Rytech Posted December 24, 2011 Group: Members Topic Count: 27 Topics Per Day: 0.01 Content Count: 319 Reputation: 199 Joined: 11/14/11 Last Seen: December 24, 2024 Share Posted December 24, 2011 (edited) Hello everyone. Im here today to release a batch of decompiled Lua files made from the latest Lub's in the client's official grf's. The files you see here were decompiled and adjusted to work with the latest RO clients while in a decompiled form. This allow's private server dev's to add many different types of custom content to their clients without the need of hexing a client. These files are completely brand new and dont use any data from any past decompiled files (Except emotionlist.lub). Reason is because as old as the last release is (March 2011) it was hard to find a starting point. Not only that, past releases are missing some needed data like job checks for skill requirements, types, missing other data....etc. It was best to start from scratch so I could make some fully up-to-date and reliable files. The files here were made with the latest lub's from around December of 2011. However, due to issues with December clients I made and tested them while using a 2011-11-22aRagexeRE client. No function changes were made during the month of December. With the release of these files I hope to help the community move a big step forward to getting full support for the latest clients possiable. Rytech's Decompiled Lua's Release For 2011-11-22 client. = How To Use = Place the "lua files" folder in your RO/data/ directory. They will work in data folders and GRF's. Be sure to have the "Load Lua Before Lub" diff diffed into your client. = Notes = Skill names in the skillinfolist.lua are still in Korean as I didnt bother taking the time to replace the names with english ones....yet. All 3rd job skill descripts in the skilldescript.lua are copied from the sakray iRO client and are mostly up-to-date with the info for the 2011 balances from kRO. The stateiconinfo.lua is from iRO's sakray client and is up-to-date with skill info. However, iRO skill names are used in here and will need to be replaced with kRO skill names in the future. Finally, I will not bother decompileing any function files since its pointless. Their's no possiable ways in customize with editing them and is best to keep true to the original coding in them for the client date. If for some reason one does need to be decompiled then I will do it. Other then that, have fun and enjoy the release. =Final Notes The development and release of these files is a big step in my plan for getting full support completed for newer clients. So many users out there are still using clients from around Feb....March....around there due to lack of newer lua support. Its time to start moving up to the newer stuff. So much has changed since then and now their's many new custom things that can be added. Im really looking forward to the future. =D ----------------------------------------------------------------------------- Below are 2 downloads. The 1st one is the original release and is mainly for development purposes. The 2nd one (V2) is a re-release that includes a few updated files and makes installing a lot easier, as well as allowing the use of the "Load Lua Before Lub" diff. Rytech's Decompiled Lua Release 2011-11-22.rar Rytech's Decompiled Lua Release 2011-11-22 V2.rar Edited February 12, 2012 by Rytech 14 Quote Link to comment Share on other sites More sharing options...
QQfoolsorellina Posted December 24, 2011 Group: Members Topic Count: 40 Topics Per Day: 0.01 Content Count: 587 Reputation: 105 Joined: 11/19/11 Last Seen: July 7, 2019 Share Posted December 24, 2011 Awesome topic ! Help a lot Quote Link to comment Share on other sites More sharing options...
FatalEror Posted December 24, 2011 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 67 Reputation: 23 Joined: 11/14/11 Last Seen: October 3, 2014 Share Posted December 24, 2011 Good luck with this Here is my decompiled stateiconinfo and skilldescript if you want.. stateiconinfo.txt skilldescript.txt Quote Link to comment Share on other sites More sharing options...
Angry Mjoo Posted December 24, 2011 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 33 Reputation: 0 Joined: 12/17/11 Last Seen: June 30, 2012 Share Posted December 24, 2011 Nice release, More power to you Rytech Quote Link to comment Share on other sites More sharing options...
Judas Posted December 24, 2011 Group: Members Topic Count: 26 Topics Per Day: 0.01 Content Count: 2244 Reputation: 182 Joined: 11/19/11 Last Seen: September 15, 2024 Share Posted December 24, 2011 Rytech ur too awesome Quote Link to comment Share on other sites More sharing options...
Rytech Posted December 24, 2011 Group: Members Topic Count: 27 Topics Per Day: 0.01 Content Count: 319 Reputation: 199 Joined: 11/14/11 Last Seen: December 24, 2024 Author Share Posted December 24, 2011 (edited) Good luck with this Here is my decompiled stateiconinfo and skilldescript if you want.. stateiconinfo.txt skilldescript.txt Amazing!!!! How did you get both files formatted properly? That would of taken ages. If you could do that with the 2 iRO files too itl greatly help me out. Do you need me to decompile them? Edited December 24, 2011 by Rytech Quote Link to comment Share on other sites More sharing options...
