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Author | Interesting facts that some players might not know about |
Magic punches dont activate beastslayer rage | If your health is low and you play the MG Brigands and win. Health and mana are restored to 100%. | You can play MG brigdants quest even with less than 100% troop hp. | For Brigands, you need to travel from one location to another and battle automatically starts. You dont even need arts for it | If you use madness by bersekers and before the next turn cast stoneskin on it, it adds to the attack. | If. Anubis die and release scarabs, if they are then resurrected by priests of the sun and they die again They will not release them a second time. | Roulette is an easy way to get rich! | Combats store the effective faction level of each lords (effective as in the levels have already been adjusted by potion of skills and such).
To view this, simply search for "umka" in the source code of any combat log:
E.g. this is my old thief ambush:
https://www.lordswm.com/war.php?lt=-1&warid=553405968
Then something like Menu > Developer > Inspecter in case of firefox.
In this case, the faction levels are encoded as
1955500000400023007000000000
Split every 14 characters to get the faction levels of each lords,
then the first digit is the lord number in that particular combat:
[1]9555000004000 -> lord 1
[2]3007000000000 -> lord 2
To know which lord is which, search for plidX (e.g. plid1 and plid2). This will give you the player id (or none in case of AI-controlled lords).
The second digit is just metadata we can ignore.
1[9]555000004000
2[3]007000000000
The remaining digits are the faction levels as 1 hex digit per faction, ordered as in the character page.
19[5][5][5][0][0][0][0][0][4][0][0][0]
23[0][0][7][0][0][0][0][0][0][0][0][0]
In this case, at the time of that combat, I had 5 fl in knight, nec, and wiz, and 4 in tribal.
And the AI was a fl 7 wiz.
Might be useful for analysing old combats or figuring out the faction levels of AI-controlled lords in various combat types.
Note each faction is currently encoded with only a single hex digit so this method should change slightly when they introduce fl 16 and above.
Also interesting to note that there's 2 unused digits after pharaoh. Don't know how long that's been there though. | https://www.lordswm.com/war.php?warid=1111506336&show_for_all=L2f866a6abf
Guardians can still stun deserters if they miss | The game has an encoding of two combat states, the starting state and the current state (which just happens to also be the last state for completed combats), as well as an encoding of all the moves made within the combat.
To view the initial state, use:
https://www.lordswm.com/battle.php?warid=combat_id&lastturn=-1
This is what allows us to do the < and view the combat from the beginning.
To view the current state, use:
https://www.lordswm.com/battle.php?warid=combat_id&lastturn=-2&lastdata=1
This is what allows us to jump straight into any live combat at its current turn (and completed combat at its last turn).
Here, the "turn" is defined as a player input. That's why we sometimes see a couple of moves when openning the end of the combat (last player input + remaining moves by AI (if any) that ends the combat).
In both cases, the first part beginning with t=000turns= encode all the moves made within the game.
E.g. which stack moves to where, who dealt how much damage, etc. etc.
This is what allows us to still fully replay completed combats after initially loading it and turning off the internet.
This is also where we can look into more finer details like exact initiative changes, spell effectiveness, etc.
To decode what these mean, we would need to look into function calcComs inside this script:
https://dcdn.lordswm.com/js/calccomsp.js?v=11784.3e102f
The part starting with M001: encode the state.
E.g. how many stacks there are, where are they positioned on the field, their stats, current hp, etc. etc.
This is also where we can obtain the exp and tier of any stack in the combat.
To decode what these mean, look into function set_obj_data inside this script:
https://dcdn1.lordswm.com/js/show_polep.js?v=11784.3e102f |
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