get the option, so you're either waiting for a menu that never comes or sending a responce to a menu that never arrived.Faust wrote:I'm not sure but I know razor has the ability to record gumps/menus and even clicking buttons. I haven't tested it out of course, but I'm pretty sure it's possible through razor through those means. If the button to apply the maker's mark isn't clicked than the weapon is still exceptional it just wouldn't apply the persons name.
Re: GM crafted weapons
That's actually fairly easy to get past, if then else.
(smith code goes here)
if sysmessage 'fail'
say "Father I have failed you!"
else
if sysmessage 'create'
say "What a piece of junk..."
organize into your non-gm bag
else
wait for gump
menu response (whatever you want here)
if sysmessage 'create'
organize into your gm bag
(the reason this is an if statement is to clear out the message checker since after the gump choice it will either say "you create an exceptional quality item" or "you create an exceptional quality item and affix your maker's mark" and you don't want that to desynch the rest of the code)
end if
end if
end if
sorry for the pseudo code but i can't really do much more without the system implemented. of course if you don't organize you can alter the loop a bit to make it simpler
if sysmessage 'create' (since both failure and non exceptional have that word in it)
say "Why am I such a failure?"
else
wait for gump
menu response (whatever you want here)
if sysmessage 'create'
say "Yes, success..."
end if
end if
the reason this code would work is because the system message for the exceptional items is not displayed until a choice is made from the gump. this way, if a gm item is made it will fall through to the else statement to handle the gump that appears. this of course is banking on razor handling nested if statements properly (which it appears to do in my tests, same with for loops)
You don't have to put the say statements in there, I just put it in as a filler though i would recommend a half second pause just so you don't have empty if statements.
(smith code goes here)
if sysmessage 'fail'
say "Father I have failed you!"
else
if sysmessage 'create'
say "What a piece of junk..."
organize into your non-gm bag
else
wait for gump
menu response (whatever you want here)
if sysmessage 'create'
organize into your gm bag
(the reason this is an if statement is to clear out the message checker since after the gump choice it will either say "you create an exceptional quality item" or "you create an exceptional quality item and affix your maker's mark" and you don't want that to desynch the rest of the code)
end if
end if
end if
sorry for the pseudo code but i can't really do much more without the system implemented. of course if you don't organize you can alter the loop a bit to make it simpler
if sysmessage 'create' (since both failure and non exceptional have that word in it)
say "Why am I such a failure?"
else
wait for gump
menu response (whatever you want here)
if sysmessage 'create'
say "Yes, success..."
end if
end if
the reason this code would work is because the system message for the exceptional items is not displayed until a choice is made from the gump. this way, if a gm item is made it will fall through to the else statement to handle the gump that appears. this of course is banking on razor handling nested if statements properly (which it appears to do in my tests, same with for loops)
You don't have to put the say statements in there, I just put it in as a filler though i would recommend a half second pause just so you don't have empty if statements.
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