Judas Posted December 24, 2011 Group: Members Topic Count: 26 Topics Per Day: 0.01 Content Count: 2244 Reputation: 182 Joined: 11/19/11 Last Seen: September 15, 2024 Share Posted December 24, 2011 wow! nice job! Quote Link to comment Share on other sites More sharing options...
Zwei Posted December 24, 2011 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 107 Reputation: 18 Joined: 12/23/11 Last Seen: March 25, 2012 Share Posted December 24, 2011 (edited) Maybe you can use this files: npclocationradius_f.txt spriterobename_f.txt Regards, Zwei PD. anyone know how to extract ID number from new NPC and MOB?? I'm updating these files: npcidentity.lua and jobname.lua Edited December 25, 2011 by Zwei Quote Link to comment Share on other sites More sharing options...
FatalEror Posted December 25, 2011 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 67 Reputation: 23 Joined: 11/14/11 Last Seen: October 3, 2014 Share Posted December 25, 2011 (edited) To decompile it, i use ChunkSpy to make it into a readable format, then create a program in C to organize it Edited December 25, 2011 by FatalEror Quote Link to comment Share on other sites More sharing options...
Rytech Posted December 25, 2011 Group: Members Topic Count: 27 Topics Per Day: 0.01 Content Count: 319 Reputation: 199 Joined: 11/14/11 Last Seen: December 24, 2024 Author Share Posted December 25, 2011 (edited) Here you go To decompile it, i use ChunkSpy to make it into a readable format, then create a program in C to organize it Thanks, but the data in these iRO files are dated. The ones in my download are much more up-to-date. Can you do those instead? Maybe you can use this files: npclocationradius_f.txt spriterobename_f.txt Regards, Zwei PD. anyone know how to extract ID number from new NPC and MOB?? I'm updating these files: npcidentity.lua and jobname.lua Strange. Is npclocationradius_f.txt a fle they forgot to compile in the past? I was thinking about what to do for functions files and just might sick to using the original compiled ones and change their extensions to lua in the future for when I do a full release for "Read Lua Before Lub" users. Edited December 25, 2011 by Rytech Quote Link to comment Share on other sites More sharing options...
FatalEror Posted December 25, 2011 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 67 Reputation: 23 Joined: 11/14/11 Last Seen: October 3, 2014 Share Posted December 25, 2011 I'm sorry about that.. here: skilldescript.txt stateiconinfo.txt Haven't tested it, there's maybe some error on it Quote Link to comment Share on other sites More sharing options...
Zwei Posted December 25, 2011 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 107 Reputation: 18 Joined: 12/23/11 Last Seen: March 25, 2012 Share Posted December 25, 2011 Maybe you can use this files: npclocationradius_f.txt spriterobename_f.txt Regards, Zwei PD. anyone know how to extract ID number from new NPC and MOB?? I'm updating these files: npcidentity.lua and jobname.lua Strange. Is npclocationradius_f.txt a fle they forgot to compile in the past? I was thinking about what to do for functions files and just might sick to using the original compiled ones and change their extensions to lua in the future for when I do a full release for "Read Lua Before Lub" users. Mmm I'm not sure, but when I tried to use the 2011-11-12 Client, I got lua error with that two files, so I searched them and found it there: http://subversion.assembla.com/svn/ectp_client/Lua_Project/ But then... I have a new lua errors with this files: datalua filesskilleffectinfoactorstate.lua datalua filesskilleffectinfoeffectid.lua datalua filesskilleffectinfoskilleffectinfo_f.lua datalua filesskilleffectinfoskilleffectinfolist.lua So I can't use at all that client lol. Rytech, maybe you know how to extract ID number from new NPC and MOB sprites?? I'm updating these files: npcidentity.lua and jobname.lua (I only need how to obtain lastest ID's) Regards, Zwei Quote Link to comment Share on other sites More sharing options...
Rytech Posted December 25, 2011 Group: Members Topic Count: 27 Topics Per Day: 0.01 Content Count: 319 Reputation: 199 Joined: 11/14/11 Last Seen: December 24, 2024 Author Share Posted December 25, 2011 @FatalEror OMG DUDE THANKYOU SOOOO MUCH!!!! This helped me greatly. il beable to make some up-to-date english files now. @Zwei Dont know if im reading your post correctly. Your getting errors from using the files from my release or from that SVN? Like I said, its best to stick to the original compiled function files. To get the latest tags and ID's for npc's I usually had to use Luadisasm, but now im using something else a friend made. Quote Link to comment Share on other sites More sharing options...
