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Lua decompiler? Sat, 14 September 2013 18:32 Go to next message
asmcint is currently offline  asmcint
Messages: 48
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So, I tried to tinker around with some of the .lua files... But then I remembered my freeware hex editor sucks ass, and I'm not any good with Hex in the first place. I have some small measure of competence with Lua, but I have no means of reading the files IN Lua. So... Is there any good decompiler or similar program that will allow me to view quest scripts and the like in plaintext? Confused

To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.
Re: Lua decompiler? Sat, 14 September 2013 22:24 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
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Registered: August 2013
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there is no working decompiler yet
but we have disassembler
you need lua 5
lua.exe ChunkSpy_kvm.lua "scripts\ai\aisetupscript.lua" -o "scripts\ai\aisetupscript.txt"
Re: Lua decompiler? Sun, 15 September 2013 05:58 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
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Ya a decompiler is problematic. This isn't vanilla LUA we're dealing with (Surpise surprise). It's primarily KoreVM with a bunch of other plugins added into it. Like LUA++ and Pluto.

We have a disassembler, but there's still a few quirks that need to be ironed out before someone can take that and turn it into a decompiler. Plus we need someone that's capable of that. And even if I had that skillset I'm really busy with work.
Re: Lua decompiler? Sun, 15 September 2013 07:59 Go to previous messageGo to next message
asmcint is currently offline  asmcint
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Welp, thanks anyway, then. I guess I'll just have to either wait, or figure out what the fuck I'm doing with a hex editor.

To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.
Re: Lua decompiler? Sun, 15 September 2013 11:56 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
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Keshire
Can I post some of the decompiled scripts? Just for modding and for examples.
I'm not sure because of rule number 4
Quote:
Posting of original game files is strictly prohibited.

they certainly original, but re-written by my hands, so...
basically I decompiled scripts without functions, they are quite simple (if not consider a lot of copy-paste operation)
functions just starts my brain to blow up Sad
btw, can you help me with two of them?

first
ai\combatstyles\uniquecombatstyles.lua
0450  0000000C           [0268] getglobal      0   0        ; CombatStyles
0454  00500086           [0269] getfield_r1    0   0   80   ; Dog
0458  01000078           [0270] closure        1   0        ; 0 upvalues
045C  0001BE1E           [0271] setfield       0   95  1    ; TargetScoringFunction


6DA6                     ** function [0] definition (level 2)
                         ** start of function **
                         source name: (none)
6DAA  E3000000           line defined (227)
6DAE  FA000000           last line defined (250)
6DB2  00                 nups (0)
6DB3  02                 numparams (2)
6DB4  00                 is_vararg (0)
6DB5  08                 maxstacksize (8)
                         * code:
6DB6  25000000           sizecode (37)
6DBA  02000032           [01] loadk          2   0        ; 1
6DBE  0301000C           [02] getglobal      3   1        ; Dog
6DC2  03020686           [03] getfield_r1    3   3   2    ; GetMaster
6DC6  04030000           [04] getfield       4   0   3    ; Combatant
6DCA  03020404           [05] call_i         3   2   2  
6DCE  04040710           [06] self           4   3   260  ; "IsAlive"
6DD2  0402047E           [07] call_i_r1      4   2   2  
6DD6  04000002           [08] test           4       0    ; to [10] if true
6DDA  00120039           [09] jmp            19           ; to [29]
6DDE  0405000C           [10] getglobal      4   5        ; Carrying
6DE2  04060886           [11] getfield_r1    4   4   6    ; IsCarryingRangedWeapon
6DE6  0500060E           [12] move           5   3      
6DEA  04020404           [13] call_i         4   2   2  
6DEE  0500001A           [14] loadbool       5   0   0    ; false
6DF2  0605000C           [15] getglobal      6   5        ; Carrying
6DF6  06070C86           [16] getfield_r1    6   6   7    ; IsAvailable
6DFA  0700020E           [17] move           7   1      
6DFE  06020404           [18] call_i         6   2   2  
6E02  06000002           [19] test           6       0    ; to [21] if true
6E06  00040039           [20] jmp            5            ; to [26]
6E0A  0605000C           [21] getglobal      6   5        ; Carrying
6E0E  06060C86           [22] getfield_r1    6   6   6    ; IsCarryingRangedWeapon
6E12  0700020E           [23] move           7   1      
6E16  06020404           [24] call_i         6   2   2  
6E1A  05000C0E           [25] move           5   6      
6E1E  01050808           [26] eq             1   4   5    ; to [28] if false
6E22  00000039           [27] jmp            1            ; to [29]
6E26  0208054C           [28] mul            2   2   264  ; 5
6E2A  0409000C           [29] getglobal      4   9        ; GUI
6E2E  040A0886           [30] getfield_r1    4   4   10   ; IsEntityOnScreen
6E32  0500020E           [31] move           5   1      
6E36  04020404           [32] call_i         4   2   2  
6E3A  04000002           [33] test           4       0    ; to [35] if true
6E3E  00000039           [34] jmp            1            ; to [36]
6E42  020B054C           [35] mul            2   2   267  ; 3
6E46  02000412           [36] return         2   2      
6E4A  00000212           [37] return         0   1      
                         * constants:
6E4E  0C000000           sizek (12)
6E52  03                 const type 3
6E53  0000803F           const [0]: (1)
6E57  04                 const type 4
                         const [1]: "Dog"
6E60  04                 const type 4
                         const [2]: "GetMaster"
6E6F  04                 const type 4
                         const [3]: "Combatant"
6E7E  04                 const type 4
                         const [4]: "IsAlive"
6E8B  04                 const type 4
                         const [5]: "Carrying"
6E99  04                 const type 4
                         const [6]: "IsCarryingRangedWeapon"
6EB5  04                 const type 4
                         const [7]: "IsAvailable"
6EC6  03                 const type 3
6EC7  0000A040           const [8]: (5)
6ECB  04                 const type 4
                         const [9]: "GUI"
6ED4  04                 const type 4
                         const [10]: "IsEntityOnScreen"
6EEA  03                 const type 3
6EEB  00004040           const [11]: (3)
                         * functions:
6EEF  00000000           sizep (0)
                         * lines:
6EF3  00000000           sizelineinfo (0)
                         [pc] (line)
                         * locals:
6EF7  00000000           sizelocvars (0)
                         * upvalues:
6EFB  00000000           sizeupvalues (0)
                         ** end of function **


