龙之谷-关于解压龙之谷虚拟文件的方法探讨1

图片[1]-龙之谷-关于解压龙之谷虚拟文件的方法探讨1-七玩网

最近一直有人在问我如何解开独立的虚拟文件。
其实方法有N多种,我先向大家介绍之前我用过的一种解压方式,

第一步,先用工具把要解压的虚拟文件提示出来,
如用UE手工提取,或用迷路龙之谷解析器0.03。

第二步,下载OD调试工具[OllyICE.exe]

第三步,下载[龙之谷]单机版,为什么要下载这个,
因为单机版没有反调试保护,可以尽情OD。
[因为OD我也是初学者,如果有什么地方说错了,请大家指正。]

第四步,下载UE工具,[Uedit32.exe]

第五步,用UE打开解析出来的资源文件,并在最前面插入
00000000h: 45 79 65 64 65 6E 74 69 74 79 47 61 6D 65 73 20 ; EyedentityGames
00000010h: 50 61 63 6B 69 6E 67 20 46 69 6C 65 20 30 2E 31 ; Packing File 0.1
00000020h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000030h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000040h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000050h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000060h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000070h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000080h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000090h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000000a0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000000b0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000000c0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000000d0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000000e0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000000f0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000100h: 0B 00 00 00 C2 18 00 00 7C 2F 5E 0E 00 00 00 00 ; ….?..|/^…..
00000110h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000120h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000130h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000140h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000150h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000160h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000170h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000180h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000190h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000001a0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000001b0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000001c0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000001d0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000001e0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000001f0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000200h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000210h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000220h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000230h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000240h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000250h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000260h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000270h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000280h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000290h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000002a0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000002b0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000002c0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000002d0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000002e0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000002f0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000300h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000310h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000320h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000330h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000340h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000350h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000360h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000370h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000380h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
00000390h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000003a0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000003b0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000003c0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000003d0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000003e0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
000003f0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
这一段内容可以到Resource00.pak(用UE)截取
并把0x104[文件数量],0x108[资源索引的地址],修改一下。

第六步,用UE打开Resource00.pak,搜索[aibat_black_abyss.lua]
0e6befd0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6befe0h: 00 00 00 00 00 00 00 00 00 00 00 00 5C 72 65 73 ; …………\res
0e6beff0h: 6F 75 72 63 65 5C 73 63 72 69 70 74 5C 6D 6F 6E ; ource\script\mon
0e6bf000h: 73 74 65 72 61 69 5C 61 69 62 61 74 5F 62 6C 61 ; sterai\aibat_bla
0e6bf010h: 63 6B 5F 61 62 79 73 73 2E 6C 75 61 00 00 00 00 ; ck_abyss.lua….
0e6bf020h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf030h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf040h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf050h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf060h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf070h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf080h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf090h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf0a0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf0b0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf0c0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf0d0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf0e0h: 00 00 00 00 00 00 00 00 00 00 00 00 A0 01 00 00 ; …………?..
0e6bf0f0h: 37 08 00 00 A0 01 00 00 3A E5 20 05 10 00 00 00 ; 7…?..:?…..,
0e6bf100h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf110h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; …………….
0e6bf120h: 00 00 00 00 00 00 00 00                                         ; ……..
加亮部分的字节的功能分别为:文件大小,解压后的大小,文件大小备分,文件的地址
把这四部分的内容修改成你想解压的文件的相关信息,
并把一个完整的索引信息插入到刚才那个虚拟文件的后面

第七步,把那个虚拟文件另存为[XXXX.pak]
把Resource00.pak,的[aibat_black_abyss.lua]的相关索引信息修改为“00”
并保存。[补充说明:索引信息共有$13C个字节,即上面所指的整段内容,不包含部分灰色.]