Zwei Posted December 25, 2011 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 107 Reputation: 18 Joined: 12/23/11 Last Seen: March 25, 2012 Share Posted December 25, 2011 (edited) @Zwei Dont know if im reading your post correctly. Your getting errors from using the files from my release or from that SVN? Like I said, its best to stick to the original compiled function files. To get the latest tags and ID's for npc's I usually had to use Luadisasm, but now im using something else a friend made. Ok, let me explain... when I tried to use "2011-11-22aRagexeRE.exe" with the Revision 130 of Lua_Project (http://svn6.assembla...de/Lua_Project/), I got errors with this files: datalua filesdatainfonpclocationradius_f.lua datalua filesdatainfospriterobename_f.lua datalua filesskilleffectinfoactorstate.lua datalua filesskilleffectinfoeffectid.lua datalua filesskilleffectinfoskilleffectinfo_f.lua datalua filesskilleffectinfoskilleffectinfolist.lua So I tried to search an updated lua files to can use the client (2011-11-22aRagexeRE.exe), but I only found npclocationradius_f.lua and spriterobename_f.lua. Where? Here: http://subversion.as...nt/Lua_Project/ That's all. hope you understand me (ok ok... My english isn't perfect u_u) PD. How I can get Luadisasm? Or the thing that your friend made? I want to update npcidentity.lua and jobname.lua Edited December 25, 2011 by Zwei Quote Link to comment Share on other sites More sharing options...
Rytech Posted December 25, 2011 Group: Members Topic Count: 27 Topics Per Day: 0.01 Content Count: 319 Reputation: 199 Joined: 11/14/11 Last Seen: December 24, 2024 Author Share Posted December 25, 2011 (edited) Revision 130 files from the Lub Project will not work properly with that client. Their too old and are missing needed files and functions required by the client. Things like the skillinfolist will work, but will be missing skill range features for example which is needed for other functions. That revision of those files are met for the May 4th client. The November 22 client is different and requires the newer stuff. So I dont know why your attempting to use older files. If im still reading or understanding incorrectly can someone correct me? Thanks. As for the Luadisasm use this.... http://modtools.petr...n.net/tools/Lua And my friend doesent want to release his decompiler. Its in the alpha state and isnt ready for public use. Edited December 25, 2011 by Rytech Quote Link to comment Share on other sites More sharing options...
Zwei Posted December 26, 2011 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 107 Reputation: 18 Joined: 12/23/11 Last Seen: March 25, 2012 Share Posted December 26, 2011 Revision 130 files from the Lub Project will not work properly with that client. Their too old and are missing needed files and functions required by the client. Things like the skillinfolist will work, but will be missing skill range features for example which is needed for other functions. That revision of those files are met for the May 4th client. The November 22 client is different and requires the newer stuff. So I dont know why your attempting to use older files. If im still reading or understanding incorrectly can someone correct me? Thanks. As for the Luadisasm use this.... http://modtools.petr...n.net/tools/Lua And my friend doesent want to release his decompiler. Its in the alpha state and isnt ready for public use. I used older files, because I don't had the new files... Whatever... If the files I uploaded can serve you, go ahead. Thanks for the link of Luadisasm. Hope you friend can make his release public soon Regards, Zwei Quote Link to comment Share on other sites More sharing options...
Yommy Posted January 5, 2012 Group: Members Topic Count: 4 Topics Per Day: 0.00 Content Count: 81 Reputation: 69 Joined: 11/08/11 Last Seen: February 21 Share Posted January 5, 2012 http://subversion.assembla.com/svn/lubtool/trunk/ i did not public it because its nowhere near release code, not even alpha code just enough hacked code to make some output. good luck understanding it Yom <3 Quote Link to comment Share on other sites More sharing options...
Judas Posted January 5, 2012 Group: Members Topic Count: 26 Topics Per Day: 0.01 Content Count: 2244 Reputation: 182 Joined: 11/19/11 Last Seen: September 15, 2024 Share Posted January 5, 2012 thanks! Quote Link to comment Share on other sites More sharing options...
KeiKun Posted January 5, 2012 Group: Members Topic Count: 31 Topics Per Day: 0.01 Content Count: 967 Reputation: 53 Joined: 11/13/11 Last Seen: February 23 Share Posted January 5, 2012 as Expected to my Sensei xD http://subversion.as.../lubtool/trunk/ i did not public it because its nowhere near release code, not even alpha code just enough hacked code to make some output. good luck understanding it Yom <3 Arigato Gozaimasu!! Quote Link to comment Share on other sites More sharing options...