and second (not sure if that script used at all)
ai\combatstyles\fable2legacycombatstyles.lua
368C  02040620           [3483] settable_s     2   3   4  
3690  03790132           [3484] loadk          3   377      ; "MoveFunction"
3694  0400000C           [3485] getglobal      4   0        ; CombatStyles
3698  05680132           [3486] loadk          5   360      ; "LuciensSoldier"
369C  04050814           [3487] gettable_s     4   4   5  
36A0  05790132           [3488] loadk          5   377      ; "MoveFunction"
36A4  04050814           [3489] gettable_s     4   4   5  
...
3620  0000000C           [3456] getglobal      0   0        ; CombatStyles
3624  01680132           [3457] loadk          1   360      ; "LuciensSoldier"
3628  00010014           [3458] gettable_s     0   0   1  
362C  01790132           [3459] loadk          1   377      ; "MoveFunction"
3630  02000078           [3460] closure        2   0        ; 0 upvalues
3634  00020220           [3461] settable_s     0   1   2

6393                     ** function [0] definition (level 2)
                         ** start of function **
                         source name: (none)
6397  240B0000           line defined (2852)
639B  420B0000           last line defined (2882)
639F  00                 nups (0)
63A0  03                 numparams (3)
63A1  00                 is_vararg (0)
63A2  08                 maxstacksize (8)
                         * code:
63A3  30000000           sizecode (48)
63A7  0302005C           [01] newtable       3   0   2    ; array=0, hash=2
63AB  0401000C           [02] getglobal      4   1        ; ENavigationSpeed
63AF  04020886           [03] getfield_r1    4   4   2    ; NAV_SPEED_SPRINT
63B3  0304001E           [04] setfield       3   0   4    ; speed
63B7  0304071E           [05] setfield       3   3   260  ; reset_constraints false
63BB  02000002           [06] test           2       0    ; to [8] if true
63BF  00050039           [07] jmp            6            ; to [14]
63C3  04050110           [08] self           4   0   261  ; "SetNavigationConstraints"
63C7  0601005C           [09] newtable       6   0   1    ; array=0, hash=1
63CB  07070000           [10] getfield       7   0   7    ; Target
63CF  06070C1E           [11] setfield       6   6   7    ; destination_target_entity
63D3  04010604           [12] call_i         4   3   1  
63D7  00000039           [13] jmp            1            ; to [15]
63DB  0308071E           [14] setfield       3   3   264  ; reset_constraints true
63DF  04090000           [15] getfield       4   0   9    ; CombatInfo
63E3  040A0886           [16] getfield_r1    4   4   10   ; Zone
63E7  04000082           [17] test_r1        4   0   0  
63EB  00080039           [18] jmp            9            ; to [28]
63EF  04090000           [19] getfield       4   0   9    ; CombatInfo
63F3  040A0886           [20] getfield_r1    4   4   10   ; Zone
63F7  050B000C           [21] getglobal      5   11       ; CombatZones
63FB  050C0A86           [22] getfield_r1    5   5   12   ; None
63FF  01050808           [23] eq             1   4   5    ; to [25] if false
6403  00020039           [24] jmp            3            ; to [28]
6407  0401000C           [25] getglobal      4   1        ; ENavigationSpeed
640B  040D0886           [26] getfield_r1    4   4   13   ; NAV_SPEED_WALK
640F  0304001E           [27] setfield       3   0   4    ; speed
6413  040E0110           [28] self           4   0   270  ; "MoveToPositionNoWait"
6417  0600020E           [29] move           6   1      
641B  0700060E           [30] move           7   3      
641F  04020804           [31] call_i         4   4   2  
6423  04000002           [32] test           4       0    ; to [34] if true
6427  000A0039           [33] jmp            11           ; to [45]
642B  040F000C           [34] getglobal      4   15       ; coroutine
642F  04100886           [35] getfield_r1    4   4   16   ; yield
6433  0401027E           [36] call_i_r1      4   1   1  
6437  0411000C           [37] getglobal      4   17       ; Navigation
643B  04120886           [38] getfield_r1    4   4   18   ; HasFailed
643F  05130000           [39] getfield       5   0   19   ; Entity
6443  04020404           [40] call_i         4   2   2  
6447  04010002           [41] test           4       1    ; to [43] if false
644B  00010039           [42] jmp            2            ; to [45]
644F  0400021A           [43] loadbool       4   1   0    ; true
6453  04000412           [44] return         4   2      
6457  0001281E           [45] setfield       0   20  1    ; NavFailPos
645B  0400001A           [46] loadbool       4   0   0    ; false
645F  04000412           [47] return         4   2      
6463  00000212           [48] return         0   1      