第八步,打开OD,加载龙之谷单机版的EXE
在0053FBAE处断一下,这是要解压的文件的名称,等F9看到了到[aibat_black_abyss.lua]文件名时,
我们就快成功了。
0053FBA8 |. 56            push    esi
0053FBA9 |. E8 22010000   call    0053FCD0
0053FBAE |. 83F8 FF       cmp     eax, -1                          ; 加载的文件名
0053FBB1 |. 0F84 96000000 je      0053FC4D
0053FBB7 |. 8BF8          mov     edi, eax
0053FBB9 |. E8 E2F5FFFF   call    0053F1A0

断到后,再在0053FC32 处断一下,这时,[ESI]寄存器的地址,就是解压后的虚拟文件的内容要存放的地址。
0053FC2C |. 8BD6          mov     edx, esi
0053FC2E |. 897424 14     mov     dword ptr [esp+14], esi
0053FC32 |. E8 592EF7FF   call    004B2A90                         ; 前往解压主程序的调用CALL
0053FC37 |. 85C0          test    eax, eax
0053FC39 |. 74 1E         je      short 0053FC59
0053FC3B |. 55            push    ebp
0053FC3C |. E8 85233500   call    00891FC6

最后在0053FC37处断,这时,[ESI]寄存器的地址里面的内容,已经是明件了,

第九步,把这一地址的内存页保存,用UE打开,在UE里,把多余的部分去掉,
剩下的就是我们要解压的虚拟文件的解压后的内容。

EAX 00000000
ECX 05CD1008
EDX 012E0608
EBX 0198C090
ESP 0012DE90
EBP 05CC9350
ESI 05D4A570 ASCII “–AiBat_Black_Abyss.lua”,CR,LF,CR,LF,”g_Lua_NearTableCount = 5″,CR,LF,CR,LF,”g_Lua_NearValue1 = 150;”,CR,LF,”g_Lua_NearValue2 = 250;”,CR,LF,”g_Lua_NearValue3 = 400;”,CR,LF,”g_Lua_NearValue4 = 800;”,CR,LF,”g_Lua_NearValue5 = 1200;”,CR,
EDI 0012DEAC
EIP 0053FC37 DragonNe.0053FC37