Rytech Posted January 7, 2012 Group: Members Topic Count: 27 Topics Per Day: 0.01 Content Count: 319 Reputation: 199 Joined: 11/14/11 Last Seen: December 24, 2024 Author Share Posted January 7, 2012 @Yommy Nice to see you decided to release your lua decompiler tool to the public. Even tho its not complete, it far more better then any other decompiler ive ever seen. @everyone To use this you need php support. You can download from this link and install.... http://windows.php.net/downloads/releases/php-5.3.8-nts-Win32-VC9-x86.msi When installing itl ask if you want to install a server. Choose not to install any server and just click next the entire way. When it shows which components to install be sure not to touch any of that and just hit next. Once complete youll also want to download and install Notepad++ as it greatly helps with fixing the small errors in the outputed files from the decompiler. To install and use the decompiler just make a folder anywhere and name it what you want. Then place the following files in the folder.... LuaTool.bat LuaTool ToFile.bat lua.inc.php LuaTool.php You will also need to make a folder in the same folder you placed those files in and name it lubs. Once done, you can use the decompiler. To use it youll need to place 1 lub file (Thats right. It can only do 1 at a time. Attempting to do more then 1 can mess up the output) in the lubs folder. Then you click the LuaTool ToFile.bat to run it. It will generate a output.txt file which will contain the decompiled code. Be sure to do something with the output file before you continue, like open it and save as with a different name, or just rename the file. If you want to decompile another file youll need to remove the lub file from the lubs folder before you place another in there or else the decompiler will try to read multiple files and mess up. No matter what file you decompile the output will always be saved to output.txt which is why you should do something with the data before decompiling another. Next is cleaning the data. Right click any of the decompiled files and click Edit With Notepad++. Once opened youll need to remove the first 4 lines as their not part of the script. After that comes the tricky part. On the menu bar above click Search -> Find. A window will open. Click the Replace tab. Here's where you will do commands to cleanup the script. How you clean each file depends on the output. For example youll notice in files like skillinfolist something like this....1 = "SN_WINDWALK". Every skill info entry will have one like that, but that 1 = part shouldnt be there and will cause errors. To remove them use the replace window you opened. First type in the Find What : 1 = . Thats 1(space)=(space). In the Replace With : keep it empty. Then click the Replace All button and itl remove all those 1 = things. This is a example of how to clean the files. Other things that may need to be done is removing unneeded [ ] or { } or adding needed { }, or other things. Its a bit tricky but it can be done and it can greatly help and reduce the amount of time needed to cleanup a file. You can make changes and test the files with a RO client while having the file in your data/lua files/whatever folder. Some of the error's the client will spit out may be confusing and hard to figure out and fix. If you run into any issues, feel free to use my lua files release as a reference to compare and see if you missed anything. I hope this help everyone on the decompiler. I type this kinda quick. 6 Quote Link to comment Share on other sites More sharing options...
Judas Posted January 7, 2012 Group: Members Topic Count: 26 Topics Per Day: 0.01 Content Count: 2244 Reputation: 182 Joined: 11/19/11 Last Seen: September 15, 2024 Share Posted January 7, 2012 thanks for the clear instructions rytech =) 1 Quote Link to comment Share on other sites More sharing options...
OnNplay Posted January 9, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 141 Reputation: 15 Joined: 01/08/12 Last Seen: July 26, 2014 Share Posted January 9, 2012 I in my way to fully understand the process. Thanks for sharing the guide and tool. Quote Link to comment Share on other sites More sharing options...
Kraiser X Astral Posted January 11, 2012 Group: Members Topic Count: 2 Topics Per Day: 0.00 Content Count: 18 Reputation: 1 Joined: 12/14/11 Last Seen: January 21, 2012 Share Posted January 11, 2012 (edited) I in my way to fully understand the process. Thanks for sharing the guide and tool. Sir OnNPlay are you still working on translated Data Files? Edited January 11, 2012 by Kraiser X Astral Quote Link to comment Share on other sites More sharing options...
Jin Freecs Posted January 21, 2012 Group: Members Topic Count: 20 Topics Per Day: 0.00 Content Count: 63 Reputation: 3 Joined: 12/22/11 Last Seen: May 30, 2020 Share Posted January 21, 2012 How can i convert all that lua files into lub files at once? Coz im using luac to convert lua to lub but its too hard to convert it 1 by 1 Thanks Quote Link to comment Share on other sites More sharing options...
Rytech Posted January 21, 2012 Group: Members Topic Count: 27 Topics Per Day: 0.01 Content Count: 319 Reputation: 199 Joined: 11/14/11 Last Seen: December 24, 2024 Author Share Posted January 21, 2012 Change your files and folders options to show file extensions and then change the extension on each lub files to lua. Quote Link to comment Share on other sites More sharing options...
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