                         * constants:
6467  15000000           sizek (21)
646B  04                 const type 4
                         const [0]: "speed"
6476  04                 const type 4
                         const [1]: "ENavigationSpeed"
648C  04                 const type 4
                         const [2]: "NAV_SPEED_SPRINT"
64A2  04                 const type 4
                         const [3]: "reset_constraints"
64B9  01                 const type 1
64BA  00                 const [4]: (false)
64BB  04                 const type 4
                         const [5]: "SetNavigationConstraints"
64D9  04                 const type 4
                         const [6]: "destination_target_entity"
64F8  04                 const type 4
                         const [7]: "Target"
6504  01                 const type 1
6505  01                 const [8]: (true)
6506  04                 const type 4
                         const [9]: "CombatInfo"
6516  04                 const type 4
                         const [10]: "Zone"
6520  04                 const type 4
                         const [11]: "CombatZones"
6531  04                 const type 4
                         const [12]: "None"
653B  04                 const type 4
                         const [13]: "NAV_SPEED_WALK"
654F  04                 const type 4
                         const [14]: "MoveToPositionNoWait"
6569  04                 const type 4
                         const [15]: "coroutine"
6578  04                 const type 4
                         const [16]: "yield"
6583  04                 const type 4
                         const [17]: "Navigation"
6593  04                 const type 4
                         const [18]: "HasFailed"
65A2  04                 const type 4
                         const [19]: "Entity"
65AE  04                 const type 4
                         const [20]: "NavFailPos"
                         * functions:
65BE  00000000           sizep (0)
                         * lines:
65C2  00000000           sizelineinfo (0)
                         [pc] (line)
                         * locals:
65C6  00000000           sizelocvars (0)
                         * upvalues:
65CA  00000000           sizeupvalues (0)
                         ** end of function **
Re: Lua decompiler? Sun, 15 September 2013 13:09 Go to previous messageGo to next message
asmcint is currently offline  asmcint
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Quote:
and second (not sure if that script used at all)
ai\combatstyles\fable2legacycombatstyles.lua


Pretty sure some of them are still used by Fable III enemies, but not all of them.

EDIT: Also, since there is no file labeled as being combat styles for the Hero, I think it's safe to assume that the Hero's combat style falls under uniquecombatstyles.lua, which makes sense when you consider that your finishing moves are unlocked as you increase in strength and stature, and as a result every set of finishing moves that you can have is unique to each combination of stats.


To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.

[Updated on: Sun, 15 September 2013 19:41]

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Re: Lua decompiler? Mon, 16 September 2013 06:21 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
Senior Member
Artofeel wrote on Sun, 15 September 2013 11:56
Keshire
Can I post some of the decompiled scripts? Just for modding and for examples.
I'm not sure because of rule number 4


Have at it. chunkspy outputs are not original files. Very Happy
I wouldn't even consider rewritten or decompiled scripts original files.

And editing the compiled scripts via hex editor will only take you so far. The only thing I would use it for is to circumvent the DLC checks. Anything else I'd rather just attempt to rewrite it myself. Definitely not for the faint of heart though.

There IS a fable 2 decompiler. Because it doesn't use KoreVM. It's good to take a look at the Fable 2 scripts if you have them handy because a lot of the scripts are the same between the two games. Just compiled between normal lua and koreVM lua.

http://fable2mod.com/forums/forum.php?req=thread&postid= 249

Thankfully, Fable 3 doesn't have a problem with plaintext uncompiled LUA. Otherwise we'd really be screwed.

[Updated on: Mon, 16 September 2013 06:28]

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Re: Lua decompiler? Mon, 16 September 2013 07:27 Go to previous messageGo to next message
asmcint is currently offline  asmcint
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Yep. We're also kinda lucky that they actually put plaintext, uncompiled lua in copies of certain files. Like scriptactivation.lua.

