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Messages - Bobz

#1
General Posts / Re: photoshop skills needed!
July 13, 2011, 10:56:55 PM
lens flare. lots of lens flares!
#2
A bit late to this party, but i'd like to point out i was there for only three bennu pops.  The first pop i passed because i just got there, the second fight was my pop. So i did lot. This is where i got 2 stones i think. Then, green showed up, and i forgot who's pop it was, i think we proced it from the nm, these drops i passes where carm won lots. 

The idea was well i'm not letting greenwood get them! muwhahaha.  i don't think i won those either.

sooooo, discretion. yes.
#3
Lucky LS People / Logo for a company i work for ish
December 19, 2006, 02:18:36 AM
Well my final in my 3d-modeling class was to make a logo, so i decided to make one for a production company i work for. it isnt there, but it might with some fixes.

DL: http://dodownload.filefront.com/6381475//662b1ea1ace5800ac3525e90e296ddc6fc2b4ad392d33a7f2f54cab76ff1ba7f98385e4335ec307a

Basicly i didnt have enough time to mess around with the wheel positions, and they are spinning to slowly. I also need to change how it fish tales, and make it look as if it is going down hill.  I couldnt set up the partical flow / deflectors fast enough to make it go down hill, so flat gorund will have to do for now.  Also its a Soap Box car / concept soapbox / toy car >.>.

Tell me what you think about it!
#4
General Posts / Re: Desktop Wallpaper
August 28, 2006, 02:19:08 AM









I have alot more, guess which ones where made by me >.>
#5
Lucky LS People / ffassist test23r3-2
June 14, 2006, 12:37:32 AM
I use this program and find it verry helpfull, and it does nothing but display information.  So not hax, or botting.  It has a nice little minimap window and a recast window.

Link
http://files.filefront.com/ffassist_test23r3_2rar/;5147458;;/fileinfo.html

To start it all you need to do is be in PoL, start FFassist, then when FFXI loads press ctrl + F1 to start it, then Ctrl + F2 to stop it.



To configure you settings open the ffassist.ini

This is ine which i modded and took from someone else

 [blockquote]//////////////////////////////////////////////////////////////////////////////////
//
//   INI Revision 1.43               HUMBLE's NOTES                  - 02/02/05 -
//                                   --------------
//
//   Tested on FFAssist Version(s):  21r1 - 23r1
//   Currently working Version(s) of FFAssist:  23r1
//   Download FFAssist :: http://ffxi.archbell.com/forums/viewtopic.php?t=1151
//   Humble's Updates :: http://ffxi.archbell.com/forums/viewtopic.php?t=1917
//
//   Special Thanks go out to:
//   ===========================================================================
//   4WuDSs7QXE :: The original author of FFAsssit!
//   Azaril :: The original author of Windower!
//   StarHawk & Cliff :: Plugin development & windower support!
//   Shohan :: FFAssist support and upgrades!
//
//   Additional Thanks go out to:  (For .INI development & syntax updates)
//   ===========================================================================
//   DrkShdw -=- WildIceDemon -=- Nikademous -=- Valyana -=- kingofzeal
//
//   Thanks much to everyone listed above, and to anyone else I forget to mention!
//
//////////////////////////////////////////////////////////////////////////////////


//////////////////////////////////////////////////////////////////////////////////
//                                   MAIN SETTINGS
//////////////////////////////////////////////////////////////////////////////////

//DefaultSound = Specifies the sound to play when a Timer (from /timer set command) reaches 0:00:00
//Search = Method of reading Chat Log. (change to 0 if Errors)
//noGUI = Prevents FFAssist to draw on screen
//Wait = Sets Delay for reading Chat Log.  (Lower Value = More CPU.  High Value = Less CPU.)
//Lang = Sets the Language (0 = Japanese, 1 = English)
//Skin = Sets the folder for the window skin to use. (If no skin specified, uses Black Skin.)
//IconUtsusemi =

[FFassist]

DefaultSound=wave/notify.wav
Search=0
noGUI=
Wait=0
Lang=1
Skin=
IconUtsusemi=0

//////////////////////////////////////////////////////////////////////////////////
//                                  TARGET wINDOW
//////////////////////////////////////////////////////////////////////////////////

// TargetDefine = New in 21r1+, this specifies which Target Icons you want to see, and the distances.
//
// You can Add/Remove/Rename any of the below entrys.
// The format is ::   Name,Min_Distance,Max_Distance
//            i.e.    Trade,0,4.0
// Would give you one Icon, named Trade, that would stay lit anywhere from 0.0 meters to 6.0 meters away from your target

TargetDefine=Trade,0,6.0,Ninjutsu,0,17.0,Provoke,0,17.2,Magic,0,23.6,Ranged,0,25.0