05D4A570 2D 2D 41 69 42 61 74 5F 42 6C 61 63 6B 5F 41 62 –AiBat_Black_Ab
05D4A580 79 73 73 2E 6C 75 61 0D 0A 0D 0A 67 5F 4C 75 61 yss.lua….g_Lua
05D4A590 5F 4E 65 61 72 54 61 62 6C 65 43 6F 75 6E 74 20 _NearTableCount
05D4A5A0 3D 20 35 0D 0A 0D 0A 67 5F 4C 75 61 5F 4E 65 61 = 5….g_Lua_Nea
05D4A5B0 72 56 61 6C 75 65 31 20 3D 20 31 35 30 3B 0D 0A rValue1 = 150;..
05D4A5C0 67 5F 4C 75 61 5F 4E 65 61 72 56 61 6C 75 65 32 g_Lua_NearValue2
05D4A5D0 20 3D 20 32 35 30 3B 0D 0A 67 5F 4C 75 61 5F 4E   = 250;..g_Lua_N
05D4A5E0 65 61 72 56 61 6C 75 65 33 20 3D 20 34 30 30 3B earValue3 = 400;
05D4A5F0 0D 0A 67 5F 4C 75 61 5F 4E 65 61 72 56 61 6C 75 ..g_Lua_NearValu
05D4A600 65 34 20 3D 20 38 30 30 3B 0D 0A 67 5F 4C 75 61 e4 = 800;..g_Lua
05D4A610 5F 4E 65 61 72 56 61 6C 75 65 35 20 3D 20 31 32 _NearValue5 = 12
05D4A620 30 30 3B 0D 0A 0D 0A 67 5F 4C 75 61 5F 50 61 74 00;….g_Lua_Pat
05D4A630 72 6F 6C 42 61 73 65 54 69 6D 65 20 3D 20 35 30 rolBaseTime = 50
05D4A640 30 30 0D 0A 67 5F 4C 75 61 5F 50 61 74 72 6F 6C 00..g_Lua_Patrol
05D4A650 52 61 6E 64 54 69 6D 65 20 3D 20 33 30 30 30 0D RandTime = 3000.
05D4A660 0A 67 5F 4C 75 61 5F 41 70 70 72 6F 61 63 68 56 .g_Lua_ApproachV
05D4A670 61 6C 75 65 20 3D 20 31 32 30 0D 0A 67 5F 4C 75 alue = 120..g_Lu
05D4A680 61 5F 41 73 73 75 61 6C 74 54 69 6D 65 20 3D 20 a_AssualtTime =
05D4A690 35 30 30 30 0D 0A 0D 0A 67 5F 4C 75 61 5F 4E 65 5000….g_Lua_Ne
05D4A6A0 61 72 31 20 3D 20 7B 20 0D 0A 20 20 20 7B 20 61 ar1 = { ..   { a
05D4A6B0 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22 53 74 ction_name = “St
05D4A6C0 61 6E 64 5F 31 22 2C 20 72 61 74 65 20 3D 20 32 and_1”, rate = 2
05D4A6D0 30 2C 20 6C 6F 6F 70 20 3D 20 31 20 20 7D 2C 0D 0, loop = 1 },.
05D4A6E0 0A 20 20 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D .   { action_nam
05D4A6F0 65 20 3D 20 22 41 74 74 61 63 6B 31 22 2C 20 72 e = “Attack1”, r
05D4A700 61 74 65 20 3D 20 31 35 2C 20 6C 6F 6F 70 20 3D ate = 15, loop =
05D4A710 20 32 20 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 74   2 },..   { act
05D4A720 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22 57 61 6C 6B ion_name = “Walk
05D4A730 5F 42 61 63 6B 22 2C 20 72 61 74 65 20 3D 20 31 _Back”, rate = 1
05D4A740 35 2C 20 6C 6F 6F 70 20 3D 20 33 20 20 7D 2C 0D 5, loop = 3 },.
05D4A750 0A 20 20 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D .   { action_nam
05D4A760 65 20 3D 20 22 4D 6F 76 65 5F 42 61 63 6B 22 2C e = “Move_Back”,
05D4A770 20 72 61 74 65 20 3D 20 31 35 2C 20 6C 6F 6F 70   rate = 15, loop
05D4A780 20 3D 20 33 20 20 7D 2C 0D 0A 7D 0D 0A 67 5F 4C   = 3 },..}..g_L
05D4A790 75 61 5F 4E 65 61 72 32 20 3D 20 7B 20 0D 0A 20 ua_Near2 = { ..
05D4A7A0 20 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20    { action_name
05D4A7B0 3D 20 22 53 74 61 6E 64 5F 31 22 2C 20 72 61 74 = “Stand_1”, rat
05D4A7C0 65 20 3D 20 32 30 2C 20 6C 6F 6F 70 20 3D 20 32 e = 20, loop = 2
05D4A7D0 20 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 74 69 6F    },..   { actio
05D4A7E0 6E 5F 6E 61 6D 65 20 3D 20 22 57 61 6C 6B 5F 4C n_name = “Walk_L
05D4A7F0 65 66 74 22 2C 20 72 61 74 65 20 3D 20 31 30 2C eft”, rate = 10,
05D4A800 20 6C 6F 6F 70 20 3D 20 33 20 20 7D 2C 0D 0A 20   loop = 3 },..
05D4A810 20 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20    { action_name
05D4A820 3D 20 22 57 61 6C 6B 5F 52 69 67 68 74 22 2C 20 = “Walk_Right”,
05D4A830 72 61 74 65 20 3D 20 31 30 2C 20 6C 6F 6F 70 20 rate = 10, loop