To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.
Re: Lua decompiler? Mon, 16 September 2013 09:52 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
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Keshire wrote on Mon, 16 September 2013 19:21
I wouldn't even consider rewritten or decompiled scripts original files.

Then here they are
Re: Lua decompiler? Mon, 16 September 2013 14:41 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
Senior Member
0450  0000000C           [0268] getglobal      0   0        ; CombatStyles
0454  00500086           [0269] getfield_r1    0   0   80   ; Dog
0458  01000078           [0270] closure        1   0        ; 0 upvalues
045C  0001BE1E           [0271] setfield       0   95  1    ; TargetScoringFunction

Should be CombatStyles.Dog:TargetScoringFunction() I think.

Which matches this that I know is right
000662  0016000C           [376] getglobal      0   22       ; Gameflow
000666  00230086           [377] getfield_r1    0   0   35   ; RoadToRule
00066A  01590078           [378] closure        1   89       ; 0 upvalues
00066E  0001D61E           [379] setfield       0   107 1    ; UNLOCK_ALL_GATES

Gameflow.RoadToRule:UNLOCK_ALL_GATES()
Re: Lua decompiler? Mon, 16 September 2013 23:31 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
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Keshire wrote on Tue, 17 September 2013 03:41
0450  0000000C           [0268] getglobal      0   0        ; CombatStyles
0454  00500086           [0269] getfield_r1    0   0   80   ; Dog
0458  01000078           [0270] closure        1   0        ; 0 upvalues
045C  0001BE1E           [0271] setfield       0   95  1    ; TargetScoringFunction

Should be CombatStyles.Dog:TargetScoringFunction() I think.

not like this?
CombatStyles.Dog.TargetScoringFunction = function()

end

anyway, this is simple, function code is complicated
Re: Lua decompiler? Tue, 17 September 2013 05:20 Go to previous messageGo to next message
Keshire is currently offline  Keshire
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Artofeel wrote on Mon, 16 September 2013 23:31
Keshire wrote on Tue, 17 September 2013 03:41
0450  0000000C           [0268] getglobal      0   0        ; CombatStyles
0454  00500086           [0269] getfield_r1    0   0   80   ; Dog
0458  01000078           [0270] closure        1   0        ; 0 upvalues
045C  0001BE1E           [0271] setfield       0   95  1    ; TargetScoringFunction

Should be CombatStyles.Dog:TargetScoringFunction() I think.

not like this?
CombatStyles.Dog.TargetScoringFunction = function()