//////////////////////////////////////////////////////////////////////////////////
//                                  MAP SETTINGS
//////////////////////////////////////////////////////////////////////////////////

MapPointer=1
MapSize=
PositionInfo=0

//////////////////////////////////////////////////////////////////////////////////
//                                 WINDOW POSITIONS
//////////////////////////////////////////////////////////////////////////////////

// Main Window Settings. Locations of windows should be saved automatically if you use the /savepos command in-game
//
//ClockWindow=X,Y,ALPHA[,BGCOLOR]
//MapWindow=X,Y,ALPHA
//MemoWindow=X,Y,ALPHA[,WIDTH[,FONTSIZE[,BGCOLOR]]]
//RecastWindow=X,Y,ALPHA
//RecipeWindow=X,Y,ALPHA[,WIDTH[,FONTSIZE[,BGCOLOR]]]
//RepWindow=X,Y,ALPHA[,BGCOLOR]
//SystemWindow=X,Y,ALPHA,LINE,WIDTH,FONTSIZE[,BGCOLOR[,FONTCOLOR1[,FONTCOLOR2[,FONTCOLOR3]]]]
//TimerWindow=X,Y,ALPHA,LINE,WIDTH,FONTSIZE[,BGCOLOR[,FONTCOLOR1[,FONTCOLOR2[,FONTCOLOR3]]]]
//TimeTableWindow=X,Y,ALPHA
//TargetWindow=X,Y,ALPHA[,BGCOLOR]
//
//X,Y = X and Y position of Window (0,0 is top left corner of screen)
//ALPHA = Opacity Value. 0 = Fully Opaque, 255 = Non-Opaque. Default is 128.
//LINE = The number of lines of text to display in the Window
//WIDTH = Window width in pixels
//FONTSIZE = size of the font
//BGCOLOR = Sets background color. Format is BBGGRR in Hex. (000000 = Black, FFFFFF = White, 010101 = Transparent)
//
//FONTCOLOR1 = text color when more than 20 seconds remain on a timer
//FONTCOLOR2 = text color when 1-19 seconds remain on a timer
//FONTCOLOR3 = text color after a timer expires
//
//Note: You can modify the size of a LogWindow by changing the FontSize, Number of Lines, and Width parameters.


//  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I M P O R T A N T !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//
//  Resolution Setup --
//  Below are some default resolutions with window positions
//  You MUST use only one set below, by adding/removing the  // lines to comment out one set.
//  Right now its setup for my resolution of 1600x1000 (windower res, works great with 1600x1200 Windows res)
//  IF you dont change this, and you run a lower resolution , ALL the custom good stuff will be way off your
//  screen.
//
//  IF you dont use one of the below resolutions, remark out my 1600x1000, and un-remark out the section
//  listed ???? x ????  .   What this will do is place all the windows in the upper left hand coner of your
//  screen, all on top of eachother.  use the Mouse + SHIFT key, to move / reposition the windows as you like.
//  after you get all of the windows moved in-game to where you want, type ->   /echo /savepos
//
//  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I M P O R T A N T !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

// -----------------------------------------------------------
// -=-=-=-= 1600 x 1000 =-=-=-=-  16:10 Aspect Ratio -=-=-=-=-
// -----------------------------------------------------------

//AppPosition=172,123,721,293
//ClockWindow=1269,404,100
//MapWindow=5,370,164
//MemoWindow=200,200,118
//RecastWindow=1092,665,118
//RecipeWindow=260,45,100
//RepWindow=1250,510,100
//SystemWindow=400,200,148,5,12,000000
//TimerWindow=1250,636,100,10,220,12
//TimeTableWindow=4,52,100
//TargetWindow=1121,559,100
//LogWindow0=645,744,200,7,400,14,000000
//LogWindow1=695,128,150,5,500,13,000000
//LogWindow2=751,5,185,7,400,14,000000
//LogWindow3=1250,550,128,4,220,13,000000
//LogWindow4=1250,464,128,4,220,13,000000
//LogWindow5=1250,378,128,4,220,13,000000
//LogWindow6=1250,292,128,4,220,13,000000
//LogWindow7=1249,208,128,4,220,13,000000
//LogWindow8=0,0,128,4,220,13,000000
//LogWindow9=0,0,128,4,220,13,000000

// -----------------------------------------------------------
// -=-=-=-=- 1280 x 1024  -=-=-=-=-  4:3 Aspect Ratio -=-=-=-=-
// -----------------------------------------------------------

