Jump to content

General Discussion

Any general banter that relates to the Hercules Community goes here. While you're discussing, don't forget to introduce yourself to the community!

257 topics in this forum

    • 15 replies
    • 6045 views
    • 1 reply
    • 2019 views
  1. new pets?

    • 5 replies
    • 2583 views
    • 0 replies
    • 1915 views
  2. Server

    • 3 replies
    • 2688 views
  3. Download

    • 2 replies
    • 1676 views
    • 1 reply
    • 1694 views
    • 3 replies
    • 1617 views
    • 4 replies
    • 2236 views
  4. Aspd penalty

    • 9 replies
    • 5185 views
    • 3 replies
    • 2767 views
    • 3 replies
    • 2651 views
  5. New in item_db

    • 3 replies
    • 1703 views
  6. Fxdata.cloud host

    • 0 replies
    • 1289 views
  7. Host Issue

    • 8 replies
    • 2888 views
    • 2 replies
    • 1890 views
  8. Maximum HP

    • 2 replies
    • 1449 views
  9. Hosting

    • 2 replies
    • 1702 views
    • 3 replies
    • 2249 views
    • 0 replies
    • 1536 views
    • 0 replies
    • 1293 views
  10. Automatic SQL database backup

    • 8 replies
    • 3380 views
    • 3 replies
    • 2103 views
  11. Herc or Idathena?

    • 8 replies
    • 3275 views
  • Featured Topics

  • Latest Commits

  • Topics

  • Posts

    • //= METHOD A (fast): copy a known-good IMF //= 1) Open data.grf in GRF Editor → Tools → IMF Editor (or Search “.imf”). //= 2) Find a job that already layers correctly (e.g. Soul Reaper): data\imf\soul_reaper.imf //= 3) Extract that file, then import it back renamed to your target job’s IMF (e.g. novice.imf), //= or change the mapping in: data\luafiles514\lua files\datainfo\imfnametable.lub //= 4) Save GRF → test in-game. //= METHOD B (precise): reorder layers in the IMF Editor //= 1) Tools → IMF Editor → open the target .imf //= 2) Set draw order (top → bottom): //= HeadTop //= HeadMid //= HeadLow //= Body //= Shadow //= 3) Apply to ALL actions/directions → Save → import back → test. //= IMPORTANT: //= • Don’t use RagLite JSON to re-encode .imf (that’s why you saw “compile” errors). //= Let GRF Editor open/save the binary .imf directly. //= • If nothing changes, check you don’t have a loose “data\imf*.imf” overriding the GRF, //= and make sure your custom GRF loads last. //= • If your client uses imfnametable.lub, update the mapping there. //=================================================== //= STEP-BY-STEP (DETAILED) //=================================================== //= A) Prepare //= • Backup data.grf/rdata.grf. //= • Close the game client. //= //= B) Find/Map //= • Path to IMFs: data\imf*.imf (use GRF Editor search). //= • Optional map file: data\luafiles514\lua files\datainfo\imfnametable.lub //= (links job → IMF filename). //= //= C) Fast Copy (no editing) //= • Extract working job’s .imf → import it renamed to target job, OR edit imfnametable.lub to point to it. //= //= D) Manual Fix (if you must keep same filename) //= • Tools → IMF Editor → open target .imf → set layer order: //= HeadTop, HeadMid, HeadLow, Body, Shadow //= • “Apply to all actions/directions” → Save → Import → Save GRF. //=================================================== //=================================================== //= TROUBLESHOOTING //=================================================== //= • Change not showing: //= - Another GRF or a loose “data\imf*.imf” overrides yours. Ensure your custom GRF loads last. //= • Only some animations fixed: //= - You didn’t mass-apply to all actions/directions (walk/attack/cast/idle). Re-apply and save. //= • “Compile” / invalid file when using RagLite: //= - Stop using JSON route. Use GRF Editor’s IMF Editor to open/save binary .imf directly. //= • Still weird on one class: //= - Copy IMF from a class that renders correctly and map it via imfnametable.lub. //===================================================
    • Can try this :     - No cards/refine/copying — it purely swaps based on ID, making it safe and clean.   - Works only on EQI_HEAD_TOP, but you can easily extend to:    EQI_HEAD_MID    EQI_HEAD_LOW   - Just add your pairs like this: setarray .ItemPair$[0], "3524,3525", // Hokage Helm "3526,3527", // Another custom headgear "3528,3529"; // and so on  
    • Added 12 new auras. Added some sprites halloween related.  
    • Unfortunately, this doesn't work. Perhaps due to point 2. NEMO doesn't have this patch. 
  • Download Statistics

    • Files
      465
    • Comments
      167
    • Reviews
      240

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.