end

anyway, this is simple, function code is complicated


Nope there is only one function is that lua. The rest is just command after command, table after table.
5224                     ** function [0] definition (level 2)
                         ** start of function **
                         source name: d:\\Pulse\\work\\f3-daily-build-PC\\Deploy\\Fable2_win32\\data\\scripts\\AI\\CombatStyles\\UniqueCombatStyles.lua
524F  E3000000           line defined (227)
5253  FA000000           last line defined (250)
5257  00                 nups (0)
5258  02                 numparams (2)
5259  00                 is_vararg (0)
525A  08                 maxstacksize (8)
                         * code:
525B  25000000           sizecode (37)
525F  02000032           [01] loadk          2   0        ; 1
5263  0301000C           [02] getglobal      3   1        ; Dog
5267  03020686           [03] getfield_r1    3   3   2    ; GetMaster
526B  04030000           [04] getfield       4   0   3    ; Combatant
526F  03020404           [05] call_i         3   2   2  
5273  04040710           [06] self           4   3   260  ; "IsAlive"
5277  0402047E           [07] call_i_r1      4   2   2  
527B  04000002           [08] test           4       0    ; to [10] if true
527F  00120039           [09] jmp            19           ; to [29]
5283  0405000C           [10] getglobal      4   5        ; Carrying
5287  04060886           [11] getfield_r1    4   4   6    ; IsCarryingRangedWeapon
528B  0500060E           [12] move           5   3      
528F  04020404           [13] call_i         4   2   2  
5293  0500001A           [14] loadbool       5   0   0    ; false
5297  0605000C           [15] getglobal      6   5        ; Carrying
529B  06070C86           [16] getfield_r1    6   6   7    ; IsAvailable
529F  0700020E           [17] move           7   1      
52A3  06020404           [18] call_i         6   2   2  
52A7  06000002           [19] test           6       0    ; to [21] if true
52AB  00040039           [20] jmp            5            ; to [26]
52AF  0605000C           [21] getglobal      6   5        ; Carrying
52B3  06060C86           [22] getfield_r1    6   6   6    ; IsCarryingRangedWeapon
52B7  0700020E           [23] move           7   1      
52BB  06020404           [24] call_i         6   2   2  
52BF  05000C0E           [25] move           5   6      
52C3  01050808           [26] eq             1   4   5    ; to [28] if false
52C7  00000039           [27] jmp            1            ; to [29]
52CB  0208054C           [28] mul            2   2   264  ; 5
52CF  0409000C           [29] getglobal      4   9        ; GUI
52D3  040A0886           [30] getfield_r1    4   4   10   ; IsEntityOnScreen
52D7  0500020E           [31] move           5   1      
52DB  04020404           [32] call_i         4   2   2  
52DF  04000002           [33] test           4       0    ; to [35] if true
52E3  00000039           [34] jmp            1            ; to [36]
52E7  020B054C           [35] mul            2   2   267  ; 3
52EB  02000412           [36] return         2   2      
52EF  00000212           [37] return         0   1      
                         * constants:
52F3  0C000000           sizek (12)
52F7  03                 const type 3
52F8  0000803F           const [0]: (1)
52FC  04                 const type 4
                         const [1]: "Dog"
5305  04                 const type 4
                         const [2]: "GetMaster"
5314  04                 const type 4
                         const [3]: "Combatant"
5323  04                 const type 4
                         const [4]: "IsAlive"
5330  04                 const type 4
                         const [5]: "Carrying"
533E  04                 const type 4
                         const [6]: "IsCarryingRangedWeapon"
535A  04                 const type 4
                         const [7]: "IsAvailable"
536B  03                 const type 3
536C  0000A040           const [8]: (5)
5370  04                 const type 4
                         const [9]: "GUI"
5379  04                 const type 4
                         const [10]: "IsEntityOnScreen"
538F  03                 const type 3
5390  00004040           const [11]: (3)
                         * functions:
5394  00000000           sizep (0)
                         * lines:
5398  25000000           sizelineinfo (37)
                         [pc] (line)
539C  E4000000           [01] (228)
53A0  E5000000           [02] (229)
53A4  E5000000           [03] (229)
53A8  E5000000           [04] (229)
53AC  E5000000           [05] (229)
53B0  E8000000           [06] (232)
53B4  E8000000           [07] (232)
53B8  E8000000           [08] (232)
53BC  E8000000           [09] (232)
53C0  E9000000           [10] (233)
53C4  E9000000           [11] (233)
53C8  E9000000           [12] (233)
53CC  E9000000           [13] (233)
53D0  EA000000           [14] (234)
53D4  EB000000           [15] (235)
53D8  EB000000           [16] (235)
53DC  EB000000           [17] (235)
53E0  EB000000           [18] (235)
53E4  EB000000           [19] (235)
53E8  EB000000           [20] (235)
53EC  EC000000           [21] (236)
53F0  EC000000           [22] (236)
53F4  EC000000           [23] (236)
53F8  EC000000           [24] (236)
53FC  EC000000           [25] (236)
5400  EF000000           [26] (239)
5404  EF000000           [27] (239)
5408  F0000000           [28] (240)
540C  F5000000           [29] (245)
5410  F5000000           [30] (245)
5414  F5000000           [31] (245)
5418  F5000000           [32] (245)
541C  F5000000           [33] (245)
5420  F5000000           [34] (245)
5424  F6000000           [35] (246)
5428  F9000000           [36] (249)
542C  FA000000           [37] (250)
                         * locals:
5430  06000000           sizelocvars (6)
                         local [0]: attacker_info
5446  00000000             startpc (0)
544A  24000000             endpc   (36)
                         local [1]: target
5459  00000000             startpc (0)
545D  24000000             endpc   (36)
                         local [2]: multiplier
5470  01000000             startpc (1)
5474  24000000             endpc   (36)
                         local [3]: master
5483  05000000             startpc (5)
5487  24000000             endpc   (36)
                         local [4]: master_ranged
549D  0D000000             startpc (13)
54A1  1C000000             endpc   (28)
                         local [5]: target_ranged
54B7  0E000000             startpc (14)
54BB  1C000000             endpc   (28)
                         * upvalues:
54BF  00000000           sizeupvalues (0)
                         ** end of function **


Also, if you didn't know already. The scripts in the other gamescript bank contain debug data for locals, and start/stop lines.

[Updated on: Tue, 17 September 2013 05:21]

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Re: Lua decompiler? Tue, 17 September 2013 23:58 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
Keshire wrote on Tue, 17 September 2013 18:20
Nope there is only one function is that lua.

and it should be in place
CombatStyles.Dog.TargetScoringFunction = function()
	<<function code>>
end

or not?

Keshire wrote on Tue, 17 September 2013 18:20
Also, if you didn't know already. The scripts in the other gamescript bank contain debug data for locals, and start/stop lines.

didn't know
was thinking what is different from gamescript_r and gamescript...
and the use of them? only more confusing information Smile
Re: Lua decompiler? Wed, 18 September 2013 08:26 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
Senior Member
Artofeel wrote on Tue, 17 September 2013 23:58
Keshire wrote on Tue, 17 September 2013 18:20
Nope there is only one function is that lua.

and it should be in place
CombatStyles.Dog.TargetScoringFunction = function()
	<<function code>>
end

or not?