AppPosition=22,357,418,185
ClockWindow=0,0,100
MapWindow=5,379,164
MemoWindow=0,0,118
RecastWindow=762,458,100,10,220,12
RecipeWindow=0,0,100
RepWindow=0,0,100
SystemWindow=0,0,148,5,12,000000
TimerWindow=1055,46,100,10,220,12
TimeTableWindow=0,0,200
TargetWindow=263,617,100
LogWindow0=0,0,200,7,400,14,000000
LogWindow1=0,0,150,5,500,13,000000
LogWindow2=0,0,185,7,400,14,000000
LogWindow3=762,617,128,5,260,13,000000
LogWindow4=260,816,128,5,260,13,000000
LogWindow5=1055,374,100,10,220,12,000000
LogWindow6=780,816,128,5,260,13,000000
LogWindow7=0,0,128,4,220,13,000000
LogWindow8=0,0,128,4,220,13,000000
LogWindow9=0,0,128,4,220,13,000000

// -----------------------------------------------------------
// -=-=-=-= 1280 x 768 =-=-=-=-  15:9 Aspect Ratio -=-=-=-=-
// -----------------------------------------------------------

//AppPosition=17,2,721,293
//ClockWindow=0,0,100
//MapWindow=1023,0,164
//MemoWindow=0,0,118
//RecastWindow=1131,416,118
//RecipeWindow=0,0,100
//RepWindow=0,0,100
//SystemWindow=0,0,148,5,12,000000
//TimerWindow=1060,256,100,10,220,12
//TimeTableWindow=0,0,100
//TargetWindow=629,652,100
//LogWindow0=752,635,200,7,400,14,000000
//LogWindow1=520,-1,150,5,500,13,000000
//LogWindow2=351,635,185,7,400,14,000000
//LogWindow3=-2,1,128,4,220,13,000000
//LogWindow4=1,513,128,4,220,13,000000
//LogWindow5=1,593,128,4,220,13,000000
//LogWindow6=0,0,128,4,220,13,000000
//LogWindow7=0,0,128,4,220,13,000000
//LogWindow8=0,0,128,4,220,13,000000
//LogWindow9=0,0,128,4,220,13,000000

// -----------------------------------------------------------
// -=-=-=-=- 1152 x 864  -=-=-=-=-  4:3 Aspect Ratio -=-=-=-=-
// -----------------------------------------------------------

//AppPosition=289,329,1152,314
//ClockWindow=618,661,100
//MapWindow=5,234,164
//MemoWindow=200,200,118
//RecastWindow=280,576,118
//RecipeWindow=260,45,100
//RepWindow=452,616,100
//SystemWindow=400,200,148,5,12,0
//TimerWindow=802,551,100,10,220,12
//TimeTableWindow=534,55,100
//TargetWindow=678,577,100
//LogWindow0=0,0,200,7,400,14,000000
//LogWindow1=0,0,150,5,500,13,000000
//LogWindow2=0,0,185,7,400,14,000000
//LogWindow3=0,0,128,4,220,13,000000
//LogWindow4=0,0,128,4,220,13,000000
//LogWindow5=0,0,128,4,220,13,000000
//LogWindow6=0,0,128,4,220,13,000000
//LogWindow7=0,0,128,4,220,13,000000
//LogWindow8=0,0,128,4,220,13,000000
//LogWindow9=0,0,128,4,220,13,000000

// -----------------------------------------------------------
// -=-=-=-=- 1024 x 768  -=-=-=-=-  4:3 Aspect Ratio -=-=-=-=-
// -----------------------------------------------------------

//AppPosition=0,557,336,173
//ClockWindow=1,198,128,0,250
//MapWindow=612,369,200
//MemoWindow=200,200,118
//RecastWindow=1,364,128,5,250,11
//RecipeWindow=274,199,128,372,10
//RepWindow=1,114,128
//SystemWindow=400,200,148,5,12,000000
//TimerWindow=1,274,128,5,250,12
//TimeTableWindow=2,102,128
//TargetWindow=199,468,128
//LogWindow0=494,47,200,7,400,14,000000
//LogWindow1=197,555,150,5,500,13,000000
//LogWindow2=0,0,185,7,400,14,000000
//LogWindow3=419,568,128,4,220,13,000000
//LogWindow4=199,568,128,4,220,13,000000
//LogWindow5=1,447,128,4,250,13,000000
//LogWindow6=0,0,128,4,220,13,000000
//LogWindow7=0,0,128,4,220,13,000000
//LogWindow8=0,0,128,4,220,13,000000
//LogWindow9=0,0,128,4,220,13,000000

// -----------------------------------------------------------
// -=-=-=-= ???? x ???? =-=-=-=-  ??:?? Aspect Ratio -=-=-=-=-
// -----------------------------------------------------------

