A self-contained Ashita v4.3.1.2+ plugin that draws a category-coloured, depth-occluded aura directly on the current target's 3D model a Fresnel rim-light, colour pulses and a sweep effect.
- Per-target aura on the model itself, coloured by category: Enemy (claimed / unclaimed), Claimed by Others, Claimed by yourself, Claimed by Party / Alliance, Party / Alliance Member, NPCS, Default
- NM auto-detection: Extracted Notorious Monster names from MobDB and integrated into the Plugin, no dependency on any data addon. NMs recieve a Special aura!
- Watchlist: Ability to highlight any target whose name matches your own list.
- Looks: Outline (rim) / Full glow / Fresnel rim-light; adjustable thickness, intensity, pulse, two-colour pulse and a scrolling sweep scan effect.
- Self-contained
![]() Unclaimed |
![]() Claimed (self) |
- Copy
targetaura.dllinto...\plugins\. - In-game:
/load targetaura(for auto-load, add/load targetaurato your Ashita boot script).
Settings are saved to <Ashita>\config\targetaura.ini.
The plugin figures out which draw call belongs to your target from a stack signature at draw time. If a future
client update shifts that signature and the aura stops appearing (or bleeds onto nearby entities), run
/taura calibrate while a visible enemy is targeted, or tweak the gate window under Advanced.
Requires Visual Studio 2022 (x86 toolset) and the Ashita v4 plugin SDK (the folder containing Ashita.h).
- Edit
src/build.bat— setVCVARSto yourvcvars32.batandASHITA_SDKto your Ashita SDK folder. - Run
src/build.batfrom a normal command prompt → it producestargetaura.dll(32-bit; PE machine0x014C). - Copy
targetaura.dllinto...\plugins\.
The NM list src/nmnames.h is generated from the mobdb dataset; regenerate it only if that data changes.
- NM data is derived from the open ThornyFFXI/mobdb dataset and baked in at build time. The plugin needs no data files at runtime.