Keshire wrote on Tue, 17 September 2013 18:20
Also, if you didn't know already. The scripts in the other gamescript bank contain debug data for locals, and start/stop lines.

didn't know
was thinking what is different from gamescript_r and gamescript...
and the use of them? only more confusing information Smile


You're right. My bad.
It should be this:
function CombatStyles.Dog:TargetScoringFunction(attacker_info, target)

end


There "shouldn't" be a difference between the script and script_r other than one contains compiler debug information. Which is REALLY helpful as it contains line information and local variables.
Re: Lua decompiler? Tue, 12 November 2013 20:54 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
Senior Member
function CombatStyles.Dog:TargetScoringFunction(attacker_info, target)

	local multiplier = 1.0
	local master = Dog.GetMaster(attacker_info.Combatant)
	if master:IsAlive() then
		local master_ranged = Carrying.IsCarryingRangedWeapon(master)
		local target_ranged = false
		if Carrying.IsAvailable(target) then
			target_ranged = Carrying.IsCarryingRangedWeapon(target)
		end
		if master_ranged ~= target_ranged then
			multiplier = multiplier * 5
		end
	end
	if GUI.IsEntityOnScreen(target) then
		multiplier = multiplier * 3
	end
	return multiplier
end
Re: Lua decompiler? Tue, 12 November 2013 21:11 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
Senior Member
Artofeel wrote on Sun, 15 September 2013 11:56


and second (not sure if that script used at all)
ai\combatstyles\fable2legacycombatstyles.lua
368C  02040620           [3483] settable_s     2   3   4  
3690  03790132           [3484] loadk          3   377      ; "MoveFunction"
3694  0400000C           [3485] getglobal      4   0        ; CombatStyles
3698  05680132           [3486] loadk          5   360      ; "LuciensSoldier"
369C  04050814           [3487] gettable_s     4   4   5  
36A0  05790132           [3488] loadk          5   377      ; "MoveFunction"
36A4  04050814           [3489] gettable_s     4   4   5  
...
3620  0000000C           [3456] getglobal      0   0        ; CombatStyles
3624  01680132           [3457] loadk          1   360      ; "LuciensSoldier"
3628  00010014           [3458] gettable_s     0   0   1  
362C  01790132           [3459] loadk          1   377      ; "MoveFunction"
3630  02000078           [3460] closure        2   0        ; 0 upvalues
3634  00020220           [3461] settable_s     0   1   2