//AppPosition=0,0,1152,314
//ClockWindow=0,0,100
//MapWindow=0,0,164
//MemoWindow=0,0,118
//RecastWindow=0,0,118
//RecipeWindow=0,0,100
//RepWindow=0,0,100
//SystemWindow=0,0,148,5,12,0
//TimerWindow=0,0,100,10,220,12
//TimeTableWindow=0,0,100
//TargetWindow=0,0,100
//LogWindow0=0,0,200,7,400,14,000000
//LogWindow1=0,0,150,5,500,13,000000
//LogWindow2=0,0,185,7,400,14,000000
//LogWindow3=0,0,128,4,220,13,000000
//LogWindow4=0,0,128,4,220,13,000000
//LogWindow5=0,0,128,4,220,13,000000
//LogWindow6=0,0,128,4,220,13,000000
//LogWindow7=0,0,128,4,220,13,000000
//LogWindow8=0,0,128,4,220,13,000000
//LogWindow9=0,0,128,4,220,13,000000

//////////////////////////////////////////////////////////////////////////////////
//
//                                 INITIAL SETTINGS
//
//////////////////////////////////////////////////////////////////////////////////

//displayed: The window is displayed when FFAssist is started.
//noframe: The frame of the window isn't drawn.
//noautoclose: Does not autoclose the timer window when no timers are running.
//pos: Show the pos in the mini-map by default.

ClockWindowSetting= ()
            // displayed,noframe
MapWindowSetting= (displayed,x2)
            // displayed,pos,x1,x2,x4,reverse
RecastWindowSetting= (displayed)
            // displayed,noframe
RepWindow= (displayed)
            // displayed,noframe
TargetWindowSetting= (displayed)
            // displayed,noframe
TimerWindowSetting= (displayed,noautoclose)
            // displayed,noframe,noautoclose
MemoWindowSetting= ()
            // displayed,noframe
RecipeWindowSetting= ()
            // displayed,noframe
LogWindowSetting0= ()
            // displayed,noframe,time
LogWindowSetting1= ()
            // displayed,noframe,time
LogWindowSetting2= ()
            // displayed,noframe,time
LogWindowSetting3= (displayed)
            // displayed,noframe,time
LogWindowSetting4= ()
            // displayed,noframe,time
LogWindowSetting5= (time)
            // displayed,noframe,time
LogWindowSetting6= (time)
            // displayed,noframe,time
LogWindowSetting7= (time)
            // displayed,noframe,time
LogWindowSetting8= ()
            // displayed,noframe,time
LogWindowSetting9= ()
            // displayed,noframe,time

//////////////////////////////////////////////////////////////////////////////////
//                                  LOG WINDOWS
//////////////////////////////////////////////////////////////////////////////////

//  -= USING LOG WINDOWS =-
//  -----------------------------------------------
//
//  [Basic]
//  logwindow0 = Linkshell Chat - All (Disabled by default)
//  logwindow1 = Party Chat - All (Disabled by default)
//  logwindow2 = Tell Chat - All (Disabled by default)
//
//  [Advanced]
//  logwindow3 = Shadow Counter (Enabled by default)  
//  logwindow4 = Monster Actions (Disabled by default)
//  logwindow5 = Time of Death (Disabled by default)
//  logwindow6 = Bazaar Log (Disabled by default)
//  logwindow7 = Skillup Log (Disabled by default)
//
//  [Future Use]
//  logwindow8 = Unused (Disabled by default)
//  logwindow9 = Unused (Disabled by default)
//
//  *NOTE Create a hotkey to toggle the all the Advanced Log Windows.
//
//  *EDIT* -> Windower/scripts/init.txt  
//
//  *ADD The following*
//
//  bind ^!f12 input /echo /logwindow 4; input /echo /logwindow 5; input /echo /logwindow 6; input /echo /logwindow 7;
//
//  This will bind CTRL+ALT+F12 to toggle >> Monster Actions + Time of Death <<
//  MaxLogWindow = Sets the maximum number of LogWindows to be configured.
//                If this is set too low, any custom Logwindows wont work.
//  Logfont = Font to use in custom Log Chat windows.

MaxLogWindow=10
LogFont=Tahoma

LogWindowTitle0= Linkshell
LogWindowAttribute0=06,0e

LogWindowTitle1= Party
LogWindowAttribute1=05,0d

LogWindowTitle2= Tell
LogWindowAttribute2=04,0c

LogWindowTitle3= Shadow Counter
//LogWindowAttribute3=all

LogWindowTitle4= Monster Actions
//LogWindowAttribute4=all

LogWindowTitle5= Time of Death
//LogWindowAttribute5=all

LogWindowTitle6= Bazaar Log
//LogWindowAttribute6=all

LogWindowTitle7= Skillup Log
//LogWindowAttribute7=all

//LogWindowTitle8= Unused
//LogWindowAttribute8=all

//LogWindowTitle9= Unused
//LogWindowAttribute9=all


//////////////////////////////////////////////////////////////////////////////////
//                                  RECAST WINDOW
//////////////////////////////////////////////////////////////////////////////////
//
// RecastDefine=  Defines any JA,MA,NIN,etc you want to be displayed in the Recast Window
//
// Notes::  This is much more efficient for JA & MA then custom Alarms & Timers
//          because it utilizes the game's .dlls to get a accurate /recast time
//          unlike alarms, this will be true regardless of your equipment or status
//
// Notes::  The current RecastDefine= is a copy of all 15 jobs listed below