05D4A840 3D 20 33 20 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 = 3 },..   { ac
05D4A850 74 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22 57 61 6C tion_name = “Wal
05D4A860 6B 5F 46 72 6F 6E 74 22 2C 20 72 61 74 65 20 3D k_Front”, rate =
05D4A870 20 31 35 2C 20 6C 6F 6F 70 20 3D 20 32 20 20 7D   15, loop = 2 }
05D4A880 2C 0D 0A 20 20 20 7B 20 61 63 74 69 6F 6E 5F 6E ,..   { action_n
05D4A890 61 6D 65 20 3D 20 22 57 61 6C 6B 5F 42 61 63 6B ame = “Walk_Back
05D4A8A0 22 2C 20 72 61 74 65 20 3D 20 31 30 2C 20 6C 6F “, rate = 10, lo
05D4A8B0 6F 70 20 3D 20 32 20 20 7D 2C 0D 0A 20 20 20 7B op = 2 },..   {
05D4A8C0 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22   action_name = ”
05D4A8D0 4D 6F 76 65 5F 4C 65 66 74 22 2C 20 72 61 74 65 Move_Left”, rate
05D4A8E0 20 3D 20 32 30 2C 20 6C 6F 6F 70 20 3D 20 33 20   = 20, loop = 3
05D4A8F0 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 74 69 6F 6E   },..   { action
05D4A900 5F 6E 61 6D 65 20 3D 20 22 4D 6F 76 65 5F 52 69 _name = “Move_Ri
05D4A910 67 68 74 22 2C 20 72 61 74 65 20 3D 20 32 30 2C ght”, rate = 20,
05D4A920 20 6C 6F 6F 70 20 3D 20 33 20 20 7D 2C 0D 0A 20   loop = 3 },..
05D4A930 20 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20    { action_name
05D4A940 3D 20 22 4D 6F 76 65 5F 46 72 6F 6E 74 22 2C 20 = “Move_Front”,
05D4A950 72 61 74 65 20 3D 20 31 35 2C 20 6C 6F 6F 70 20 rate = 15, loop
05D4A960 3D 20 32 20 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 = 2 },..   { ac
05D4A970 74 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22 4D 6F 76 tion_name = “Mov
05D4A980 65 5F 42 61 63 6B 22 2C 20 72 61 74 65 20 3D 20 e_Back”, rate =
05D4A990 32 35 2C 20 6C 6F 6F 70 20 3D 20 32 20 20 7D 2C 25, loop = 2 },
05D4A9A0 0D 0A 20 20 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 ..   { action_na
05D4A9B0 6D 65 20 3D 20 22 41 73 73 61 75 6C 74 22 2C 20 me = “Assault”,
05D4A9C0 72 61 74 65 20 3D 20 36 30 2C 20 6C 6F 6F 70 20 rate = 60, loop
05D4A9D0 3D 20 32 20 20 7D 2C 0D 0A 7D 0D 0A 67 5F 4C 75 = 2 },..}..g_Lu
05D4A9E0 61 5F 4E 65 61 72 33 20 3D 20 7B 20 0D 0A 20 20 a_Near3 = { ..
05D4A9F0 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D   { action_name =
05D4AA00 20 22 53 74 61 6E 64 5F 31 22 2C 20 72 61 74 65   “Stand_1”, rate
05D4AA10 20 3D 20 32 30 2C 20 6C 6F 6F 70 20 3D 20 32 20   = 20, loop = 2
05D4AA20 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 74 69 6F 6E   },..   { action
05D4AA30 5F 6E 61 6D 65 20 3D 20 22 57 61 6C 6B 5F 4C 65 _name = “Walk_Le
05D4AA40 66 74 22 2C 20 72 61 74 65 20 3D 20 32 30 2C 20 ft”, rate = 20,
05D4AA50 6C 6F 6F 70 20 3D 20 33 20 20 7D 2C 0D 0A 20 20 loop = 3 },..
05D4AA60 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D   { action_name =
05D4AA70 20 22 57 61 6C 6B 5F 52 69 67 68 74 22 2C 20 72   “Walk_Right”, r
05D4AA80 61 74 65 20 3D 20 32 30 2C 20 6C 6F 6F 70 20 3D ate = 20, loop =
05D4AA90 20 33 20 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 74   3 },..   { act
05D4AAA0 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22 57 61 6C 6B ion_name = “Walk
05D4AAB0 5F 46 72 6F 6E 74 22 2C 20 72 61 74 65 20 3D 20 _Front”, rate =
05D4AAC0 32 30 2C 20 6C 6F 6F 70 20 3D 20 33 20 20 7D 2C 20, loop = 3 },
05D4AAD0 0D 0A 20 20 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 ..   { action_na
05D4AAE0 6D 65 20 3D 20 22 4D 6F 76 65 5F 4C 65 66 74 22 me = “Move_Left”