6393                     ** function [0] definition (level 2)
                         ** start of function **
                         source name: (none)
6397  240B0000           line defined (2852)
639B  420B0000           last line defined (2882)
639F  00                 nups (0)
63A0  03                 numparams (3)
63A1  00                 is_vararg (0)
63A2  08                 maxstacksize (8)
                         * code:
63A3  30000000           sizecode (48)
63A7  0302005C           [01] newtable       3   0   2    ; array=0, hash=2
63AB  0401000C           [02] getglobal      4   1        ; ENavigationSpeed
63AF  04020886           [03] getfield_r1    4   4   2    ; NAV_SPEED_SPRINT
63B3  0304001E           [04] setfield       3   0   4    ; speed
63B7  0304071E           [05] setfield       3   3   260  ; reset_constraints false
63BB  02000002           [06] test           2       0    ; to [8] if true
63BF  00050039           [07] jmp            6            ; to [14]
63C3  04050110           [08] self           4   0   261  ; "SetNavigationConstraints"
63C7  0601005C           [09] newtable       6   0   1    ; array=0, hash=1
63CB  07070000           [10] getfield       7   0   7    ; Target
63CF  06070C1E           [11] setfield       6   6   7    ; destination_target_entity
63D3  04010604           [12] call_i         4   3   1  
63D7  00000039           [13] jmp            1            ; to [15]
63DB  0308071E           [14] setfield       3   3   264  ; reset_constraints true
63DF  04090000           [15] getfield       4   0   9    ; CombatInfo
63E3  040A0886           [16] getfield_r1    4   4   10   ; Zone
63E7  04000082           [17] test_r1        4   0   0  
63EB  00080039           [18] jmp            9            ; to [28]
63EF  04090000           [19] getfield       4   0   9    ; CombatInfo
63F3  040A0886           [20] getfield_r1    4   4   10   ; Zone
63F7  050B000C           [21] getglobal      5   11       ; CombatZones
63FB  050C0A86           [22] getfield_r1    5   5   12   ; None
63FF  01050808           [23] eq             1   4   5    ; to [25] if false
6403  00020039           [24] jmp            3            ; to [28]
6407  0401000C           [25] getglobal      4   1        ; ENavigationSpeed
640B  040D0886           [26] getfield_r1    4   4   13   ; NAV_SPEED_WALK
640F  0304001E           [27] setfield       3   0   4    ; speed
6413  040E0110           [28] self           4   0   270  ; "MoveToPositionNoWait"
6417  0600020E           [29] move           6   1      
641B  0700060E           [30] move           7   3      
641F  04020804           [31] call_i         4   4   2  
6423  04000002           [32] test           4       0    ; to [34] if true
6427  000A0039           [33] jmp            11           ; to [45]
642B  040F000C           [34] getglobal      4   15       ; coroutine
642F  04100886           [35] getfield_r1    4   4   16   ; yield
6433  0401027E           [36] call_i_r1      4   1   1  
6437  0411000C           [37] getglobal      4   17       ; Navigation
643B  04120886           [38] getfield_r1    4   4   18   ; HasFailed
643F  05130000           [39] getfield       5   0   19   ; Entity
6443  04020404           [40] call_i         4   2   2  
6447  04010002           [41] test           4       1    ; to [43] if false
644B  00010039           [42] jmp            2            ; to [45]
644F  0400021A           [43] loadbool       4   1   0    ; true
6453  04000412           [44] return         4   2      
6457  0001281E           [45] setfield       0   20  1    ; NavFailPos
645B  0400001A           [46] loadbool       4   0   0    ; false
645F  04000412           [47] return         4   2      
6463  00000212           [48] return         0   1      
                         * constants:
6467  15000000           sizek (21)
646B  04                 const type 4
                         const [0]: "speed"
6476  04                 const type 4
                         const [1]: "ENavigationSpeed"
648C  04                 const type 4
                         const [2]: "NAV_SPEED_SPRINT"
64A2  04                 const type 4
                         const [3]: "reset_constraints"
64B9  01                 const type 1
64BA  00                 const [4]: (false)
64BB  04                 const type 4
                         const [5]: "SetNavigationConstraints"
64D9  04                 const type 4
                         const [6]: "destination_target_entity"
64F8  04                 const type 4
                         const [7]: "Target"
6504  01                 const type 1
6505  01                 const [8]: (true)
6506  04                 const type 4
                         const [9]: "CombatInfo"
6516  04                 const type 4
                         const [10]: "Zone"
6520  04                 const type 4
                         const [11]: "CombatZones"
6531  04                 const type 4
                         const [12]: "None"
653B  04                 const type 4
                         const [13]: "NAV_SPEED_WALK"
654F  04                 const type 4
                         const [14]: "MoveToPositionNoWait"
6569  04                 const type 4
                         const [15]: "coroutine"
6578  04                 const type 4
                         const [16]: "yield"
6583  04                 const type 4
                         const [17]: "Navigation"
6593  04                 const type 4
                         const [18]: "HasFailed"
65A2  04                 const type 4
                         const [19]: "Entity"
65AE  04                 const type 4
                         const [20]: "NavFailPos"
                         * functions:
65BE  00000000           sizep (0)
                         * lines:
65C2  00000000           sizelineinfo (0)
                         [pc] (line)
                         * locals:
65C6  00000000           sizelocvars (0)
                         * upvalues:
65CA  00000000           sizeupvalues (0)
                         ** end of function **


DecompiledFunction = function(self, dest_pos, face_target)
  local params = {speed = ENavigationSpeed.NAV_SPEED_SPRINT, reset_constraints = false}
  if face_target then
    self:SetNavigationConstraints({destination_target_entity = self.Target})
  else
    params.reset_constraints = true
  end
  if self.CombatInfo.Zone and self.CombatInfo.Zone ~= CombatZones.None then
    params.speed = ENavigationSpeed.NAV_SPEED_WALK
  end
  if self:MoveToPositionNoWait(dest_pos, params) then
    coroutine.yield()
    if not Navigation.HasFailed(self.Entity) then
      return true
    end
  end
  self.NavFailPos = dest_pos
  return false
end

Re: Lua decompiler? Wed, 13 November 2013 06:43 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
OSSOME Surprised
thanks!
it's loaded, but it seems to be not used at all
I place some MessageBox'es and no one is appear...
strange function
btw, works (loaded) in both ways
function CombatStyles.Dog:TargetScoringFunction(attacker_info, target)

CombatStyles.Dog.TargetScoringFunction = function(attacker_info, target)

Re: Lua decompiler? Wed, 13 November 2013 07:31 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
Senior Member
Artofeel wrote on Wed, 13 November 2013 06:43
OSSOME Surprised
thanks!
it's loaded, but it seems to be not used at all
I place some MessageBox'es and no one is appear...
strange function
btw, works (loaded) in both ways
function CombatStyles.Dog:TargetScoringFunction(attacker_info, target)

CombatStyles.Dog.TargetScoringFunction = function(attacker_info, target)



Ya. Both syntax give the same thing. I just base it off how lionhead has done all their other stuff for consistency sake.

I'll take a look around and see if anything is loading it. You may be right though. Plus, I'm really not sure on the syntax of the rest. The assembly for it is pretty crazy with all the table stuff going on. I'll trust you have it right though because I don't want to figure it out. Razz
Re: Lua decompiler? Fri, 18 September 2015 06:40 Go to previous messageGo to next message
TheGeniusSavant is currently offline  TheGeniusSavant
Messages: 68
Registered: September 2015
Member
Okay, I'm looking at \data\scripts\miscellaneous\carriedactionusescripts\ oncarriedactionusedig.lua

I'm trying to figure out how I would modify it to jump straight from selecting "dig" to showing your loot (skipping the friggin' stupid-long animation every time).