RecastDefine="Mighty Strikes","Provoke","Berserk","Warcry","Defender","Aggressor","Hundred Fists","Boost","Dodge","Focus","Chakra","Chi Blast","Counterstance","Benediction","Divine Seal","Haste","Regen","Regen II","Regen III","Erase","Blindna","Flash","Banish","Banish II","Banish III","Paralyze","Slow","Silence","Cure","Cure II","Cure III","Cure IV","Cure V","Banishga","Banishga II","Holy","Curaga","Curaga II","Curaga III","Curaga IV","Stona","Cursna","Viruna","Silena","Raise III","Poisona","Sneak","Invisible","Blink","Stoneskin","Aquaveil","Mana Font","Elemental Seal","Stone II","Water II","Aero III","Aero II","Fire II","Fire IV","Thunder III","Thunder","Blizzard","Stonega II","Waterga","Aeroga","Firaga","Blizzaga","Thundaga","Stun","Sleep","Sleep II","Sleepga","Sleepga II","Bind","Bio","Bio II","Poison","Poison II","Frost","Rasp","Drown","Shock","Choke","Burn","Aspir","Drain","Freeze","Flood","Tornado","Quake","Burst","Flare","Tractor","Warp II","Chainspell","Convert","Dispel","Gravity","Refresh","Phalanx","Perfect Dodge","Sneak Attack","Trick Attack","Steal","Hide","Flee","Mug","Invincible","Holy Circle","Shield Bash","Sentinel","Cover","Rampart","Blood Weapon","Arcane Circle","Last Resort","Weapon Bash","Soul Eater","Familiar","Charm","Fight","Gauge","Heel","Stay","Call Beast","Sic","Tame","Soul Voice","Knight's Minne","Valor Minuet","Army's Paeon","Foe Requiem","Herb Pastoral","Light Threnody","Sword Madrigal","Dark Threnody","Sheepfoe Mambo","Earth Threnody","Army's Paeon II","Foe Lullaby","Water Threnody","Foe Requiem II","Water Threnody","Foe Requiem II","Wind Threnody","Scop's Operetta","Fire Threnody","Knight's Minne II","Ice Threnody","Enchanting Etude","Valor Minuet II","Lightning Threnody","Spirited Etude","Mage's Ballad","Learned Etude","Horde Lullaby","Quick Etude","Advancing March","Vivacious Etude","Hunter's Prelude","Dextrous Etude","Magic Finale","Fowl Aubade","Sinewy Etude","Army's Paeon III","Light Carol","Foe Requiem III","Earth Carol","Battlefield Elegy","Water Carol","Knight's Minne III","Wind Carol","Valor Minuet III","Fire Carol","Army's Paeon IV","Ice Carol","Foe Requiem IV","Lightning Carol","Goblin Gavotte","Dark Carol","Blade Madrigal","Dragonfoe Mambo","Gold Capriccio","Mage's Ballad II","Shining Fantasia","Foe Requiem V","Carnage Elegy","Victory March","Knight's Minne IV","Bewitching Etude","Valor Minuet IV","Logical Etude","Army's Paeon V","Sage Etude","Foe Requiem VI","Swift Etude","Puppet's Operetta","Vital Etude","Archer's Prelude","Goddess's Hymnus","Uncanny Etude","Warding Round","Chocobo Mazurka","Herculean Etude","Maiden's Virelai","Eagle Eye Shot","Sharpshot","Scavenge","Camouflage","Barrage","Shadowbind","Unlimited Shot","Meikyo Shisui","Demon Circle","Third Eye","Meditate","Mijin Gakure","Katon: Ichi","Katon: Ni","Hyoton: Ichi","Hyoton: Ni","Doton: Ichi","Doton: Ni","Raiton: Ichi","Raiton: Ni","Suiton: Ichi","Suiton: Ni","Utsusemi: Ichi","Utsusemi: Ni","Jubaku: Ichi","Hojo: Ichi","Hojo: Ni","Kurayami: Ichi","Kurayami: Ni","Dokumori: Ichi","Tonko: Ichi","Tonko: Ni","Call Wyvern","Ancient Circle","Jump","Spirit Link","High Jump","Super Jump","Astral Flow"