05D4AAF0 2C 20 72 61 74 65 20 3D 20 32 30 2C 20 6C 6F 6F , rate = 20, loo
05D4AB00 70 20 3D 20 33 20 20 7D 2C 0D 0A 20 20 20 7B 20 p = 3 },..   {
05D4AB10 61 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22 4D action_name = “M
05D4AB20 6F 76 65 5F 52 69 67 68 74 22 2C 20 72 61 74 65 ove_Right”, rate
05D4AB30 20 3D 20 32 30 2C 20 6C 6F 6F 70 20 3D 20 33 20   = 20, loop = 3
05D4AB40 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 74 69 6F 6E   },..   { action
05D4AB50 5F 6E 61 6D 65 20 3D 20 22 4D 6F 76 65 5F 46 72 _name = “Move_Fr
05D4AB60 6F 6E 74 22 2C 20 72 61 74 65 20 3D 20 31 35 2C ont”, rate = 15,
05D4AB70 20 6C 6F 6F 70 20 3D 20 33 20 20 7D 2C 0D 0A 20   loop = 3 },..
05D4AB80 20 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20    { action_name
05D4AB90 3D 20 22 4D 6F 76 65 5F 42 61 63 6B 22 2C 20 72 = “Move_Back”, r
05D4ABA0 61 74 65 20 3D 20 32 35 2C 20 6C 6F 6F 70 20 3D ate = 25, loop =
05D4ABB0 20 32 20 20 7D 2C 0D 0A 20 20 20 7B 20 61 63 74   2 },..   { act
05D4ABC0 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22 41 73 73 61 ion_name = “Assa
05D4ABD0 75 6C 74 22 2C 20 72 61 74 65 20 3D 20 36 30 2C ult”, rate = 60,
05D4ABE0 20 6C 6F 6F 70 20 3D 20 32 20 20 7D 2C 0D 0A 7D   loop = 2 },..}
05D4ABF0 0D 0A 67 5F 4C 75 61 5F 4E 65 61 72 34 20 3D 20 ..g_Lua_Near4 =
05D4AC00 7B 20 0D 0A 20 20 20 7B 20 61 63 74 69 6F 6E 5F { ..   { action_
05D4AC10 6E 61 6D 65 20 3D 20 22 53 74 61 6E 64 5F 31 22 name = “Stand_1”
05D4AC20 2C 20 72 61 74 65 20 3D 20 31 30 2C 20 6C 6F 6F , rate = 10, loo
05D4AC30 70 20 3D 20 32 20 20 7D 2C 0D 0A 20 20 20 7B 20 p = 2 },..   {
05D4AC40 61 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D 20 22 4D action_name = “M
05D4AC50 6F 76 65 5F 4C 65 66 74 22 2C 20 72 61 74 65 20 ove_Left”, rate
05D4AC60 3D 20 32 30 2C 20 6C 6F 6F 70 20 3D 20 33 20 20 = 20, loop = 3
05D4AC70 7D 2C 0D 0A 20 20 20 7B 20 61 63 74 69 6F 6E 5F },..   { action_
05D4AC80 6E 61 6D 65 20 3D 20 22 4D 6F 76 65 5F 52 69 67 name = “Move_Rig
05D4AC90 68 74 22 2C 20 72 61 74 65 20 3D 20 32 30 2C 20 ht”, rate = 20,
05D4ACA0 6C 6F 6F 70 20 3D 20 33 20 20 7D 2C 0D 0A 20 20 loop = 3 },..
05D4ACB0 20 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D   { action_name =
05D4ACC0 20 22 4D 6F 76 65 5F 46 72 6F 6E 74 22 2C 20 72   “Move_Front”, r
05D4ACD0 61 74 65 20 3D 20 35 30 2C 20 6C 6F 6F 70 20 3D ate = 50, loop =
05D4ACE0 20 33 20 20 7D 2C 0D 0A 7D 0D 0A 67 5F 4C 75 61   3 },..}..g_Lua
05D4ACF0 5F 4E 65 61 72 35 20 3D 20 7B 20 0D 0A 20 20 20 _Near5 = { ..
05D4AD00 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D 20 { action_name =
05D4AD10 22 4D 6F 76 65 5F 46 72 6F 6E 74 22 2C 20 72 61 “Move_Front”, ra
05D4AD20 74 65 20 3D 20 31 2C 20 6C 6F 6F 70 20 3D 20 31 te = 1, loop = 1
05D4AD30 20 20 7D 2C 0D 0A 7D 0D 0A 67 5F 4C 75 61 5F 41    },..}..g_Lua_A
05D4AD40 73 73 61 75 6C 74 20 3D 20 7B 20 0D 0A 20 20 20 ssault = { ..
05D4AD50 7B 20 61 63 74 69 6F 6E 5F 6E 61 6D 65 20 3D 20 { action_name =
05D4AD60 22 41 74 74 61 63 6B 31 22 2C 20 72 61 74 65 20 “Attack1”, rate
05D4AD70 3D 20 35 2C 20 6C 6F 6F 70 20 3D 20 31 2C 20 63 = 5, loop = 1, c
05D4AD80 61 6E 63 65 6C 6C 6F 6F 6B 20 3D 20 30 2C 20 61 ancellook = 0, a
05D4AD90 70 70 72 6F 61 63 68 20 3D 20 35 30 2E 30 20 20 pproach = 50.0
05D4ADA0 7D 2C 0D 0A 7D 0D 0A                             },..}..

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