I ran it through KoreVM LUA decompiler (thanks to Keshire!Wink and it spit out the table, but I'm not familiar enough (yet) with how to read it. Can someone point me to an LUA tutorial that would explain how to convert that table into functions, or at least how to read it?

I can guess at bits and pieces (such as, it's pretty easy to see when it's making a logic call and doing if-then actions... I can understand what JMP [246] means, etc.Wink

I'll attach the decompiled code here, in case anyone has time to look at it.

[Updated on: Fri, 18 September 2015 06:42]

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Re: Lua decompiler? Fri, 18 September 2015 07:10 Go to previous messageGo to next message
TheGeniusSavant is currently offline  TheGeniusSavant
Messages: 68
Registered: September 2015
Member
I feel like I ought to be able to change

0677  08000002           [359] test           8       0    ; to [361] if true
067B  00030039           [360] jmp            4            ; to [365]


to

0677  08000002           [359] test           8       0    ; to [361] if true
067B  00030039           [360] jmp            4            ; to [383]


and delete

068F  0848000C           [365] getglobal      8   72       ; CameraManager
0693  08491086           [366] getfield_r1    8   8   73   ; SetCannedActionCameraMode
0697  09000000           [367] getfield       9   0   0    ; EntityUsingItem
069B  0A4A000C           [368] getglobal      10  74       ; CannedActionCamera
069F  0A4B1486           [369] getfield_r1    10  10  75   ; Types
06A3  0A561486           [370] getfield_r1    10  10  86   ; CANNEDACTION_NONE
06A7  08010604           [371] call_i         8   3   1  
06AB  0817000C           [372] getglobal      8   23       ; Player
06AF  08181086           [373] getfield_r1    8   8   24   ; IsAvailable
06B3  09000000           [374] getfield       9   0   0    ; EntityUsingItem
06B7  08020404           [375] call_i         8   2   2  
06BB  08000002           [376] test           8       0    ; to [378] if true
06BF  00040039           [377] jmp            5            ; to [383]


to get it to skip the animation.

Or do I have to leave the first section alone and change subsequent line numbers to reflect their new positions? Or do I have to figure out how to turn this into plaintext LUA code that is more easily modified? (I know... so many questions, so few answers...Wink

Re: Lua decompiler? Fri, 18 September 2015 07:35 Go to previous message
TheGeniusSavant is currently offline  TheGeniusSavant
Messages: 68
Registered: September 2015
Member
Well... I dug a little deeper... I think this is the offending code... now to figure out how to disable it and either recompile it or rewrite it to work without...

039B  0606005C           [176] newtable       6   0   6    ; array=0, hash=6
039F  0738000C           [177] getglobal      7   56       ; EScriptableAction
03A3  07390E86           [178] getfield_r1    7   7   57   ; LOOP
03A7  06076E1E           [179] setfield       6   55  7    ; Type
03AB  073B000C           [180] getglobal      7   59       ; EActionPriority
03AF  073C0E86           [181] getfield_r1    7   7   60   ; PRIORITY_INTERACTION
03B3  0607741E           [182] setfield       6   58  7    ; Priority
03B7  0703005C           [183] newtable       7   0   3    ; array=0, hash=3
03BB  0838000C           [184] getglobal      8   56       ; EScriptableAction
03BF  083E1086           [185] getfield_r1    8   8   62   ; DIG
03C3  07086E1E           [186] setfield       7   55  8    ; Type
03C7  07407F1E           [187] setfield       7   63  320  ; Anim "DigInto"
03CB  07033E1E           [188] setfield       7   31  3    ; Spade
03CF  06077A1E           [189] setfield       6   61  7    ; IntoAction
03D3  0703005C           [190] newtable       7   0   3    ; array=0, hash=3
03D7  0838000C           [191] getglobal      8   56       ; EScriptableAction
03DB  083E1086           [192] getfield_r1    8   8   62   ; DIG
03DF  07086E1E           [193] setfield       7   55  8    ; Type
03E3  07427F1E           [194] setfield       7   63  322  ; Anim "DigLoop"
03E7  07033E1E           [195] setfield       7   31  3    ; Spade
03EB  0607821E           [196] setfield       6   65  7    ; LoopAction
03EF  0702005C           [197] newtable       7   0   2    ; array=0, hash=2
03F3  0838000C           [198] getglobal      8   56       ; EScriptableAction
03F7  08441086           [199] getfield_r1    8   8   68   ; PLAY_ANIMATION
03FB  07086E1E           [200] setfield       7   55  8    ; Type
03FF  07057E1E           [201] setfield       7   63  5    ; Anim
0403  0607861E           [202] setfield       6   67  7    ; OutOfAction
0407  06468B1E           [203] setfield       6   69  326  ; NumLoops 1
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