// WAR - RecastDefine="Mighty Strikes","Provoke","Berserk","Warcry","Defender","Aggressor"
// MNK - RecastDefine="Hundred Fists","Boost","Dodge","Focus","Chakra","Chi Blast","Counterstance"
// WHM - RecastDefine="Benediction","Divine Seal","Haste","Regen","Regen II","Regen III","Erase","Blindna","Flash","Banish","Banish II","Banish III","Paralyze","Slow","Silence","Cure","Cure II","Cure III","Cure IV","Cure V","Banishga","Banishga II","Holy","Curaga","Curaga II","Curaga III","Curaga IV","Stona","Cursna","Viruna","Silena","Raise III","Poisona","Sneak","Invisible","Blink","Stoneskin","Aquaveil"
// BLM - RecastDefine="Mana Font","Elemental Seal","Stone III","Stone IV","Water III","Water IV","Aero III","Aero IV","Fire III","Fire IV","Thunder III","Thunder IV","Blizzard III","Blizzard IV","Stonega III","Waterga III","Aeroga III","Firaga III","Blizzaga III","Thundaga III","Stun","Sleep","Sleep II","Sleepga","Sleepga II","Bind","Bio","Bio II","Poison","Poison II","Frost","Rasp","Drown","Shock","Choke","Burn","Aspir","Drain","Freeze","Flood","Tornado","Quake","Burst","Flare","Tractor","Warp II",
// RDM - RecastDefine="Chainspell","Convert","Dispel","Gravity","Refresh","Phalanx"
// THF - RecastDefine="Perfect Dodge","Sneak Attack","Trick Attack","Steal","Hide","Flee","Mug"
// PLD - RecastDefine="Invincible","Holy Circle","Shield Bash","Sentinel","Cover","Rampart"
// DRK - RecastDefine="Blood Weapon","Arcane Circle","Last Resort","Weapon Bash","Soul Eater"
// BST - RecastDefine="Familiar","Charm","Fight","Gauge","Heel","Stay","Call Beast","Sic","Tame"
// BRD - RecastDefine="Soul Voice","Knight's Minne","Valor Minuet","Army's Paeon","Foe Requiem","Herb Pastoral","Light Threnody","Sword Madrigal","Dark Threnody","Sheepfoe Mambo","Earth Threnody","Army's Paeon II","Foe Lullaby","Water Threnody","Foe Requiem II","Water Threnody","Foe Requiem II","Wind Threnody","Scop's Operetta","Fire Threnody","Knight's Minne II","Ice Threnody","Enchanting Etude","Valor Minuet II","Lightning Threnody","Spirited Etude","Mage's Ballad","Learned Etude","Horde Lullaby","Quick Etude","Advancing March","Vivacious Etude","Hunter's Prelude","Dextrous Etude","Magic Finale","Fowl Aubade","Sinewy Etude","Army's Paeon III","Light Carol","Foe Requiem III","Earth Carol","Battlefield Elegy","Water Carol","Knight's Minne III","Wind Carol","Valor Minuet III","Fire Carol","Army's Paeon IV","Ice Carol","Foe Requiem IV","Lightning Carol","Goblin Gavotte","Dark Carol","Blade Madrigal","Dragonfoe Mambo","Gold Capriccio","Mage's Ballad II","Shining Fantasia","Foe Requiem V","Carnage Elegy","Victory March","Knight's Minne IV","Bewitching Etude","Valor Minuet IV","Logical Etude","Army's Paeon V","Sage Etude","Foe Requiem VI","Swift Etude","Puppet's Operetta","Vital Etude","Archer's Prelude","Goddess's Hymnus","Uncanny Etude","Warding Round","Chocobo Mazurka","Herculean Etude","Maiden's Virelai"
// RNG - RecastDefine="Eagle Eye Shot","Sharpshot","Scavenge","Camouflage","Barrage","Shadowbind","Unlimited Shot"
// SAM - RecastDefine="Meikyo Shisui","Demon Circle","Third Eye","Meditate"
// NIN - RecastDefine="Mijin Gakure","Katon: Ichi","Katon: Ni","Hyoton: Ichi","Hyoton: Ni","Doton: Ichi","Doton: Ni","Raiton: Ichi","Raiton: Ni","Suiton: Ichi","Suiton: Ni","Utsusemi: Ichi","Utsusemi: Ni","Jubaku: Ichi","Hojo: Ichi","Hojo: Ni","Kurayami: Ichi","Kurayami: Ni","Dokumori: Ichi","Tonko: Ichi","Tonko: Ni"
// DRG - RecastDefine="Call Wyvern","Ancient Circle","Jump","Spirit Link","High Jump","Super Jump"
// SMN - RecastDefine="Astral Flow",


//////////////////////////////////////////////////////////////////////////////////
//                                  Console Logging
//////////////////////////////////////////////////////////////////////////////////

// Specifies the path (from current directory) to where you want the log stored.
// LogLing= specifies how many lines you want to display in the in-game console.
//          (overwrites in-game max of 8)
//
//LogFile=logs/log.txt
//LogLine=10

//////////////////////////////////////////////////////////////////////////////////
//                            ALARM STRINGS -- START
//////////////////////////////////////////////////////////////////////////////////

//
//[AlarmString] Section Help
//
//Note:  This requires knowledge of regular expressions.  If you don't know what Regular Expressions are, please look it up on google.
//
//The [AlarmString] Section allows you to specify regular expressions which the FFAssist program can detect on incoming messages.
//If an incoming message matches any of the keys, a new timer is created in the timer window.
//
//These entries must start with key0, and must be sequential for FFAssist to read them in properly on startup.
//key# is the only required field.  All other fields are optional.
//
//
//Here are the different paramaters:  (# is a number between 0 and 255)
//
//key#=Regular Expression
//
//Also, the key# accepts certain special values noted below:
//
//MYNAME: Your characters name
//PTMNAME: Name of any member of your party.
//P0NAME - P5NAME: Name of specific player in party. P0NAME is always the same as MYNAME
//TARGET: Name of the current target
//
//Ex:
//Key0=^[A-Z][a-z]*>>
//
//This expression will detect a chat log line that begins with a capital letter, followed by any number of lower case letters followed by >>.
//This method can be used to easily identify an incoming tell.
//
//attribute#= Code indicating specific types of chat messages to interpret
//
//Ex:
//attribute0=0d
//
//This will only look for key0 in incomming party chat messages (rather than looking at all chat messages).
//
//sound#=Directory of .wav file to play when timer expires, with FFAssist folder as the root
//
//Ex:
//sound2=wave/ringin.wav
//
//delay#= delay on the Timer. (Default 0)
//
//Ex:
//delay0=30 will cause the event to go into the Timer window and countdown from 30, playing sound0 when reacing 0:00:00.
//
//timeout#= Time before the message leaves the timer window. (Default -10).
//
//Ex:
//timeout13=-180    this will leave the message in the log window for 3 minutes after it was received
//
//description#= sets the string to be shown inside the timer window.  If no description is set, the entire chat log line that
//raised the alarm will be shown.
//
//Ex:
//key1=MYNAME uses Provoke
//delay1=30
//description1=Provoke
//
//logwindow=##
//
//Writes the message to the specified LogWindow(s) rather than the Timer Window.  The number must be 2 digits.
//If you send an alarm to the logwindow, no sound effect will play.
//If anyone figures out how to send an alarm to both the timer window (with sound) AND log windows at the same time, let me know.
//
//
//[ AlarmString0 ]... [ AlarmString255 ]... [ AlarmStringXXX ]
//
//Used to write custom alarm sets that can be loaded using the /alarm command.
//
//Inside FFXI, use /alarm 0,1,XXX,etc to specify which sets to load.  Useful when you only need alarms for a specific fight.
//
//For example, you could create a set of alarms called [AlarmStringKirin] that detects when Kirin casts Quake, Stone V, Stonega IV, or readies Deadly Hold,
//And only load these alarms up when fighting Kirin by doing /alarm Kirin before the fight.
//
//You can unload all alarm sets (except the default) by doing /alarm with no paramaters.
//
//Default set.  Always Active.


//  -= USING JOB SPECIFIC ALARMS =-
LogWindow8=100,550,128,8,400,12,000000
LogWindow9=100,550,128,8,400,12,000000
//  -----------------------------------------------
//
//  Using Alarms inside FFXI requires you to issue a command to load the appropiate alarms for whatever job combination you have.
//  the syntax is as follows:
//
//  /echo /alarm JOB1,JOB2
//  
//  i.e.
//  
//  /echo /alarm RDM,BLM
//
//  /echo /alarm NIN,WHM
//
//  etc..
//
//  The best way to do this, if you are so inclined, is to setup macros inside windower/scripts/init.txt
//  Look under the Bind Keys section, and create custom binds, for the job combinations you most use.
//
// Search for ::
//      //Bind keys
//      //Bind syntax is "bind
//
// Under that add something like this example:
//
//      bind ^!f1 input /echo /alarm; input /echo /alarm BLM,WHM;
//      bind ^!f2 input /echo /alarm; input /echo /alarm NIN,WAR;
//      bind ^!f3 input /echo /alarm; input /echo /alarm THF,NIN;
//      bind ^!f4 input /echo /alarm; input /echo /alarm PLD,WAR,Chain60; input /echo /logwindow 5;
//      bind ^!f5 input /echo /alarm; input /echo /alarm RDM,WHM; input /echo /logwindow 4;
//
// Those bind:
// CTRL+ALT+F1 to :  Clear any existing alarms, load the alarm set for BLM/WHM
// CTRL+ALT+F2 to :  Clear any existing alarms, load the alarm set for NIN/WAR
// CTRL+ALT+F3 to :  Clear any existing alarms, load the alarm set for THF/NIN
// CTRL+ALT+F4 to :  Clear any existing alarms, load the alarm set for PLD/WAR & EXP Chain alarms for monsters 60-69, and also turn on ToD windows
// CTRL+ALT+F5 to :  Clear any existing alarms, load the alarm set for RDM/WHM, and enable the Monster Actions window
//
// So After those are created, and you either close everything and restart, and manually reload your init.txt using windower console
// command  "exec init.txt"  , you should have those keys bound, to be easily hotkey'd from inside FFXI to load your FFassist alarms.
//


//////////////////////////////////////////////////////////////////////////////////
//                          GLOBAL & DEFAULT Alarms - START
//////////////////////////////////////////////////////////////////////////////////

[AlarmString]

// ------------------------------------------------
// 0 and 1 - Recognizes Party Invites
// ------------------------------------------------

key0=(^[A-Z][a-z]*) invites you
sound0=wave/notify.wav
timeout0=-60
attribute0=87
delay0=
logwindow0=
description0=$1 - Invite

key1=^[A-Z][a-z]*
#6
General Posts / Garrison lvl 30 run!
May 11, 2006, 01:37:22 AM
I know that with the addition of the crosair that Military guns are a hot item, along with the other military wepons.

The way this works:
The garrison will be done in Buburimu Peninsula.  It is a level 30 cap.
The monsters will be Goblins.
We can have one, two, or three Parties.
The monsters are based on the number of parties.

The needed jobs are as follows: Pld, Blu, Whm, brd or blm, thf or rng, and another DD.
Gobs tear up Nins pre 37, This is 30 cap so pld tank will be best.
Blu is neccesary for stuning gob bombs.
WHm, or even Rdm for main healing.  Problem with redmage is that they do not have raise.
Bard or blm for debuff and sleeping mobs.
Thf or rng are needed to kite one mob while the pt and npcs recover.
And another DD is needed. i'm sure almost any job can fill this spot.

The reason for having a thf or ranger kite is that the npcs will attack anything near them, even if it is sleeping, that is why the thf/rng needs to spam sleep bolts and drag it away from the npcs.

Who ever comes as Blu needs to have headbut and sheep song, and w/e sleep magic they can.

The monsters are not generly hard, except the boss.  If i remember correctly he comes in the forth or third wave of monsters.

Also the Whm or Rdm will need to heal npcs.  The more that survive the more drops you get at the end.  So this is vital, since after all we are going for drops, not CP.

There is a 30 min time limit on this, and there are i think 3 mini waves in a wave. it goes 1-2 gobs per pt in a mini wave, i think.

If any one has anthing to add or would like to join please post.
#7
Help Desk / O hat!
May 11, 2006, 01:07:36 AM
I've been collecting Eyes for an eye cluster synth so that i can get my o hat!
Problem is that i still need Golden and the ones from SSG and rancor.  If any one could help out with this i would greatly appreciate it!

Edit: Posted wrong eye!
#9
Help Desk /
March 31, 2006, 05:18:56 PM
I could use an O-hat also. I have earthen and damp eyes, if any one could help me get the rest that would be cool
?(^_^)?
#10
General Posts / Custom armor
March 20, 2006, 12:15:11 AM
I've gotton bored of looking at the same armor all the time, so i went a head and started changing armor colors. Once i get VRS i can made new armor models.

 [link=hyperlink url]http://static.filefront.com/images/personal/p/PigKiller/23236/fyjrrnrafm.jpg[/link]
like make this an actual ingame model

I will post a picture of the new armor, and incluse the files to switch.  Basicl download the zip file, extract it, then open model viewer and go file-->MQO to Dat. And it will switch the files.  And because model viwer keeps a back up, if you dont like it you can go back.  

Selan's Rng
 [link=hyperlink url]http://static.filefront.com/images/personal/p/PigKiller/23236/woxjqkvril.jpg[/link]

Sean's Rng zip
 [link=hyperlink url]http://files.filefront.com/Selans_Rng_goodrar/;4895829;;/fileinfo.html[/link]

Bobz's Thf
 [link=hyperlink url]http://static.filefront.com/images/personal/p/PigKiller/23236/pdglibluxv.jpg[/link]

Bobz's Thf Zip
 [link=hyperlink url]http://files.filefront.com/Bobzs_Thfrar/;4895822;;/fileinfo.html[/link]

I will update as i finish other ppls requests
#11
Announcements /
March 19, 2006, 07:55:35 PM
I have to do the idividual Ark angel fights, if any one is willing to help me out i would apreciate it.
#12
General Posts /
March 19, 2006, 07:52:30 PM
Yea, i was looking for this the other day but could't find it, thanks for reposting it!